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Old 03-04-2016, 02:52 AM   #31
PK
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Default Re: GURPS After the End 1: Wastelanders

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Originally Posted by Bruno View Post
Although, talking about new mechanics - what about traits for characters who are more (or less) resistant to LTF, disproportionate to their FP total?

I suppose you could just take all the survival traits that are in the system now, but "doesn't starve", or "doesn't sleep" is a lot different from "Can starve like anyone else and looks really ragged after four days without sleep, but bounces back once he gets a square meal and a nap". Useful for super-mutants :)
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If you really want to get picky with short and long term fatigue, there's always The Last Gasp (Pyr #3/44). Ditch action points, drag out more severe penalties for suffering long-term fatigue, and you're good to go.

The rules for losing fatigue for missed meals, sleep, and water just got a lot more serious.
Yeah, good point, Doug. In my opinion, the appeal of LFP is that it's simple. "You're run-down, so now you're not functioning at your peak." So if you no longer need that simplicity -- if you're running a game where different PCs have different thresholds for getting tired, hungry, etc. -- you may actually be better off using a system with more complexity, like the long-term FP rules from "The Last Gasp."
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Old 03-04-2016, 05:55 AM   #32
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Default Re: GURPS After the End 1: Wastelanders

Like Mailanka, I'm reserving final judgement until Book 2 is out.

Like Dungeon Fantasy 1 and Action 1, this book is geared to groups that do less fiddling with their characters, have difficulty covering all the bases, or keep stepping on each others toes during character creation and advancement — which is great when you're trying to convert people over from That Other Game, I'll admit.

The wealth rules bother me for some reason I can't define and I'll need to consider them longer.

Things from this book that I do like: RP and LFP, wholeheartedly. RP simplify the radiation rules in a fantastic way, and LFP get rid of a bunch of bookkeeping for no loss in fun.

Overall, I think book 2 is going to have the real meat of the series, for me.
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Old 03-04-2016, 07:05 AM   #33
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Default Re: GURPS After the End 1: Wastelanders

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Well, as is becoming my standard with works by PK I'm absolutely loving the crunch of the vehicle stuff and templates and disliking all of the attempts to "streamline" crunch out of the game, like RP and LFP and implying that Farming and Sewing are not appropriate skills for adventurers and that all rifles use the same 'generic' rifle ammo.
I've always treated campaign frameworks as two things. First, they are something that allows you to get a campaign up and running right away. Second, they are something you can strip mine for your own campaigns.

Every campaign framework but Action has been controversial because the former use is so fixed. Want a serious, low-key DF game? DF is not for you. Want Supernatural? MH is not for you. Want Little House on the Irradiated Prairie? After the End is not for you.

But that doesn't mean you can't strip mine these for the game that you want, as they often have really good ideas! I suspect one reason that Action is so uncontroversial is, I suspect, that nobody actually runs it straight, and everyone just adapts it or steals from it.

So I never worry too much about a Framework writer having a different perspective than I do. I would note that the intent of works like GURPS Y2K and GURPS Fantasy is exactly to allow the sort of thing you're talking about: Different campaign perspectives. But GURPSers are voting with their wallets and choosing Frameworks over Workbooks.
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Old 03-04-2016, 07:10 AM   #34
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Default Re: GURPS After the End 1: Wastelanders

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Well, well, well...isn't that an interesting idea...
Sounds like a Pyramid article . . .
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Old 03-04-2016, 07:16 AM   #35
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Default Re: GURPS After the End 1: Wastelanders

I knew it. There is a Ghostdancer quota to be met.
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Old 03-04-2016, 07:28 AM   #36
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Default Re: GURPS After the End 1: Wastelanders

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I knew it. There is a Ghostdancer quota to be met.
He writes for bullets, which he can trade for food.
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Old 03-04-2016, 07:31 AM   #37
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Default Re: GURPS After the End 1: Wastelanders

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He writes for bullets, which he can trade for food.
...Which sustains him while he writes, it works well
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Old 03-04-2016, 07:34 AM   #38
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Default Re: GURPS After the End 1: Wastelanders

How come you didn't release 1 & 2 at the same time?
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Old 03-04-2016, 07:42 AM   #39
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Default Re: GURPS After the End 1: Wastelanders

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How come you didn't release 1 & 2 at the same time?
I don't think SJG has released 2 new GURPS PDFs on the same day, ever (exception of the Basic Set). I'm not sure they have the human resources to do that, unless they want to skip releasing anything and making us all wait until the second one is done.
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Old 03-04-2016, 07:46 AM   #40
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Default Re: GURPS After the End 1: Wastelanders

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How come you didn't release 1 & 2 at the same time?
Treat us mean, keep us keen!

Or more seriously it keeps with the current GURPS release schedule so probably fits in better with the behind the scenes mechanisms of getting these releases out. It might not be at the exact same point in the process anyway.

But maybe if it is ready to go next week which would normally be a "no release week" (never liked them) we'll have it then.

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