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-   -   GURPS Power-Ups 6: Quirks (https://forums.sjgames.com/showthread.php?t=125473)

sir_pudding 05-02-2014 04:18 PM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by Anthony (Post 1757352)
Yeah, 'High-Tech' being 'TL 5-8' is fairly terrible. Having trouble thinking of a much better name, though (in 3e, calling it 'GURPS Guns' would have worked, but 4e is a bit broader than that).

GURPS Industrial Tech? GURPS 3rd Wave?

ErhnamDJ 05-02-2014 04:37 PM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by Anthony (Post 1757352)
Yeah, 'High-Tech' being 'TL 5-8' is fairly terrible. Having trouble thinking of a much better name, though (in 3e, calling it 'GURPS Guns' would have worked, but 4e is a bit broader than that).

GURPS Modern-Tech: Trains to Planes

Kromm 05-02-2014 04:59 PM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by Humabout (Post 1757340)

I cant wait to get home and throw money at Sean! This will be an excellent addition to my library.

Thanks! Just remember: I work on the clock, so you're throwing money at SJ Games, and more specifically at GURPS . . . which is a good thing if you want SJ Games to publish more GURPS!

Humabout 05-02-2014 05:26 PM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by Kromm (Post 1757379)
Thanks! Just remember: I work on the clock, so you're throwing money at SJ Games, and more specifically at GURPS . . . which is a good thing if you want SJ Games to publish more GURPS!

If it means more GURPS, it is a good thing! Buying now!

PK 05-02-2014 05:39 PM

Re: GURPS Power-Ups 6: Quirks
 
The discussion of going with different "-Tech" names did come up in-house . . . but when you already have "name-brand recognition" in a certain book, it's usually a bad idea to change names unless you're damn sure that the new name will generate better sales than the old one. We weren't, so we didn't.

Kromm 05-02-2014 06:06 PM

Re: GURPS Power-Ups 6: Quirks
 
The -Tech issue is an old one. Back in the early 2000s, when we were planning GURPS Fourth Edition, I proposed a series named GURPS Tech, GURPS Tech Catalog, or GURPS Technology, with both a numerical volume number and a subtitle descriptive of TL: 1: The Stone Age to the Age of Sail, 2: The Industrial Revolution to the Digital Age, and 3: The Future. For instance, GURPS Tech Catalog 1: The Stone Age to the Age of Sail. It was found unacceptable on the grounds that volume numbers seemed cash-grabby ("Here's 1 . . . we hope you'll buy 2 through 854!") and the subtitles were wordy. So it goes.

Figleaf23 05-02-2014 06:27 PM

Re: GURPS Power-Ups 6: Quirks
 
Frankly, there are a lot of Power Ups I would have preferred to see before this one. Kromm's blurb acknowledges the key criticism already, however, so I'll leave it at that.

whswhs 05-02-2014 06:33 PM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by Figleaf23 (Post 1757422)
Frankly, there are a lot of Power Ups I would have preferred to see before this one. Kromm's blurb acknowledges the key criticism already, however, so I'll leave it at that.

I totally do not get that. I've been wanting a handy catalog of ideas for quirks for a while now; the perks one showed how useful this could be. None of talents, enhancements, and impulse buys is nearly as useful.

Bill Stoddard

PK 05-02-2014 06:35 PM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by Figleaf23 (Post 1757422)
Frankly, there are a lot of Power Ups I would have preferred to see before this one. Kromm's blurb acknowledges the key criticism already, however, so I'll leave it at that.

All I can say is check out the preview, as it might be something you didn't even realize you'd enjoy! If not, hopefully GURPS Power-Ups 7 (or 8, or 9 . . .) will be more up your alley. :)

Rasputin 05-02-2014 07:05 PM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by whswhs (Post 1757425)
I've been wanting a handy catalog of ideas for quirks for a while now; the perks one showed how useful this could be. None of talents, enhancements, and impulse buys is nearly as useful.

The talents were quite handy, but the anti-talents were even more so, since I had so many of the source books for the talents and the anti-talents opened up something new. Disadvantages have been on my most desired list ever since Powers. Including power-downs with this series now makes that possible, as well as limitations. I really didn't have any use for the impulse buys at all, nor have I had players begging to use them.


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