[PURE THEORY] Low-Tech vs Fantasy-Tech
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Oh My Good Lord, No!
Kromm hypothizes Low-Tech will be replaced by Fantasy-Tech (or something like that). I can't hide my disappointment, and I must contribute to spread my little word. I was so eagerly waiting Low-Tech, it's about research and accuracy. Now I'm scared as hell. What's Fantasy-Tech? How can you prevent it being a mess, with all kinds of (weird, fantasy) ideas mixed together: mithril? It's sooooo setting dependent! I don't want 100 pages of material I'm not going to use. And I don't want the book to turn into a fantasy gear collection -- tied to very specific, arbitrary assumptions. I want solid information on economy, agriculture, society and technology. Also mixing real world and fantasy will inevitably change the tone of the book, sort of D&Desque compendium -- with virtually no hope to get armors made right. You say there is not enough material? You can add Pyramid articles (Matt Riggsby and Mortimer wrote a lot of good articles) and material from the historical (TL0-3) sourcebooks; review, revise and update them to fourth edition. There are plenty of good informations about society, technology and human sciences in the following:
Also you can include a Mass Combat system for archaic warfare. Please give GURPS Low-Tech the treatment it deserves. Please. |
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One more thing:
I personally would find a gamer oriented discussion of agriculture, economics, medicine, social classes ect. much more useful than weapon stats. It is a lot easier for me to look up the weight of a pollarm in the Wallace collection than it is for me to figure out how many surgeons there are in a 8th century kingdom, what they can do, who they treat, and how they are paid. Information on military esoterica is much more accessible than sociological data, IME. Which is not to say that I don't want the sharp n' pointies. I do. I just don't think that a lot of fantastical gear is really needed. After all, it's setting dependent and it can be extrapolated from real equipment. |
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At this point, I've given up hope that the SJG team can be influenced to alter their decided-upon course(s) of action (or rather, publication) by virtue of posts made to this message board. There are undoubtedly many reasons for this, not the least of which is the fact that everyone always wants something different.
So . . . is this just a bull session, or does anyone think that their opinion will have any effect upon what does or does not get published? I'm just wondering, because I see a lot of posts like this, and they never amount to much more than mental masturbation. I'm not trying to be a party-pooper, but I think you should consider the potential fruitlessness of this debate before you devote too much time to it. |
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Doktor,
Kromm was pretty esplicit, they haven't settled with Fantasy-Tech, so I think our feedback can mean something to SJG. I'm not surprised they do not changed their mind when a project had already started. But now the situation is different. Give feedback, folks. |
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I hate to be a voice of dissent among those opposed to Fantasy-Tech, but I think FT is a good idea in all but name. I'd prefer the concept of Fantasy Tech, but to retain the Low Tech moniker. The additional fantasy material should be clearly marked as such, by sidebox or chapter as necessary. The name Fantasy-Tech to me implies something like TL5+1, rather than TL0-4.
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A chapter or two on fantasy stuff is fine, as long as it's clearly marked, but the prime juicy parts of the book should be those four. As well as more information on things like X-bows at different TL levels, after all a TL2 X-bow is not the same as a TL4 X-bow. Besides, Fantasy-Tech is a lousy name. |
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Counting index, Low Tech came in at the old standard of 128 pages. Add in stuff from the various historical worldbooks and Pyramid articles, update everything for 4e, and add in a chapter or two focusing on fantasy materials and equipment and there should be enough for new standard of 240 pages. If there isn't, you can always add a chapter of weird or anachronistic items that otherwise don't fit.
But I think the name Low Tech should stay. While a fantasy campaign GM will readily identify a book named Low Tech as a useful resource, a name like Fantasy Tech might cause that same book to get overlooked by a GM working up a historical campaign. (Yes, I know that historicals are only a small percentage of what fantasy is...but we are out there nevertheless.) |
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Although it might be considered as padding by some, one thing that I think could be added to Low-Tech is something that many people overlook as a driving element of low-tech times, architecture. Illustrations with detail and schematics will be needed.
