Re: GURPS Spaceships Series
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(Hasn't gotten his comp copy yet.) |
Re: GURPS Spaceships Series
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I really can't wait for the rest of this series, to test how easy it was I got my baby sister to create a test spaceship with book 1, and then I ran her through a combat. Not only did she build a very efficient craft, she also understood the basic gist of combat. Before that she never played any sort of simulation game or RPG. This gives me a lot of hope for running off-the-cuff sci-fi one-shots, seriously if the rest of the books are this easy to use... *looks wistful* Ghostdancer |
Re: GURPS Spaceships Series
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Re: GURPS Spaceships Series
It's mine! Looks like I'll be busy for the next few hours.
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Re: GURPS Spaceships Series
Bought. Downloaded. Printed. Bound. Read.
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Re: GURPS Spaceships Series
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Re: GURPS Spaceships Series
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http://forums.sjgames.com/showthread.php?t=39872 |
Re: GURPS Spaceships Series
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The later three, however, sound really exciting. (And I have an old list which says that #5 will be about mining and industry, which also sounds more fun than just moving stuff.) (Granted, for a lower-tech setting, knowing what people are actually able to do, in terms of climbing out of gravity wells, and how much they can carry when they do it, and how fast they can get from place to place once they've climbed, and where they can then land, and if they can et back up again, is quite useful if you're trying to derive a setting from the technological constraints, and GURPS Spaceship's mass-based design system is the first easy-to-use way to get objective answers to such questions. But how well does the system actually cope with low-TL ships? It's been a couple of months since last I read it...) |
Re: GURPS Spaceships Series
They're not particularly exciting, no; but they're the sort of thing that few space settings can do without. I mean, how can you have pirates if you don't have cargo ships for them to raid?
Note that I'm not talking in terms of cargo ships for the PCs. One or two of them might be appropriate for that role (such as the tramps); but for the most part, cargo ships are NPC-oriented. That doesn't make them any less valuable to the setting. (Personally, I've been getting fed up lately with settings that focus exclusively on the "cool stuff" that relates to the player characters and their opposition, and completely neglects the basic staples that are needed to make the setting work.) |
Re: GURPS Spaceships Series
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Unless the series has changed (and I missed the post) the list was roughly 1) Spaceships 2) Traders, Liners, and Transports 3) Warships and Space Pirates 4) Fighters, Carriers, and Mecha 5) Exploration and Colony Spacecraft 6) Mining and Industrial Spacecraft 7) Strange and Alien Spacecraft 8) Sentient Spacecraft Granted I don't know how the new Mecha rules are going to be like but I hope it will be something like the GURPS Mecha so you can build an array of mechs. I'm also really excited for #5 Exploration and Colony Spacecraft! Although now with GURPS Spaceships 2: Traders, Liners, and Transports out I have enough to do a bit more detailed Sci-Fi campaign. |
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