03-08-2016, 05:48 PM | #111 | |
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Re: GURPS After the End 1: Wastelanders
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03-08-2016, 06:56 PM | #112 | |
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Re: GURPS After the End 1: Wastelanders
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03-08-2016, 08:03 PM | #113 | |
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Re: GURPS After the End 1: Wastelanders
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03-09-2016, 08:55 AM | #114 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
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(That said, apparently those three words are confusing enough people that I plan to errata it, along with a minor typo or two.) Quote:
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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03-09-2016, 11:10 AM | #115 | |
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Re: GURPS After the End 1: Wastelanders
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That turns it from a Barter Good into defacto currency If a pistol is 'always' a specific value in bullets and a can of food is 'always' a specific value in bullets, then a pistol always 'trades' for a specific number of cans of food, which is fine... it's just not bartering anymore. That said, if I run an AtE game I'm not sure if I'll stick the default AtE bullets=bucks setting or use some bartering system... one is simpler, they other 'more satisfying'. |
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03-09-2016, 02:23 PM | #116 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
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Bullets are the exception to the haggling rules; a $10 rifle bullet is worth $10. (Although if you really want a bit of fluctuation, ATE2 will have rules for that, too.) That's why bullets are not currency, but they're the closest thing to it, as a stable trade good (also known as the medium of exchange). If a player said he wants to start off "as rich as I can be," he should spend his excess budget on bullets. Quote:
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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03-09-2016, 02:26 PM | #117 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
We have incorporated some errata and uploaded a new version of ATE1. You should be receiving an update email soon. The specifics are listed here:
http://forums.sjgames.com/showthread...43#post1987243 Among other things, I've revised the description of ammo so that it is (hopefully) 100% clear that ammo is a barter good just like anything else.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} Last edited by PK; 03-09-2016 at 02:32 PM. |
03-09-2016, 02:27 PM | #118 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS After the End 1: Wastelanders
So, what was that update just now all about?
Edit: Ninja-ed by RPK himself.
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03-09-2016, 02:59 PM | #119 |
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Re: GURPS After the End 1: Wastelanders
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03-09-2016, 05:53 PM | #120 |
Join Date: May 2007
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Re: GURPS After the End 1: Wastelanders
I'm seeing a lot of use for - surprisingly, perhaps - BattleTech adventures. That universe has a LOT of nuked-off-the-map worlds thanks to the early Succession Wars and the Blakist "Jihad." Having simple rules for radiation exposure and scavenger economies is a huge asset when you're not planning on setting the entire campaign on a lost world. This way, the players don't need to go nuts memorizing specialized rules and equipment lists.
It also could give some neat shake-ups to character roles; sure, the 'Mech jock always knows where the best parties can be found on cosmopolitan New Avalon, but once the team landed on volcano-blasted Jardine it was his skill with people that made him a salvage merchant. The technician is bar none when it comes to scrounging up rare parts for the party's 'Mechs, but it was her years in industrial exoskeletons that allowed her to make use of the ancient Nighthawk power armor, and transformed her into the group's fighter. The aerospace pilot's Navigation skill saw him become the pathfinder and scout, the hulking Elemental is too big to fit in any armor so he stays back and acts as the medic, even the "social" officer's ability to memorize family dynasties and tell bravado-enriched tall tales makes her an above-average bard type. Basically, I'd take existing characters and use their "flavor" skills and attributes to fit them into different roles. I think it'd be a lot of fun. |
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