Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-04-2016, 06:59 AM   #41
Anders
Banned
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: GURPS After the End 1: Wastelanders

Some part of me wants Steve Jackson digging through the liver of a bull and then announcing to the world "RELEASE THE SUPPLEMENTS!!!"
Anders is offline   Reply With Quote
Old 03-04-2016, 07:12 AM   #42
Tomsdad
 
Join Date: Jan 2010
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by Anders View Post
Some part of me wants Steve Jackson digging through the liver of a bull and then announcing to the world "RELEASE THE SUPPLEMENTS!!!"
Hey well I didn't say what the background mechanisms where, sometimes you have to wait for the right bull to be properly sanctified, and the stars are only right every 2nd Thursday.

Last edited by Tomsdad; 03-04-2016 at 07:54 AM.
Tomsdad is online now   Reply With Quote
Old 03-04-2016, 07:48 AM   #43
Greg 1
 
Greg 1's Avatar
 
Join Date: Feb 2007
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by Mailanka View Post
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.
Right. I see Wastelanders as a toolkit to raid. I may not want mutations in my Mad Max knockoff, but if I do, I have useful advice.
Greg 1 is offline   Reply With Quote
Old 03-04-2016, 08:52 AM   #44
Peter Knutsen
Banned
 
Join Date: Oct 2007
Location: Europe
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by Mailanka View Post
Purchased, but I'm going to reserve judgement until the second comes out, because for each campaign framework I read, I always find the second the most riveting and important. It provides the context for me to really grasp the intent of the first one.
It's more mixed for me. Yes, the 2nd volume (Action 2, DF2, MH2) provides a huge amount of meatiness in the form of GMing procedures for how to resolve situations likely to come up and making sure that purchased abilities see use, but the 1st volume is the one that indicates the types of characters that are meant to be created, and whether the focus is on simulation or not. MH makes use of Bang! skills, for instance, a concept I dislike.

Generally the first volume establishes what's kosher and what's not, in terms of character abilities, and also in terms of character concepts.

For instance, Action vol. 1 suggests that you can have a player character who's job description is "investigator". Yes, he has to have a point or two in Guns (Pistol) and in Karate, but it's not presented as an oddball choice, as an optional template that you have to ask for the GM's permission to choose, but rather as a core element of the play experience, thus indicating that GURPS Action is meant for a fairly cerebral play style, rather than for 99% fighty fighty (e.g. as in "The Expendables" movie franchise). The Bard class in DF1 does some of the same, although less clearly (a lot of the Bard is, unsurprisingly given the D&D inspiration of DF, about magic, with only some being about social skills and advantages).

Sometimes it's misleading, though, as with DF1 not offering any support for non-Human player characters. That can be taken in many different wrong ways, including the absolutely ridiculous assumption that the DF series is quite compatible with historical fantasy.

Non-Human species templates did show up in the first actual DF supplement, though, volume 3 (and are actually quite good - none of them stereotypes the species towards one particular profession in a 1:1 sense), and it's likely that they were left out of DF1 simply because of page count concerns.

So I do think that a lot can be gleaned just from the first volume of any such GURPS "distillation" product.
Peter Knutsen is offline   Reply With Quote
Old 03-04-2016, 09:59 AM   #45
Greg 1
 
Greg 1's Avatar
 
Join Date: Feb 2007
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by Peter Knutsen View Post
Generally the first volume establishes what's kosher and what's not, in terms of character abilities, and also in terms of character concepts.
That's not how I read them. I read them as books of advice and worked examples. Like you, I don't care much for Bang! skills. But those are easily removed. Like you, if I was running a combat heavy campaign, I'd find the investigator not quite tough enough. So I would not use it, or I'd tweak it until it is tough enough.

Quote:
The Bard class in DF1 does some of the same, although less clearly (a lot of the Bard is, unsurprisingly given the D&D inspiration of DF, about magic, with only some being about social skills and advantages).
I don't like the interpretation of psionicists so much. But nobody is making me use them. I'm glad I bought the supplement about psionicists because it is full of good ideas that can be raided.

I see these books as being like GURPS Characters. Just because an ability appears in that book doesn't mean that it is campaign-appropriate. It is just an option.
Greg 1 is offline   Reply With Quote
Old 03-04-2016, 10:00 AM   #46
mehrkat
 
mehrkat's Avatar
 
Join Date: Feb 2005
Location: Austin Texas
Default Re: GURPS After the End 1: Wastelanders

I will definitely be incorporating Long Term Fatigue and a few tweaks to simulate quick recovery.

