12-30-2010, 11:33 PM | #51 | |
Join Date: Aug 2004
Location: In the UFO
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Re: Gurps Vehicles
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And redundancy is thus also an issue the other way. Since the chariot does not exist in isolation: the motive power, speed, drag, streamlining, and so on rules are used for, say, a car with an engine, it's a bit odd to toss them out and say that (for example) the tire modifiers or suspension bonuses or streamlining no longer matter when an animal is providing the propulsion. Now, it's obviously more complex. But I'm not worried about that as such: anyone who wants a simple chariot, wagon, etc. has only to turn to Low Tech, which will give you your craft and lots of rules on customizing and modding it. LT also raised another issue: the chariots and so on in LT are statted out as if they are vehicles rather than as adjuncts to the animal rules and ST/Lifting rules: as such it's easier to treat them as such game mechanically, i.e., converting the animal's ST and Move stats into power. This is especially so when dealing with teams of animals; if not you're going to be doing math anyway as you add up base lifts and so on. In short: Tried it the way you suggest - thought it would work -- but it just didn't work as well.
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Is love like the bittersweet taste of marmalade on burnt toast? Last edited by David L Pulver; 12-30-2010 at 11:48 PM. |
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12-31-2010, 12:16 AM | #52 |
Join Date: Mar 2010
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Re: Gurps Vehicles
Out of curiosity, did you add or change anything for reliability? If I remember correctly, the original used reliability only in regards to the entire vehicle, and then it was offered only with respect to overall cost. This made cheap vehicles seem sturdy, and expensive vehicles unreliable, with no regards to individual components.
Also, did you add any more on crewing vehicles? |
12-31-2010, 12:28 AM | #53 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Gurps Vehicles
When GURPS VDS comes out, I'll pick it up pronto. When the computerized version of VDS comes out, I'll pick that up pronto as well.
Someday, someone will actively come up with a set of rules for castle building and seige weapons, and I'll pick that up as well ;) Until then, it is C&S 1st and second editions for the castle building and damage to walls during seiges - and GURPS for everything else.
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12-31-2010, 01:44 AM | #54 |
Join Date: Aug 2004
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Re: Gurps Vehicles
Bear in mind that the VDS isn't finished yet. Very nearly so, apparently; but not quite done. While I'm grateful for what David Pulver has seen fit to say about it thus far, it strikes me as premature to be asking for details.
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12-31-2010, 02:00 AM | #55 | |
Join Date: Jan 2010
Location: Brighton
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Re: Gurps Vehicles
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Not only would I buy this the day it becomes available, I'd sign up for a ransom as well. Now as much as I prefer real books I can also see why this project is tailor made for PDFs, especially for add ons and options. For me GURPS is all about the options. |
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12-31-2010, 02:17 AM | #56 |
Join Date: Feb 2010
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Re: Gurps Vehicles
It's not that long ago that I was hyped over Low-Tech and now you just have to dangle a new thing in front of my nose.
I MUST HAVE IT!!! |
12-31-2010, 03:52 AM | #57 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Gurps Vehicles
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I hugely loved the old Vehicles, amnd spent absurd amounts of time building stuff with it. I only realized rather late that I never, ever used anything I so designed. ;)
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12-31-2010, 05:12 AM | #58 | ||
Join Date: Apr 2010
Location: Uppsala, Sweden
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Re: Gurps Vehicles
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To those who are afraid of VDS superseding regular GURPS rules; VDS would be entirely optional as stated and that means that it could include rules for horses as motive powerplants and other crunchy stuff. VDS should work, and be based on real world physics and engineering without ahaving to worry about fitting more or less clunky roleplaying rules. Vehicles DESIGNED by VDS should obviously generate the stats needed for gaming but it should never have to work the other way. In My Humble Opinion of course.
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12-31-2010, 06:18 AM | #59 |
Join Date: Feb 2005
Location: Virginia, US
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Re: Gurps Vehicles
Wasn't there a fan-produced GURPS Architecture out there that included this type of information? It's been a long time since I looked at that document so I'm probably barking up the wrong tree, but just thought that I would mention.
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12-31-2010, 09:47 AM | #60 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Gurps Vehicles
Out of date, overelaborate, and missing material or incorrect in a few areas. The architecture rules in LTC3 will be easier to deal with.
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gurps vds, vehicle design system |
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