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Old 03-06-2016, 07:56 AM   #1011
DouglasCole
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We have a new series in town, and an old one. After being held up in release limbo for an awfully long time, the post-apocalyptic GURPS After the End 1 - Wastelanders has clawed its way through broken terrain, starvation, radiation, and mutant dinosaurs to snap at our heels.

I've also penned a very comprehensive review of AtE 1. I've read through it once already, and I can tell that SJG is learning from prior successes.
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Old 03-07-2016, 07:37 AM   #1012
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This week's edition of the Reloading Press is a bit of a follow-on to last week's, and it covers the small-bore variant on the Soviet side of things, the 5.45x39mm.

Reloading Press: 5.45x39mm
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Old 03-08-2016, 06:20 AM   #1013
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A pivotal episode, as the team recons what turns out to be a black operations warehouse, which is then attacked by another black operations group. We crash the party, go full-on tactical death-mode, and then successfully negotiate for a cease-fire. We find out some of the key players in the whole thing, including a rogue AI, but can't quite figure out how to bring the event to a close by the time we end . . . but we have some good ideas.
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Old 03-10-2016, 06:35 AM   #1014
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Thursday is GURPSDay!

Based on some what-if moments from the Aeon S1E9 game, I think about ways to reinforce good planning mechanically. Borrowing from both the Wait maneuver and the concept of Tactics re-rolls, this foreseen contingencies mechanic allows some retroactive adjustment of the tactical situation - if you can see it coming.
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Old 03-10-2016, 10:41 AM   #1015
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Thursday is GURPSDay, and we nearly hit 60 posts this week! Here's the ever-expanding round-up of GURPS posts. As always, if you blog about GURPS, even occasionally, drop me a line at gurpsday@gmail.com

GURPS Day Summary Mar 4 - Mar 10, 2016
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Old 03-10-2016, 11:38 AM   #1016
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Didn't quite get my article done for today yet. It's on DISEASES! I figured it was fitting considering I got sick XD
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Old 03-10-2016, 11:54 AM   #1017
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Originally Posted by GodBeastX View Post
Didn't quite get my article done for today yet. It's on DISEASES! I figured it was fitting considering I got sick XD
If you can get it in before 10 or 11 CST, it'll get swept up on the re-run of the script.
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Old 03-15-2016, 07:33 AM   #1018
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In the Aeon supers game, we turn a no-win situation into a locked room mystery for our foes. A lot of exposition and discussion with a possessed AI (no, literally), and the revelation that a long-time rival is behind a lot more evil than your run-of-the-mill power-hungry organizational climber.
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Old 03-17-2016, 06:45 AM   #1019
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Thursday is GURPSDay, and something wicked this way comes. I can feel it.

The Danger Sense advantage is something that I both love and hate, as both a player and GM. I discuss why, and whether, in the years since 4e came out, that improvements in metagame mechanics have made the advantage somewhat superfluous, or at least easier to handle in other ways.
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Old 03-17-2016, 07:50 AM   #1020
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Thursday is GURPSDay, and something wicked this way comes. I can feel it.

The Danger Sense advantage is something that I both love and hate, as both a player and GM. I discuss why, and whether, in the years since 4e came out, that improvements in metagame mechanics have made the advantage somewhat superfluous, or at least easier to handle in other ways.
I prefer Danger Sense to exist because in a campaign where dangers are common, it would be really, really, really unfun for the dedicated Danger-Sensor character to soon go "oops, I ran out of dangersensium" while the Combat Reflexor enjoys the +6 against surprises each and every time.
I do like the rewind idea (in fact, it's been floated around for quite some while) for Precognition. It's especially neat as a compensation for those cases when a GM forgot to roll for Danger Sense, because it's very easy to at some point say "Oops; well, that's what you just foresaw, it didn't happen yet!".

Also, I don't feel comfortable singling out Danger Sense as an 'offending' passive trait, because GURPS has lots and lots of passive traits that a GM needs to factor during campaign. For instance, Serendipity (at least half the time), Reaction Modifiers (unless reaction rolls are constantly rolled explicitly, which IME is not often), Disease Resistance, Perception stuff etc.
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