03-04-2016, 06:59 AM | #41 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS After the End 1: Wastelanders
Some part of me wants Steve Jackson digging through the liver of a bull and then announcing to the world "RELEASE THE SUPPLEMENTS!!!"
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
03-04-2016, 07:12 AM | #42 |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS After the End 1: Wastelanders
Hey well I didn't say what the background mechanisms where, sometimes you have to wait for the right bull to be properly sanctified, and the stars are only right every 2nd Thursday.
Last edited by Tomsdad; 03-04-2016 at 07:54 AM. |
03-04-2016, 07:48 AM | #43 |
Join Date: Feb 2007
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Re: GURPS After the End 1: Wastelanders
Right. I see Wastelanders as a toolkit to raid. I may not want mutations in my Mad Max knockoff, but if I do, I have useful advice.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
03-04-2016, 08:52 AM | #44 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: GURPS After the End 1: Wastelanders
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Generally the first volume establishes what's kosher and what's not, in terms of character abilities, and also in terms of character concepts. For instance, Action vol. 1 suggests that you can have a player character who's job description is "investigator". Yes, he has to have a point or two in Guns (Pistol) and in Karate, but it's not presented as an oddball choice, as an optional template that you have to ask for the GM's permission to choose, but rather as a core element of the play experience, thus indicating that GURPS Action is meant for a fairly cerebral play style, rather than for 99% fighty fighty (e.g. as in "The Expendables" movie franchise). The Bard class in DF1 does some of the same, although less clearly (a lot of the Bard is, unsurprisingly given the D&D inspiration of DF, about magic, with only some being about social skills and advantages). Sometimes it's misleading, though, as with DF1 not offering any support for non-Human player characters. That can be taken in many different wrong ways, including the absolutely ridiculous assumption that the DF series is quite compatible with historical fantasy. Non-Human species templates did show up in the first actual DF supplement, though, volume 3 (and are actually quite good - none of them stereotypes the species towards one particular profession in a 1:1 sense), and it's likely that they were left out of DF1 simply because of page count concerns. So I do think that a lot can be gleaned just from the first volume of any such GURPS "distillation" product. |
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03-04-2016, 09:59 AM | #45 | ||
Join Date: Feb 2007
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Re: GURPS After the End 1: Wastelanders
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I see these books as being like GURPS Characters. Just because an ability appears in that book doesn't mean that it is campaign-appropriate. It is just an option.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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03-04-2016, 10:00 AM | #46 |
Join Date: Feb 2005
Location: Austin Texas
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Re: GURPS After the End 1: Wastelanders
I will definitely be incorporating Long Term Fatigue and a few tweaks to simulate quick recovery.
I love easy solutions for complicated problems. Working on a tweak for those who bounce back quickly based on the suggested above.
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03-04-2016, 10:36 AM | #47 | |
Join Date: Dec 2010
Location: Seattle
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Re: GURPS After the End 1: Wastelanders
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Action? It's exactly as you say. I've used Specialists a LOT since it came out, but in a space campaign. I also used them for a MH game. I don't like Bang! skills, but they're easily removed from MH templates. However, my MH game isn't strictly run by the numbers -- currently they're in phase 1, in which they start as 100 point characters. Phase II will have them bumping up to 300 points+ earned XP (via a training montage), and phase III bumps them up to 500 points. The templates are extremely useful, though, as they help to guide the development of these characters. I expect AtE to be similarly useful. Pick what helps my campaigns, and possibly inspire another campaign along these lines. In short, these worked examples and frameworks have been invaluable to my campaigns.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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03-04-2016, 11:17 AM | #48 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
We still await the signal from our Secret Masters. When it is time for The New World, they shall send a dove to land on our window, shed a single red feather (previously unseen), and then fly away.
. . . or it might be that we never do that because this way you have a chance to read and internalize the first book before we throw its follow-up at you. That way people can also space out their purchases without feeling overwhelmed or "behind" because they can't keep up. Quote:
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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03-04-2016, 11:29 AM | #49 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS After the End 1: Wastelanders
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Must need more muscalid juice... or maybe the leftmost widdershin anti-spiral gyroscope needs aligning. |
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03-04-2016, 11:42 AM | #50 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: GURPS After the End 1: Wastelanders
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The same is most likely true for MH2, except I haven't read that one closely, so I can't actually say it for sure. |
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after the end |
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