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Old 06-25-2015, 07:49 AM   #41
robkelk
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Default Re: GURPS supplements that you'll like read

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Originally Posted by Blind Mapmaker View Post
There are at least two characters for that in GURPS Villains (3rd Edition). And I think they have a sidebar with additional characters in the circus or freak show. But I might be confusing that with the original short story.
Which original story - Masao Maruyama's, Ray Bradbury's, or somebody else's? (Wikipedia doesn't return any hits for "weird circus".)
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Old 06-25-2015, 08:17 AM   #42
Antumbra
 
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Default Re: GURPS supplements that you'll like read

GURPS Malazan Book of the Fallen - something I've always rather wanted to read. It has several rather interesting setting features. And the books grew out of the author's GURPS campaign notes so there's that.

GURPS Technomancer Update - I don't think there's anyone who's read Technomancer who doesn't want this. Not just an update to 2015, but also a look at the possible future of the setting, perhaps in Pyramid or as another supplement. A small section on using or introducing variant magic - such as RPM - would be very welcome as well.

Ritual Path Magic: Grimoire - There're still vagaries with the RPM system, particularly where damage-avoidance, transformation, and spells with skills are concerned, as you can see from the DIY thread. Clarification, path specialists such as those over at Ravens'n'Pennies, and a hefty grimoire would go a long way to making it less of a struggle. I'd be happy with just the grimoire. Making spells may be almost-but-not-actually trivial, but it's something people pay for anyway.
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Old 06-25-2015, 11:08 AM   #43
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Default Re: GURPS supplements that you'll like read

GURPS Middle Ages II Or, more likely, a collected volume including the first book updated to 4e - IIRC it's hardly crunchy outside the bestiary.

Most wanted, never happening:
GURPS 4e Compendium - Characters: A collected list of everything that costs points and isn't ridiculously setting-specific (except spells, quirks and perks, which already have collected volumes), including the bits from Pyramid over the years, with the promise of updating it.

This wouldn't require the entire text of every little thing - a page reference to the original source would be fine for most minutiae - but it needs costs, game effects, variants, enhancements and limitations.

I really, really want to be able to CTRL-F* that stuff.

(Actually Propeller-F, since I'm on OSX, but you know what I mean)
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Old 06-25-2015, 11:30 AM   #44
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Default Re: GURPS supplements that you'll like read

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You little [INSERT APPROPRIATE INSULT]! Giving them hints on how to hit my wallet twice!
Heheh well they'd pretty much HAVE to be. You'd need to set up a punch of Post Apoc Stuff in one book and put the 'shake and bake' campaign ideas in another otheriwse it would just be MASSIVE.



Felt Inflating Wringle Donger of Deprecated Scrutability is always a suitable insult. Its complete gibberish, sure, but most of what I write is.


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Originally Posted by Langy View Post
It wasn't shelved due to being a bad idea economically. It was shelved because the owner of the company wants to write a GURPS Post Apocalypse book at some point in the vague future himself and doesn't want the competition, or something like that.

In other words, yes, it's definitely a popular idea - but too popular, because someone in power and without the time to devote to the idea wants to do it first;)
This makes me happy in ways I cant Describe. Its a wonderful thing to have this much possibility on the horizon.

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An entire book on Orc-kind, similar to Zombies or Dragons, would be awesome.
I actually entertained doing an Orc-centric piece for pyramid briefly and realized that I was too poorly suited for the task. There are SOOOOOO many incarnations of Orcs that I just dont have the knowledge base to write it...but someone does. Anyone have a copper for a Crow? A Waltz for a Wight?


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My personal wish list includes GURPS Bughunt!, an Action or DF-style take on the 'space marines shooting up evil aliens' genre, GURPS Ultra Tech Rehashed and/or Ultra Tech Companions (including new rules for cybertech, computers, ultra-tech manufacturing, and more, and hopefully rules to make Ultra Tech mesh better with High Tech and Low Tech), and some kind of GURPS Business, a book about running entire businesses or towns or economies or countries or whatever using Mass Combat-like rules. Kinda like a marriage of a 4X game and GURPS. Entirely unreasonable idea, but would still be cool.
As soon as you say ACTION! my wallet vomits loose change in anticipation.

