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Old 03-08-2016, 02:18 AM   #101
Minuteman37
 
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Default Re: GURPS After the End 1: Wastelanders

So hears an idea, what if we got future AtE books that treated Psi and Cybernetics the same way we're most definitely going to get Mutations treated? Psi powers could be linked to a weirdness mechanic while Cybernetics could be tied to a humanity mechanic.

Thoughts?
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Old 03-08-2016, 03:07 AM   #102
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Default Re: GURPS After the End 1: Wastelanders

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Originally Posted by Minuteman37 View Post
So hears an idea, what if we got future AtE books that treated Psi and Cybernetics the same way we're most definitely going to get Mutations treated? Psi powers could be linked to a weirdness mechanic while Cybernetics could be tied to a humanity mechanic.

Thoughts?
I can see an argument for having Psi work like that. The reaction penalties and the fact is becomes easier to find you would be caused by a passive mental aura of otherliness that you exude, and it could have a special side-effects table composed entirely of mental disadvantages, as your brain is distorted further.

As for cybernetics, that feels like something different, that doesn't really need the same treatment.
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Old 03-08-2016, 03:17 AM   #103
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Default Re: GURPS After the End 1: Wastelanders

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I can see an argument for having Psi work like that. The reaction penalties and the fact is becomes easier to find you would be caused by a passive mental aura of otherliness that you exude, and it could have a special side-effects table composed entirely of mental disadvantages, as your brain is distorted further.

As for cybernetics, that feels like something different, that doesn't really need the same treatment.
With Cybernetics I'm thinking in the vain of a reign of steel style apocalypses where at least one of the main antagonists are killer robots and the idea of sleeper agents is ever present.
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Old 03-08-2016, 03:33 AM   #104
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Default Re: GURPS After the End 1: Wastelanders

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With Cybernetics I'm thinking in the vain of a reign of steel style apocalypses where at least one of the main antagonists are killer robots and the idea of sleeper agents is ever present.
With Cybernetics, think past the post-apocalypse. A lot of the classic Cyberpunk games (CP2020, Shadowrun, etc.) have cyberwear erode the character's soul, humanity, or what-have-you, and Freakishness is the perfect statistic to re-work for that on multiple levels. There's the simple obviousness, there's the reaction penalty for being so jacked up with hardware you're not human, and then there's the side effects of replacing so much of your soul with circuits.
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Old 03-08-2016, 03:39 AM   #105
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Default Re: GURPS After the End 1: Wastelanders

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With Cybernetics, think past the post-apocalypse. A lot of the classic Cyberpunk games (CP2020, Shadowrun, etc.) have cyberwear erode the character's soul, humanity, or what-have-you, and Freakishness is the perfect statistic to re-work for that on multiple levels. There's the simple obviousness, there's the reaction penalty for being so jacked up with hardware you're not human, and then there's the side effects of replacing so much of your soul with circuits.
Requiring Maintenance on cyberlimbs suddenly becomes a REALLY sucky proposition in the post-apocalypse.
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Old 03-08-2016, 03:54 AM   #106
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Default Re: GURPS After the End 1: Wastelanders

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With Cybernetics, think past the post-apocalypse. A lot of the classic Cyberpunk games (CP2020, Shadowrun, etc.) have cyberwear erode the character's soul, humanity, or what-have-you, and Freakishness is the perfect statistic to re-work for that on multiple levels. There's the simple obviousness, there's the reaction penalty for being so jacked up with hardware you're not human, and then there's the side effects of replacing so much of your soul with circuits.
I suppose a different way to work it if you're not working with eroding souls, would be that the random side-effects are basically just glitches in your cybernetics, since the more you have, the more likely something is to have gone wrong in a post-apocalyptic wasteland.
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Old 03-08-2016, 08:25 AM   #107
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... an old six-pack of Dr. Pepper.
That is going to be one disgusting drink.

Was that a reward or punishment?
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Old 03-08-2016, 09:04 AM   #108
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Surely the Dr Pepper they found is to blame for the end of the World, right? After all, it is the worst that could happen.
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Old 03-08-2016, 03:31 PM   #109
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After a cursory skim most of it I like and find useful, though I do have a major nitpick. I get why they state that Wealth/Money* would not exist in such a setting, since its a common trope in many post-collapse games, but its very much something entirely based on a specific campaign rather than a universal rule. Much less in the same blurb then mentioning using ammunition as currency which appears to entirely contradicts the earlier point. Honestly would have liked to see a section on how to handle different variants of wealth/money in said setting types from 'none' to 'bottlecaps' or even settlements issuing proper minted currency once again even if only good locally like has happened historically. Maybe its something that's planned for a future issue and this was just the quick and dirty 'good enough to hit the ground running' summary. Which would completely makes sense for the first issue.

That aside, I'd still personally give it 8/10 and so far I am looking forward to the rest of the series. I do apologize for being a bit pedantic but I'm very picky about collapse and post-collapse settings as studying both is a hobby of mine. Which leaves me with the worst of both worlds, knowing just enough to be easily annoyed but not enough to be by any stretch an expert. Sometimes I wish I could just turn my brain off. :p

*I've always been a fan of splitting RAW Wealth into two parts, Income (representing how much a character gets in terms of regular pay) and Assets (representing how much valuable stuff they have that does NOT make them regular income).
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Old 03-08-2016, 05:43 PM   #110
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After a cursory skim most of it I like and find useful, though I do have a major nitpick. I get why they state that Wealth/Money* would not exist in such a setting, since its a common trope in many post-collapse games, but its very much something entirely based on a specific campaign rather than a universal rule.
To be fair even the most prosperous Big Man* style economies don't operate with Wealth as we know it, they operate with trading favors and concrete goods, not nebulous 'wealth'.


* And following the fall of civilization, that's all that would be left, Big Man Tribal "communism/socialism". Even larger settlements that could arguably be called 'civilized' wouldn't much more than a step above this. If they are... then it's evolved/advanced beyond actual post-apocalypse into the "post-post-apocalypse" rebuilding stage.



But I kinda agree. I'd love to have seen some good Bartering rules*.

*Isn't there a Pyramid article on that?
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