03-05-2016, 03:11 PM | #71 | |
Join Date: Oct 2014
Location: Chicagoland
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Re: GURPS After the End 1: Wastelanders
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03-05-2016, 03:29 PM | #72 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
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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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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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03-05-2016, 04:29 PM | #73 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS After the End 1: Wastelanders
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03-06-2016, 07:44 AM | #74 |
Join Date: Sep 2010
Location: Mannheim, Baden
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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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03-06-2016, 07:52 AM | #75 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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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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03-06-2016, 09:15 AM | #76 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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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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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} |
03-06-2016, 09:36 AM | #77 |
Join Date: Feb 2009
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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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03-06-2016, 09:39 AM | #78 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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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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03-06-2016, 09:53 AM | #79 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS After the End 1: Wastelanders
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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03-06-2016, 11:16 AM | #80 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
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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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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