Gurps 4e Space: What´s new?
I alrerady have two editions of Space and I frankly am not too keen on spending good money for owning the third set of world creation tables. So in a nutshell: What´s the big new thing in GURPS Space?
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you mean other that updated science in those world tables?
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If you haven't got Uplift you'll find the alien generation quite usefull.
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OK, but that´s not really important to me. I don´t *really* care whether my planet is orbiting a G7V or a G7IV star. I´d rather be interested: Are there new plot hooks, new gadgets, new you-name-it? Does the influence of "modern SF-literature" show itself? More pages on AI or biotech?
The RPG.net review wasn´t that positive. |
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And the RPG.net review was not entirely, let me say, objective. |
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Since it is supposed to serve the same purpose as Fantasy I assume that its more an idea collection than anything else, though the TOC does not answer that question... So I would like to repeat my question and expand it a little bit: - Is there a way to generate a Hit location table for aliens that cannot be assigned one of the standart HLTs? E.g. a giantic space snail with a very vulnerable exo-lung (and that is not even exotic, some snails actually have an exo-lung) - Is there a guideline on how to create aliens with a more exotic physiology (e.g. what is the advantage that lets me turn my head 360°? Is it just a perk?), what if my mouth is not in my head but my ellbow etc.... - How do you handle different metabolisms in relation to food/poisons/diseases? |
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The notion that one should not have *some* gadgets in Space 4e and that everyone ought to wait for UT is flawed, I don't understand why they couldn't provide some albeit incomplete coverage of the kinds of technology that will be useful for running a campaign (which I imagine is what the book is supposed to help with), for example (to say nothing of spaceship design and combat, but I've noted that elsewhere on this forum). The multiplication of gadgets, cyberpunk stuff in one book AND in other books, ordinary technology here and there, is pretty unavoidable with worldbooks and not something to fear, what I find more important is the kind of comprehensiveness in a worldbook that makes it maximally useful for running a campaign. There can be gaps, that's unavoidable, but the ones in Space 4e are enormous, and it's a shame. And...wow, what a bill for a book with big gaps! I paid it, but I sure didn't like it, though I was pretty happy with the the Basic Gurps set and even Interstellar Wars. JLB |
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I liked it. And I know I'm going to love UT even more :)
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Exactly. It's a genre book.
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laser pistols are as much part of the science fiction genre compared to accurately modeled solar systems. and in many cases moreso when compared to aliens. i don't think there is anything in the term 'genre book' that implies it is meant for designing universes rather than running games in them... edit: this is not meant to criticze the book or anything, (i don't have it and haven't quite decided from what i've heard whether i approve of it) but saying "well duh it's a genre book, why would it have what you feel you need to run a game in your preferred genre?" will not make sense to a lot of people. i know what you mean.. but this is where people are getting huffy. |
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For instance, when you study drama with an eye to learning how to write plays, you might use Romeo and Juliet as an example. However, you don't worry about how long the swords were in Verona at the time, how strong the average Veronese was, or how fast horses can get characters to/from various outlying areas. All of those things might be valid topical matter for a book on historical Verona . . . but if you're writing a play, you're more interested in scene-setting, plots, character motivations, and how to engage the audience. The idea of a genre book is the same: How does one create a setting? What plots work? What PCs work? How can the GM get the players into the game? Some GMs and players feel that they know all of this already and don't require such advice. They're free to pass over genre books as "worthless." The cause of all the friction about Space and its recent review was that some people who felt this way were faulting SJ Games for releasing a genre book that wasn't also a catalog and rulebook. While SJ Games felt that that the book's goals were clear, these individuals didn't -- a divide caused in part by previous books titled Space being hybrid catalog-genre book-rulebooks, in part by the fact that not every gamer realizes that there are gamers who need advice on scene-setting, plots, character motivations, and engaging the players, and in part by GURPS having a reputation for being "crunchy" rather than story-oriented. |
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Well, to lend a voice to those pleased with Space...
I LOVE the book. It delves deepest into the aspects that I find the most appealing and gurps-ian. Leaving the campaign specific tech. out tickled me pink. Much of that stuff will be sufficiently rubbery and by gm fiat anyway, so why bother half-assing it with numerous pages that won't apply to "my" game? IMO of course. |
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The 4e version is a great setting reference -- but it's not what I wanted . I can't fault the authors or SJGames for its execution, but I personally wanted a different product. I like GURPS Fantasy (4e) just fine because it is full of crunch (magic, templates, etc.); Space lacks virtually any crunch at all. See, I can read ANY book and convert its social setting and customs to GURPS. I can snag other game systems' setting material and convert it to GURPS with equal ease. But, as a player and GM, I have the most problem when it comes to rules-related conversions. What is a "powergun," ala Hammer's Slammers, in GURPS terms? How do you build an X-Wing in GURPS Vehicles? So, yes, I want crunchy. I think Powers and Dragons are books that have made it easy for me to embrace the many changes of 4e. They are nearly perfect examples of 4e books written with my preferences in mind. But, Space missed the mark. Again, not because what is in there is all bad (some it is very good, but I'll get to the bad in a minute), but because of what it isn't in there. With the long history of GURPS Space prior to 4e, we GURPS fans had come to the 4e version expecting another straight conversion of a 3e product to 4e (after all, that's what we got with 4e versions of Basic Set and Magic, and with the 2e-to-3e versions of the book). The previous version of Space won an Origins award (and I feel this was because it was a one-stop shop for playing a space campaign). The new version does not follow that model. It's a different product. So be it. But, . . . the powers that be shouldn't be surprised that old players will bring their 3e baggage to 4e, and naming new products with an old name is just asking for hurt feelings. Second, there are a couple of places where the 4e version could have done a better job. For instance, even though both Patrol and Ranger character types are mentioned repeatedly, there are no templates for them. That was disappointing. And frankly, I thought two world building systems was overkill. In my campaigns, the starship has been at least as important as the worlds, and often much more important than the next world-of-the-week. In fact, I could really dig a campy pulp system that came down to a single roll. Roll 1d: 1) jungle world; 2) ice world; 3) desert world; 4) cyberpunk world; 5) idealistic futuretopia world; 6) post-apocalyptic world. I realize not everyone plays like I do, but I bet some people do. I wish the world-building systems had been consolidated and the extra space used for a more generic version of the IW ship design system. Problem solved. Now, I love the 4e Alien design system. It is far more useful than the old 3e system. But, for an old GURPS warhorse like myself, the shiny 4e version just does not appeal to me as much as my dog-eared 3e book. The new version is great, but not what I wanted. |
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And yet totally different than GURPS 3E Fantasy.
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Kromm explained why Space is the way it is: because they chose the best from three option. However I feel a fourth, much better option was missed. I've advocated this one since long time ago.
Publish GURPS Space and a Web-Enhancement at the same time. This free document contains a handful of pages about tech gear and starships, lifted directly from the drafts of Ultra-Tech and VDS. The benefits of this approach:
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