03-08-2016, 02:18 AM | #101 |
Join Date: Aug 2015
Location: Kenai, Alaska
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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? |
03-08-2016, 03:07 AM | #102 | |
Join Date: Jul 2013
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Re: GURPS After the End 1: Wastelanders
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As for cybernetics, that feels like something different, that doesn't really need the same treatment. |
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03-08-2016, 03:17 AM | #103 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: GURPS After the End 1: Wastelanders
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03-08-2016, 03:33 AM | #104 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: GURPS After the End 1: Wastelanders
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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03-08-2016, 03:39 AM | #105 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS After the End 1: Wastelanders
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03-08-2016, 03:54 AM | #106 | |
Join Date: Jul 2013
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Re: GURPS After the End 1: Wastelanders
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03-08-2016, 08:25 AM | #107 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS After the End 1: Wastelanders
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03-08-2016, 09:04 AM | #108 |
Join Date: Oct 2010
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Re: GURPS After the End 1: Wastelanders
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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03-08-2016, 03:31 PM | #109 |
Join Date: Mar 2006
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Re: GURPS After the End 1: Wastelanders
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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03-08-2016, 05:43 PM | #110 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS After the End 1: Wastelanders
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* 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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