Matt Riggsby did his GURPS architecture, but with some to the sharp minds that SJ has on the hook, that work could be expanded. As for the arguement that Low Tech shouldn't include Fantasy Tech, please consider that although its basis may come from reality elements, GURPS needs to remain a Universal system and there are going to be people running a variety of games, everything from non-fantasy to high fantasy that need Low-Tech. For the elements that deviate from reality, the good old TLX+Y nomenclature will keep things clear and provide good quality material for a wide variety of players. RH |
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I'm curious about the fantasy stuff -- Kromm wrote 100 pages, ouch! What would you include?
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I liked the format and coverge of material in GURPS Low-Tech much better than GURPS High-Tech. The latter read like Progress of Weapons with some little bits on how the rest of technology and how it works (and with society) and progressed. So for 4e I hope that *both* Low and High tech are more than just lists of weapons and armor. Perhaps more material on alternative tech possible at each tech level but not found on Earth (or not really developed) and more detailed examination of some of the tech in Low-Tech, along the lines of 3e High-Tech and more guidelines on how to use the book for exceptions (cultures like the Aztecs with several TLs present at the same time) and for cultures that don't develop the same as Earth.
A problem with combining Fantasy tech with Low tech is that to me, not all Fantasy tech is low tech. What about sub-genres like Urban Fantasy, Planetary Romance, and Science-Fantasy? So is the intent to split Fantasy bits up into each X Tech book, based on TL? Personally I'd split all the Fantasy stuff into a seperate book (Fantasy Tech or Magic Tech or Magic Items?) along with more coverage of creating magic items, etc. if needed, if the Tech books can be beefed up. That would mean a fantasy gamer might be buying a Fantasy book with 1-2/3rds of material they may not want though. >< |
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I like the idea of Fantasy Tech and think it would be a smart move on marketing such a book in terms of what types of campaigns people tend to play. But I do agree that the name Fantasy-Tech kind of is misleading.
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I certainly hope that the new Low Tech will have even more of the sorts of goodies that the old one had (the 3e Low-Tech was good but a bit brief, and armour weights weren't fixed, for example). I wouldn't mind some fantasy/cinematic technology in it, as long as it is clearly marked and doesn't take up too much space from the real world things. Making up fantasy equipment is relatively easy compared to doing the research for the everyday aspects of a preindustrial society. Low Tech may have less gadgets to cover than the other tech books, but the details of preindustrial society, economics etc. should make up for it.
If worldbuilding advice etc. will go somewhere else, of course, I wouldn't mind more of Low Tech going to fantasy gear. I am very hopeful about a real High Tech, rather than GURPS Guns getting written, incidentally. The firearms rules were interesting and covered some gaps in the rules, but as several have said they drowned everything else out. The lack of generic weapons didn't help matters. |
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Hey, please remember a few things:
Those who want realistic analyses of crop yields, etc., are welcome to write e23 or Pyramid items. Fixing adventure-useful gear -- like armor, tools, transportation, and weapons -- was always on the agenda for Low-Tech for 4e. Specialized historical economics and demographics were never on said agenda. The entire Tech series always was and always will be catalogs of gear. That's what those books are for. Specific historical info is topical for historical worldbooks, which are now potential e23 material. |
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A name like "Fantasy Gear" or something like that might be better.
In any case, I'd be really excited about such a book. In addition to... Quote:
I wonder, however, who'd be both qualified and willing to write such a gem... |
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I mean, with 240-p.-books, I can hardly imagine filling it all with stat and price charts. Not even 3e Low Tech is only that, it also includes some additional information to allow the reader to understand the environment that the tools were developed for. Why not expand on that a litte for those who might care? Those who just want to look up their customized "chain mail of moon silver" will find it in there anyway, having some 40-80 pages with GM aid of the proposed kind won't bother those people... |
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Frankly, Kromm is right, some of the minutae that power GMs (and I include myself in that group) find cool is dry as dust for most players. Agriculture and population growth and migration patterns are all fine for world building and opperation, but is that what your game sessions are about, is that what the players want?
