08-17-2017, 09:20 PM | #1 |
Join Date: Dec 2006
Location: Top O' The World, Ma!
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GCA: Altering Tech Levels?
The GM of the campaign I'm about to start wants to set things at TL 3, but have early firearms as part of things. For some reason, I can't get the skill to show up so that I can take it. Do I have to adjust the TL, or is there an option for "There are guns in this fantasy setting?"
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08-17-2017, 11:04 PM | #2 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GCA: Altering Tech Levels?
There are only two data files which remove the Guns skills from GCA:
GURPS Dungeon Fantasy Remove Unnecessary Traits.gdf Variant Basic Set 4e - Remove Skills TL 4+.gdf The first file should only be used if you are playing a strict Dungeon Fantasy game, the second is set up to remove most "high tech" skills for a standard swords & sorcery (or old historical) feel.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
08-18-2017, 01:03 AM | #3 |
Join Date: Dec 2006
Location: Top O' The World, Ma!
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Re: GCA: Altering Tech Levels?
That got it. Thanks.
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