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Old 03-05-2016, 03:11 PM   #71
GM Joe
 
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Default Re: GURPS After the End 1: Wastelanders

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Originally Posted by PK View Post
Sure, so if you figure the two important variables are X=Power Level (since that's what makes building a character so tricky) and Y=Years Until A "Pointless" Article, you get

Y = -X/75 + 9.33...

which suggests that it'll be about 11 years, 4 months until someone does Pointless After the End . . . and also shows the dangers of mathematically oversimplifying. :)
Great! I have Tuesday, July 1, 2027 marked on my calendar.
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Old 03-05-2016, 03:29 PM   #72
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Default Re: GURPS After the End 1: Wastelanders

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If Kromm, PK, or other Powers That Be feel a strong desire to do things differently -- or if they disagree with any part of my reasoning above -- I will take that under heavy consideration.
Hey, I stand by my equation above. :)

For a more serious response, I see the "Pointless" articles as a reaction to the complexity and wealth of options in each series. Monster Hunters isn't just a high-powered game, it's a high-powered game with powers, races, magic, wildcard abilities, tons of advantages, and lots of other options that can seem overwhelming. Similarly, Dungeon Fantasy is a lower-powered game, but with even more options -- more races, more power-ups, more templates, more lenses, etc. -- due to both its popularity and longevity. So a new framework that can simplify all of those options and all of that complexity, and boil it down to a handful of choices? Great idea.

But note that fewer people were clamoring for "Pointless Action," despite it being an older series than Monster Hunters and the same power level as Dungeon Fantasy. And I think that's because it's a simpler series. No powers, no magic, no power-ups, no races -- just semi-realistic humans with action hero abilities. Instead, Kromm gave us Specialists, which adds the same "make a few simple choices" feel without the need for a total "Pointless" overhaul. And After the End takes a similar approach to that supplement, by offering a four-way choice within each template and then optional lenses.

So I'm not saying I oppose the idea of "A Pointless Post-Apocalypse" in any way, just that I think there are reasons why it's less of a pressing need than it was for the two series that have already received that treatment.
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Old 03-05-2016, 04:29 PM   #73
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Default Re: GURPS After the End 1: Wastelanders

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Originally Posted by PK View Post
Sure, so if you figure the two important variables are X=Power Level (since that's what makes building a character so tricky) and Y=Years Until A "Pointless" Article, you get

Y = -X/75 + 9.33...

which suggests that it'll be about 11 years, 4 months until someone does Pointless After the End . . . and also shows the dangers of mathematically oversimplifying. :)
Nah, I'll just write it after ATE2 comes out and sit on it for a year or so. That's what I did with Pointless MH and what I'm still doing with Pointless Action. :-D
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Old 03-06-2016, 07:44 AM   #74
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Default Re: GURPS After the End 1: Wastelanders

I'm a bit late to the party, but I also posted a review on my blog:

https://blindmapmaker.wordpress.com/...-wastelanders/

This is, from my point of view, a near ideal way to get new players interested in GURPS: A setting that is closer to realistic than most other RPGs, but still fresh, templates that suggest several different roles each, easy mechanics for GM and players, some unique silliness with mutations and very good hand-holding for novices (without railroading them).

About the only thing that's a bit incongruous is the page and a half that's dedicated to alternative fuel sources. I might have put that in another book.

So kudos, RPK, for starting another delightful ready-to-play line!
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Old 03-06-2016, 07:52 AM   #75
DouglasCole
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Default Re: GURPS After the End 1: Wastelanders

We have a new series in town, and an old one. After being held up in release limbo for an awfully long time, the post-apocalyptic GURPS After the End 1 - Wastelanders has clawed its way through broken terrain, starvation, radiation, and mutant dinosaurs to snap at our heels.

I've also penned a very comprehensive review of AtE 1. I've read through it once already, and I can tell that SJG is learning from prior successes.
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Old 03-06-2016, 09:15 AM   #76
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Default Re: GURPS After the End 1: Wastelanders

Wow, thanks to you both for the comprehensive and positive reviews! I have happily tweeted and retweeted about them, and hope it helps people make up their minds about the series.

(BTW, the reason vehicle fuel rules were in this book is that I consider "engine type" to be a gear modification, just like making a gun Cheap or a sensor Hard to Use. I wanted every decision you had to make about starting gear to be available in ATE1.)
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Old 03-06-2016, 09:36 AM   #77
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Default Re: GURPS After the End 1: Wastelanders

How much does non cartridge ammo for say a TL 4 musket cost? I can't figure out how ammo that doesn't come in cartridges is priced
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Old 03-06-2016, 09:39 AM   #78
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Default Re: GURPS After the End 1: Wastelanders

Looking at the AtE equipment rules and prices, something jumped out. How come there's any duct tape left at $4/roll? It's so useful in this setting that most of it would get used up fairly fast, and the price for any that's left would surely be higher.
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Old 03-06-2016, 09:53 AM   #79
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Default Re: GURPS After the End 1: Wastelanders

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(BTW, the reason vehicle fuel rules were in this book is that I consider "engine type" to be a gear modification, just like making a gun Cheap or a sensor Hard to Use. I wanted every decision you had to make about starting gear to be available in ATE1.)
I completely understand why it is in there. I just think it might be a turn-off for the less GURPSy readers. On the other hand, it's the last page and probably won't change anybody's opinion on the preceding material.
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Old 03-06-2016, 11:16 AM   #80
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Default Re: GURPS After the End 1: Wastelanders

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How much does non cartridge ammo for say a TL 4 musket cost? I can't figure out how ammo that doesn't come in cartridges is priced
A TL4 musket would use a paper cartridge; see note [4] on p. 32. Note that this isn't a modern bullet cartridge; it's basically just black powder and projectile(s) in a paper sac. You tear it, pour the powder in, then shove in the wadding with the projectile(s).
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