(Odd vissions of poeple sitting around quietly rolling dice and scribbling on paper swim before my eyes, one triumphantly thrusting his fist in air with a cry of glee, then yelling, "YES! A bumper crop for the shire thanks to three field rotation!!! How many points is that worth?") :) That data has a place and a use, but I think it belongs in Pyramid. If fact I think that would make a great e23 book, "The Best of Pyramid World Building" or some such. I'm not going to bust Kromm's huavos on this and I don't think others should either. Face it, when was the last time that Kromm, Pulver, Master, JS, and so on didn't deliver? When did you feel you got screwed to the post? There are always going to be armchair editors (geek varient of armchair quarterbacks) but I have yet to find a book that I didn't get my money worth. These folks are professionals, they've proven their chops, they ask for respectful input and are responsive to their audience. I think they deserve more trust than some folks give them. RH |
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GURPS Fantasy 3ed (For 4th Edition) treatment if anything heightened my Want for this book to be a GURPS book. Edit: Hyrneson it would not be an in play book, but a design book like Space and Fantasy. A Guide so that you not blind sided by would assumption that take your campaign in a direction you did no want the world to be like. it for when you PCs start using the Hero's rep for Social Power... |
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I don't have access to the current low-tech to know if it already has this, but i would quite like to see the coverage of the various types of weapons with good clear scaled diagrams, histories, why they get developed, common usage (both tactics and stance etc), strengths and weaknesses etc. I'm not normally a weapons nut and as a result a sword is an axe is a hammer is a glave. If i had a bit more information than just it does X damage of type Y and reaches Z*, i would be more keen to use this sort of information in my games, especially when designing the military side of a given culture.
Secondly, I don't really see the problem with adding in the fantasy tech element, clearly marked of course. And the book really should have a 'tech' in the title to give it orthogonality with the rest of the series if there are going to be 3 or 4 other Tech books (Bio, High, Ultra). *yes, i am aware that i am making a gross and unfair oversimplication of a GURPS stat block |
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I'm primarily a fantasy gamer, yet I would be much more interested in a book of low-tech rather than fantasy-tech. I prefer to add my own fantasy, and gear based on standard GURPS magic would be of very little use to me.
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Well, I'd thought I'd add a couple things:
I picked out two archaeological texts from my bookshelf. Ancient North America (Brian Fagan) is over 500 pages long and describes just the societies and technologies in North America during the 12,000 (or so) years between initial settlement and European contact. A Guide to Artifacts of Colonial America (Ivor Noel Hume) covers, what in GURPS terms, is TL 4 and part of TL 5, and weighs in at 319 pages. I probably read over 1000 pages of articles on just Classic period Maya ceramics for my thesis. So the information to fill a 240 page book (with illustrations) is out there, but parsing out what's useful in a historical or fantasy game and putting it in a form that is useful and digestible to gamers is the challenge. I can't imagine how Classic Maya ceramics technology and Colonial wig curlers would really be all that useful to gamers. But weapons, traveling kits, traps and ships could be covered in more detail. I, personally, am fairly indifferent to being able to customize a broadsword, but a more through discussion of transportation technology and the sort of boots and backpacks adventurers are likely to have would be very useful to me, were I inclined to run a Historical or Fantasy game. I like the idea of starting with the old Low-Tech's equipment descriptions and lists and expanding them out too 150 pages, then adding 100 pages of fantasy equipment and explanations of how various degrees of fantasy would affect everyday life. |
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<donning the Mere Fan hat>
I suspect that if Fantasy Tech got a subtitle, there could be a nod to "from realistic to fantastic" or some such? <taking off the Mere Fan hat> |
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Kromm,
the old Low-Tech isn't a gear catalog (weapons, armors, tools, equipment, vehicles). It has a lot of useful information about environment, technologies, society, learning, warfare and transportation. I want the new book to expand upon these things. As other posters pointed out, there is a lot of material to to fill the gaps. The following is a list of things that need to be added or greatly expanded, off the top of my head:
You said High-Tech is so packed that you have to publish the Firearms Design System as a separate product. Well, if you have space to fill, you have the opportunity to include a fully fledged Archaic Weapon Design System. I don't want Fantasy in a tech book. I can make Fantasy myself, it's far, far easier to come up with fancy stuff, than research historically accurate information. I don't want 100 pages of random, arbitrary ideas. Expand upon the old Low-Tech, add Pyramid material, gear illustrations and descriptions, the items discussed above, and you are almost done. If you still need to fill space, maybe add a chapter about common fantasy gear (sigh), but please keep the book focused on low tech and historical accuracy. |
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I don't like the "Fantasy-Tech" title at all.
