03-17-2018, 08:58 PM | #11 |
Join Date: Mar 2008
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Re: What new Power Ups books do we want?
Power Ups: Gadgeteering would be very useful. Especially if it had a chapter on advancing tech level or at least local tech level. One of the games I'd like to run is a Robinsonade that replicates the sort of build a small civilization in Mysterious Island or Swiss Family Robinson.
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03-17-2018, 11:05 PM | #12 | ||
Join Date: Mar 2013
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Re: What new Power Ups books do we want?
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This isn't something major, at most a page of text. I think the thing that people don't realize about Gadgeteer is that it's limited by the player's imagination (and what the GM is willing to allow), this means that it's probably of limited application unless super-science is allowed, mainly because people run out of stuff to design. |
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03-17-2018, 11:59 PM | #13 |
Join Date: Dec 2012
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Re: What new Power Ups books do we want?
I agree with the calls for a Power-Ups: Gadgeterring, I ran a Low-Tech game where one of my players wanted to be an inventor, but not a quick gadgeteer, and I ran into a fair number of difficulties. The rules for inventing in the Basic Set are not the easiest to read and it is not altogether clear in what ways they are designed to be modified (for instance, what kinds of penalties should you take if you do not have a sufficiently valuable research lab? The financial investment for non-Quick Gadgeteers is HUGE, especially at lower tech levels). However, supplements like After the End and Monster Hunters have additional rules for inventing, but are setting specific with built-in modifiers that are not completely transparent. It would be great to have a supplement dedicated to Gadgeteering/Inventing at all levels (including without any Gadgeteer advantage) with options, advantages, and rules all in one place. Or maybe it should be devoted to crafting in general with Gadgeteering being a major part?
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03-18-2018, 12:25 AM | #14 |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What new Power Ups books do we want?
I see this better as Pyramid articles, like the 'Havens and Hells' article in Pyramid 3-89 Alternate Dungeons II that Diablos up standard fantasy.
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03-18-2018, 12:39 AM | #15 |
Join Date: Jun 2006
Location: On the road again...
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Re: What new Power Ups books do we want?
One of my players in an upcoming superhero game has the concept of "Tony Stark on a budget", which means Comfortable Wealth at best. So yes, he'll be able to build a miniaturized arc reactor in a cave from a box of scraps :) or more likely a shopping cart at Home Depot or Lowe's, but the high up-front lab costs for his inventing is likely to be far outside of his budget. A Power-Ups: Gadgeteering and Invention would greatly help with this.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
03-18-2018, 12:43 AM | #16 | ||||
Join Date: Dec 2006
Location: Meifumado
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Re: What new Power Ups books do we want?
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I mentioned spaceships not just because they're a collection of different technological systems, but also because of their size. So I'd be interested in rules for scaling inventions- perhaps from nanites up to Dyson spheres, if necessary. Quote:
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Super-science is also usually a given for Gadgeteers, and there was never any chance of running out of things to design in the games where Gadgeteering was a thing. The main problem was a version of the netrunner problem- you had to stop for a few months of gametime while the Gadgeteer built something.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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03-18-2018, 02:25 AM | #17 | ||||
Join Date: Mar 2013
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Re: What new Power Ups books do we want?
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03-21-2018, 09:47 AM | #18 | |||
Join Date: Dec 2006
Location: Meifumado
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Re: What new Power Ups books do we want?
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Adding to the list of books, also already mentioned in other threads- Power-Ups: Disadvantages.
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03-21-2018, 09:54 AM | #19 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What new Power Ups books do we want?
That would be kind of like adding Power-Ups: Advantages. GURPS 4/e has been trying really hard to avoid adding more advantages, disadvantages, or skills; that led to the bloat of Compendium I in 3/e, which made character design even slower, and also to contradictions that had to be resolved. I think it may be better to focus on second-order things. A whole book of new advantages or new disadvantages would be a problem, I think.
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03-21-2018, 10:48 AM | #20 | |||||||
Join Date: Dec 2006
Location: Meifumado
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Re: What new Power Ups books do we want?
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I was following a thought that came up in the Unfazeable thread, but I think I've seen the suggestion come up before: Quote:
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ETA: From the previous incarnation of this topic, a Disads book would cover these: Quote:
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! Last edited by Daigoro; 03-21-2018 at 10:59 AM. |
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