I love easy solutions for complicated problems.

Working on a tweak for those who bounce back quickly based on the suggested above.
__________________
He stared out in the distance to see the awesome might of the Meerkat war party.
mehrkat is offline   Reply With Quote
Old 03-04-2016, 10:36 AM   #47
ULFGARD
 
ULFGARD's Avatar
 
Join Date: Dec 2010
Location: Seattle
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by Mailanka View Post
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.
I have briefly run straight DF games. Other than that, it's always a strip mine. The DF line, especially Henchmen, are absurdly useful. No, I don't use the templates "as is" 100%, but as a good starting point for a 75 or 150 point character for use as an NPC. And they make handy quick references for semi-important NPCs when I want them to be constrained rather than fiat.

Action? It's exactly as you say. I've used Specialists a LOT since it came out, but in a space campaign. I also used them for a MH game. I don't like Bang! skills, but they're easily removed from MH templates.

However, my MH game isn't strictly run by the numbers -- currently they're in phase 1, in which they start as 100 point characters. Phase II will have them bumping up to 300 points+ earned XP (via a training montage), and phase III bumps them up to 500 points. The templates are extremely useful, though, as they help to guide the development of these characters.

I expect AtE to be similarly useful. Pick what helps my campaigns, and possibly inspire another campaign along these lines. In short, these worked examples and frameworks have been invaluable to my campaigns.
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here.
ULFGARD is offline   Reply With Quote
Old 03-04-2016, 11:17 AM   #48
PK
Assistant GURPS Line Editor
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by Anders View Post
How come you didn't release 1 & 2 at the same time?
We still await the signal from our Secret Masters. When it is time for The New World, they shall send a dove to land on our window, shed a single red feather (previously unseen), and then fly away.

. . . or it might be that we never do that because this way you have a chance to read and internalize the first book before we throw its follow-up at you. That way people can also space out their purchases without feeling overwhelmed or "behind" because they can't keep up.

Quote:
Originally Posted by Peter Knutsen View Post
Yes, the 2nd volume (Action 2, DF2, MH2) provides a huge amount of meatiness in the form of GMing procedures for how to resolve situations likely to come up and making sure that purchased abilities see use, but the 1st volume is the one that indicates the types of characters that are meant to be created
I agree with this 100%. The first volume of a series says just as much about the series as the second or later volumes. Wastelanders sets the tone of the game by suggesting what niches are valuable in this setting, what their approximate power level should be, and what sort of traits they have access to. From reading it, you know how After the End handles /TL skills, that most cinematic traits aren't assumed to be available by default, how gear and trading will be treated, and what types of heroes the game assumes you'll be playing. And all that is just as much a part of the worldbuilding as anything you'll find in the upcoming volume.
__________________
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}
PK is offline   Reply With Quote
Old 03-04-2016, 11:29 AM   #49
evileeyore
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by Mailanka View Post
Purchased, but I'm going to reserve judgement until the second comes out, because for each campaign framework I read, I always find the second the most riveting and important. It provides the context for me to really grasp the intent of the first one.
Agreed, the 'crunch' rules books in the series have always been more useful to me as a GM (indeed it was DF 16 that convinced me a DF game wold be fun to run).

Quote:
Originally Posted by PK View Post
We still await the signal from our Secret Masters. When it is time for The New World, they shall send a dove to land on our window, shed a single red feather (previously unseen), and then fly away.
Damn my Infernal Celestial Aligner not working properly!

Must need more muscalid juice... or maybe the leftmost widdershin anti-spiral gyroscope needs aligning.
__________________
Feel free to steal, borrow, fold, spindle, mutilate any rule, advantage, etc I come up with it.
evileeyore is offline   Reply With Quote
Old 03-04-2016, 11:42 AM   #50
Peter Knutsen
Banned
 
Join Date: Oct 2007
Location: Europe
Default Re: GURPS After the End 1: Wastelanders

Quote:
Originally Posted by evileeyore View Post
Agreed, the 'crunch' rules books in the series have always been more useful to me as a GM (indeed it was DF 16 that convinced me a DF game wold be fun to run).
DF2 and Action 2 are super useful supplements for all GURPS GMs, giving plenty of examples of how to make Skills and in some cases Advantages relevant during various adventuring sub-escapades.

The same is most likely true for MH2, except I haven't read that one closely, so I can't actually say it for sure.
Peter Knutsen is offline   Reply With Quote
Reply

Tags
after the end

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:23 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2018, vBulletin Solutions, Inc.