I wouldn't know what to expect from that- what is fantasy tech? Is is technology of an alternate history? Gadgets involving materials like mithril or adamantite? Something along the lines of Steamtech for fantasy? Historically incorrect but cinematically popular things (like the infamous chainmail-bikini)? As I understand it, Magic items will be handled separately- so what would a Fantasy Tech item be? So- I can't imagine a title like that would indeed attract fantasy gamers; just adding the "fantasy" tag to a product probably won't be enough or the right thing to do. |
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So, when exactly is the last time that anyone actually read 3e Low Tech?
First of all, I disagree that it's a catalog of gadgets, and if the 4e equivalent is keeping all of the information that is present in 3e, I think there is already quite a lot of discussion regarding the infrastructure that supports the gadgets. If anything, I would like to see MORE space devoted to lists of equipment with prices and game stats. However, rather than putting them all in the last 10 pages, perhaps they could be separated out by TL and placed near the appropriate bits of text discussion in the relevant chapter. Also, I found the discussion of technologies in each of the TL chapters to be overly attached to particular cultures, which is fine if that happens to be the culture you're interested in for that TL, but not so good otherwise. I suggest that the 4e book keep the format of having the four sections; one for each TL within the scope of the book, but broaden the discussion to talk about the achievements, abilities and limitations of each TL in more general terms, then somewhere in each section, include as large and exhaustive list as you can of times and places that fit this TL. e.g. TL2 Scandinavia ??? AD - ??? AD Roman Republic/Empire ??? BC - ??? AD Central Europe (France and Germany) ??? AD - ??? AD etc. Or perhaps have only one chart/table, in a prominent location, with an entry for each cultural/geographic region, and a brief paragraph detailing its overall technological progress at various dates, and including notes about deviations from overall TL in specific areas. e.g. Scandinavia can generally be considered to be TL0 until about ??? BC, then TL1 until ???. The early Viking period (~400AD - 700AD) is mostly TL2, but definitely TL3 in the area of sea transport and possibly in some specific areas of arms and armour technology... etc. This way, no matter what cultural inspiration the reader has in mind, they can identify with it and read the more general information through a lens that resonates with them. This also caters more to the reader that is more interested in Fantasy gaming than Historical gaming, as it allows them to more readily adapt the elements from each TL to an entirely fictional culture. Then, at the end of each TL section, have about 10-15 pages devoted exclusively to Fantasy considerations and how myth and magic might affect the technology at this level, as well as lists of fantastic/magical gadgets that fit best with that TL, to supplement the more mundane items in the main part. So, if you keep all of the supporting information that exists in 3e, but generalise it so that it is less culture-specific, increase the information on arms, armour, adventuring supplies, and transport, integrated with weights, prices and game stats throughout the book, and supplemented with game-relevant rules on customisation (especially with respect to melee weapons, armour and bows/crossbows), and tack on 10-15 pages of Fantasy-specific stuff at each TL, I think you should have more than enough to fill 240 pages. In particular, expanding on game rules for smithing, armoury and bow-making, both in mundane and fantasy aspects, would be invaluable. Finally, expanding the Job Table from the 3e version to be consistent with existing rules on wealth by TL, and including info on Cost of Living by TL, that would be great. ... ... Yep, I think I'm about done. |
Re: [PURE THEORY] Low-Tech vs Fantasy-Tech
Let me point out that what Fantasy Gear is to Low-Tech gear, Superscience is to Hard Science. But I assume no one wanted Ultra-Tech without the superscience part, right? So I can see Fantasy Gear fit right into Low Tech.