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Originally Posted by Tomsdad View Post
OK I'd like Guns/weapons of WW2 and Cold war/modern guns (I admit it it like GURPS gun books)
<GROUPTHERAPYVOICE>
HIIII Tomsdad!
Its ok, this is a safe place, you can be open and honest here*
</GroupTherapyVoice>


Nymdok


*But dont be even slightly factually incorrect...that'll get you ravaged

Last edited by Nymdok; 06-25-2015 at 11:48 AM.
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Old 06-25-2015, 12:21 PM   #45
evileeyore
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Default Re: GURPS supplements that you'll like read

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Originally Posted by Langy View Post
In other words, yes, it's definitely a popular idea - but too popular, because someone in power and without the time to devote to the idea wants to do it first;)
Someone needs to sit the head monkey down and get him to see reason (let PK finish the magnum opus of After The Fall) or get it done himself.


I need a good post-apoc supplement to come out just in time for me to never run another post-apoc game...
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Old 06-25-2015, 02:00 PM   #46
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Default Re: GURPS supplements that you'll like read

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Originally Posted by Tomsdad View Post
OK I'd like Guns/weapons of WW2 and Cold war/modern guns (I admit it I like GURPS gun books)
I do, too, but the main WWII stuff is in High-Tech, and the rest is easy to convert from the G:WWII stats using High-Tech as a guideline. There's a fair amount of Cold War stuff in High-Tech too. I'd love these books, but we don't need them as badly as we needed Pulp Guns or Adventure Guns.
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Originally Posted by evileeyore View Post
Someone needs to sit the head monkey down and get him to see reason (let PK finish the magnum opus of After The Fall) or get it done himself.
It's his company, and he's made it successful for a long time. It may actually be the oldest unmerged company in the adventure gaming business, now I think of that. He gets to have his own way, because of his record of success.
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Old 06-25-2015, 02:08 PM   #47
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Default Re: GURPS supplements that you'll like read

You know, it occurs to me that when I think about this sort of thing, I usually end up submitting a book proposal to Kromm. I have a little list tucked away on my hard drive for future reference. . . .
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Old 06-25-2015, 02:10 PM   #48
evileeyore
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Default Re: GURPS supplements that you'll like read

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Originally Posted by johndallman View Post
He gets to have his own way, because of his record of success.
Yes, well... that isn't get GURPS After The Fall and GURPS The Day After The Fall into my hands any sooner now is it?


:grumpy face:
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Old 06-25-2015, 02:17 PM   #49
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Default Re: GURPS supplements that you'll like read

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Originally Posted by Antumbra View Post
GURPS Technomancer Update - I don't think there's anyone who's read Technomancer who doesn't want this. Not just an update to 2015, but also a look at the possible future of the setting, perhaps in Pyramid or as another supplement. A small section on using or introducing variant magic - such as RPM - would be very welcome as well.

Oh my goodness, this! I made an attempt at a more up-to-date timeline back in 2010, but I lost my notes on the subject. Using alternative magic system though... There could be writeups on how the industry would change based on the proliferation of Charms if using RPM, especially seeing as how it seems Alchemy and Magic are basically the same thing using that system!
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Old 06-25-2015, 04:52 PM   #50
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Default Re: GURPS supplements that you'll like read

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Oh my goodness, this! I made an attempt at a more up-to-date timeline back in 2010, but I lost my notes on the subject. Using alternative magic system though... There could be writeups on how the industry would change based on the proliferation of Charms if using RPM, especially seeing as how it seems Alchemy and Magic are basically the same thing using that system!
My own plan, when I get the chance to run it, is to incorporate RPM as a newly created/discovered formulation of magic - a form that anyone can use, where Magery (RPM) is a function of learning. Discovered at the turn of the new millennium (or 2012, as I want to keep it pretty recent), and sending massive shocks through the setting as the thaumaturgic edge of the US is upset. Then advance the traditional magic known in Technomancer - possibly RPM Crossroads leading to a breakthrough that publically uncovers the Gate college, though I'd save that for an adventure as it's a huge, huge deal.

With the Technomancy from MH5, perhaps RPM is an offshoot of the increasingly complex Mananet - the discovery of computer code that can alter Oz flow without a Mage's involvement.

That then is worked into Technomancy and RPM is developed from studying that.

It'd all be a very new thing, with researchers hogging university supercomputers to try and get them to pull rabbits out of disk drives, and forums full of "manahackers" bodging together spell compilers and ritual libraries.
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