While I'm personally very interested in a gamer-friendly version of demographics and stuff, I think this is so important and massive it merits a book of its own, not just a chapter (or a text box) somewhere in a book. To those who can't wait at all, there are a few tidbits in Infinite Worlds on how to design societies and whole libraries on social history in the RL. So I agree with Rogue: Gurps Societies would be a coooool thing. A definite buy. Though it'd need a catchier title :) |
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No, not quite done.
I see I was pre-empted a little in pointing this out... Quote:
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BTW, for what it's worth, I have a friend who has been playing d20 all his life, who told me recently that, while the whole idea of GURPS as a gaming system kinda turns him off, he did go out and buy Low Tech, which he finds incredibly useful and might even have gotten him thinking about giving GURPS as a whole another look-see. I know, I know, "my friend" doesn't even count as a percent of a percent of a percent of your marketing figures, but there you go. |
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Low tech info will help to save my time; fantasy tech stuff will not. |
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All sci-fi stuff is fictional, that's a fact. This fictional stuff can be more or less likely to happen. Low tech happened, and you need to research for it, and searching takes time, and I (as many of you) don't have a lot of gaming time. So putting fantasy stuff into the book, detracts from its utility. Personally I don't want fantasy stuff into Low-Tech, not even a page. It already have GURPS Fantasy, Fantastic Cities, Modern Fantasy, Banestorm, (a likely) Magic Items and so on. However if having a (little) content of fantasy tech is the only way to get the book done, I'll resign. But, keep the title Low-Tech, I can already envision arguments shot down, hypothetical example: "Hey, Mr. Playtester Complainer, the book is not GURPS Realistic Historical Stuff, it's Fantasy Tech, the armors and weapons should be fun and gameable above all" OMG. Beware of Fantasy-Tech title. PS: has someone a clear idea of what's fantasy tech? |
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As I read it, he's saying (to paraphrase), "Gameability and fun should take precedence over simulationism in GURPS." You're interpreting this as, "Simulationism should not be a consideration." In other words, yes, things like armor weights, etc., should be as accurate as possible. However, if there's ever a need to choose between a 100% accurate presentation of something and a gameable and fun presentation of it, GURPS should/will choose the latter. |
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I'm quite open to criticism and suggestions, but please don't pass off theory as fact or suggest that we deliberately ignore input just because we can. That's unfair and incorrect. Armor weights were nowhere close to being a solved problem during the Low-Tech playtest, and the Basic Set, Fourth Edition wasn't a natural continuation of that playtest. For the most part, that playtest reached no consensus on armor and its lack of consensus wasn't exactly a great inspiration for David and I to revisit some zipped, 8,000-item news archive from a third party. |
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With regards to fantasy tech are we talking about TL x+y items, like in the steamtech book?
Shouldn't High-Tech and Ultra-tech also include 'fantasy' items? 'Magitech' or whatever constitutes fantasy items are equally valid for all tech levels? Then again can magical items be given a tech level? A palantir that allows remote viewing and communication is what TL for example? |
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Fantasy Tech also includes the possibly of items that are whole realistic for low tech materials, but require High Tech understandings to conceive 8)
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BTW how popular was Low-Tech? What percentage of fantasy roleplayers (particularly those who don't play GURPS) bought the book and got some use from it? If it was a popular title then it doesn't make sense to upset a winning formula. Make the 4e version the same as 3e but expand it and fix the inaccuracies - such as weapon and armour weights. Scatter a few textboxes with suggestions on what to do if you want to replicate low-tech gear with fantasy materials such as mithril swords, or spidersilk armour, or Essential Wood boats, and it is done. Keep the magic stuff for "Magic Items" or the various Fantasy world books. Personally I'd rather see a layout that has a separate chapter for each technology rather than for each TL. Have separate chapters on warfare, navigation and sailing, engineering, metallurgy, agriculture, etc. and describe the tech advancement of each technology in the same chapter. Low Tech 3e was no good for world building. If I wanted to work out what sort of agriculture I might want for a certain culture, I have to go through the entire book and pull out the relevant info. Once I have it in front of me then I can decide how advanced to make this culture regarding this particular tech. |
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Oooohh... Please tell me you're gonna name it Cabaret Chicks on Ice. That'd settle the title question immediately. Or, I suppose CCoI might make a good title for a Munchkin RPG sourcebook <grin>.
... Seriously, my 2 cents says go ahead and throw the fantasy stuff in. Make sure that said fantasy stuff is marked as such (TL^ or TL* notation). On the other hand, I'd buy a Tech Through the Ages product (for GURPS or otherwise) that covered the realistic development of technology (and it's related tools, weapons, and equipment). I'd especially like to see something that broke the TL system down a bit into seperate scales:(for example) Materials, Power, Manufacturing, Agriculture, Architechture, Transportation, Communication, Medicine, Social Orginization, etc... Then you could include a block on each piece of equipment that listed which categorical TL's were necessary to make that equipment possible, available, or easy to get. For instance, no glass and silver mirrors until Materials-3, Manufacturing-5... Aluminum goes from being more valuble than gold to cheap enough to throw away at Materials-5, Power-6. As an assist to the worldbuilding crowd, you can even throw in trinkets like "Social Orginization doesn't go to TL-4 until Agriculture hits TL-4, representing the invention of the horse collar. Once Social Orginization-4 is in place, fewer farmers can feed more non-farmers, so the number of specialists (including full-time troops) goes up by 70%." And if you ever get the urge to print a 4e GURPS Timeline product, you could throw in a running graphic that shows which categorical TL's are available to which societies at which points in history. +++|<=== Lord Carnifex --- |
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Breakage is covered in the Basic Set. Detailed breakage, and rules for armor maintenance, are very likely. No problem. Mass combat is utterly off-topic. We have a Military book in our future, and mass combat is earmarked for that supplement. |
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It's rather unrealistic to have armor for a 5'2" 125 lbs Phoenician weigh as much as armor for a 6'4" Norseman. |
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Since you're so hopped up on the title, let me ask this: if the book were still called LOW-TECH but included boxes on how the various gear could be used in a fantasy game -- which, from how I'm reading Kromm's note, is essentially the plan anyway -- would you be as annoyed? |
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GM: Sure you can play a 6'4" Roman Legionnaire, just be aware that the general issue armor will not fit you, and the custom built pieces will cost and weigh $xx more. Player: Um, I think being 5'2" to 5'4" is looking more and more attractive. Oh, and the real point is that sure if you're 6'4" you may have to be ST 12 to carry that armor, but if you're 5'4" maybe you can get away with only being ST 10 to carry that armor. Which means you're not penalizing someone for being smaller, and you're not penalizing female characters for choosing not to play bricks. |
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Second, it isn't the place of Low-Tech to dictate biomechanics. The book was never intended to be the Holy Grail of Realism with all the crunchy rules for demographics, human biology, warfare, etc. It was always meant as a gear catalog. That's set in stone, and not open to discussion. It isn't a statement that there won't be books on those topics, however. It's just pointing out that whether we call it Low-Tech, Fantasy-Tech, or Tofurkey, it won't be in the business of talking about human beings, communities, etc. Those are character and campaign issues, for suitable e23 supplements for realism freaks. |
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OK, I can see this topic interesting for a low tech book with fantasy bits in: Arms and Armors Scaling Rules, From Dwarves to Giants. Are you going to include them? Quote:
Is this going to change with the new 4e version? |
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A bit shallow, perhaps? |
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So to sum up the discussion to this point:
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After all, as a gear catalog, just like any other equipment or clothing catalog, sizes and the ability to customize are pretty important. |
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I'm not judging the book, I'm annoyed by the proposed content, the fantasy part. And I'm annoyed by its proposed, hypothetical name, for the reasons I've alredy explained. From the posts here, I'm not the only one who dislikes Fantasy-Tech title. Do you want to argue that's to early to complain? Well, no, I don't think so. If we beat the horse at this early stage we are more likely to not beat it again when it will be dead. You are free to disagree, but don't misread my words. |
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(But I still want the discussion to be more generalised, with a separate table/chart/timeline that connects each TL to as many different historical cultures/periods as possible) Quote:
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