The Low Tech You want
Of the 3ed Tech books my favourite was Low Tech. I even when so far as to use if for a history assignment at uni. I'm quite enthusiastic about a 4e version. What do you want to see in the updated low tech?
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TL4. They took TL4 away from HT!
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Mostly, I miss the customization rules for melee weapons. I know that MA has them, but I think the old low tech had better and more detailed versions. That's what I want to see.
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I don't expect that would have changed. Me, I want Low-Tech to be for low-tech stuff what Martial Arts is for kicking ass. Sounds kinda self-serving and egotistical maybe but I really think we nailed the target dead-center, and I'd like Low-Tech to have that same kind of impact. Something you don't need until you look at it and realize "Whoa, my game will rock on toast with this stuff at my fingertips!" |
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Maybe some information on early agriculture? While it may not be the most exciting field it was very relevant to the people of the time.
Information on horses, elephants and other such mounts as vehicles. As grizzly as it may seem, some information on the dangers of childbirth and survivability since it was one of the huge shaping forces on human culture in those times. |
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I want to see a wide range of weapons, armor, and technology covered from TL0 to TL4. With 200+ pages to work with I'm sure they'll be able to put a lot of material in the book - covering all the old stuff and adding lots of new stuff. I don't think the TL4 stuff that was covered in High-Tech 3e should be more than 20 pages or so. I definitely want to see coverage for things like light sources - from candles and torches to lanterns and gas-lights (if they were introduced by TL4). I want to see lots of stuff on vehicles and animal handling as it pertains to transportation. Guidelines on making tools, armor, weapons etc. Stuff regarding selling and trading things. I also want lots of illustrations. An index for the illustrations in similar fashion to GURPS Martial Arts would be great also. |
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Bill Stoddard |
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If I were titling the books, I might take inspiration from the title "Ultra-Tech" and call the book we're talking about "Infra-Tech" (and "Visible Tech" for the era in between). But I have an arcane sense of humor. Bill Stoddard |
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I'd definitely like to see illustrations along the lines of Martial Arts, and not just for weapons. I'd want to see this for equipment also, especially stuff may not be as well known. Maybe there isn't that much more than gunpowder weapons for TL4 but I'd think that gunpowder weapons would consume less than half the page count needed to cover TL4. Certainly want to avoid the GURPS High-Tech 3e issue of being GURPS Guns Plus. |
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How about Early-tech? |
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More than anything else, I want to see updated armour technologies, specifically TL 4 steel plate--complete with improved game statistics (better DR, lower weight)--included in GURPS Low-Tech 4th Edition.
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Another reason to keep going *g* |
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Primarily, I want them as locations. I want to set an adventure ON a Mississippi riverboat, or a Titanic-style ocean liner. And secondarily, when worldbuilding, I want to know what sort of transport and communications systems there are so that I can maintain plausability. Back to Low-Tech. I want everything in the 3e version. I want TL4, with no more attention to gunpowder than necessary. I want the TL0-4 parts of GURPS Economies. Informed discussion of Fantasy tech would be nice - especially if Bill Stoddard has an urge to expand upon that aspect of his work in GURPS Fantasy. And then I want more of it all. |
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As part of the discussion on economies, I'd like side-bars that provide information about the impact of magic on crop yields, infant mortality, and disease rates, with a round-up of how that likely would affect general patterns of production, trade and settlement.
Actually, I'd like to see a 256-page book devoted to that, with some campaign ideas tossed in. But that'll never happen, so I'm trying to be realistic. |
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Armor customization rules. Specifically, what to do to give extra protection to the vitals, neck and groin. Some details on what would be considered Fine/Very Fine armor. A jobs table (a few pages' worth) so that GM's have some guidance on how much money PCs can make in the downtime between 'adventures'. Notes on what modern people take for granted that do not apply to the bad old days. Some guidance on how long it takes for craftsmen types to create goods. Details on what weapons are appropriate to what TLs (of course). A nod given to the fact that most of the people playing in low-tech settings play in low-tech fantasy settings. edit: ...and please don't focus on Europe. |
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Something I'd like to see is a section on how life really was different for people living in these TLs. I'd love to see something that would tell players how they need to think of this aspect of their characters. People come into a game with a lot of assumptions, and sometimes, player characters come off as Yankee Salesmen in King Arthur's Court. If there was something that I could give to my players ahead of time to let them know what some of the social expectations will be and what sorts of limits that the technology impose, I'd be happy with that.
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I want something like the first Low Tech, only longer ;). We already have Martial Arts for a big-book-o-swords, for example, so we don't need very much space for weapons rules ... except for the guns.
Agreed about the need for good armouring and smithing rules which make Fine and Very Fine swords easier to make at high TLs with full equipment. You might even be able to fit in a sidebar about skill modifiers for making low-tech stuff at high TLs (lots of amateurs can do serviceable TL 2-3 cobbling, armouring, or whatever today because they have good tools, reference books, pre-made materials, etc.) |
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Again, optional, but one of the actual BENEFITS of high TLs is quality control and inspection, so having the stuff on the shelf be pretty darn variable would be fun. |
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OOh I like that
Was just thinking the other day how most fantasy settings have markets that seem cut and paste |
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I definitely want statistics for black powder matchlock and wheel-lock firearms, pistols and long-arms. The flintlocks in High-Tech were a good start, but I've got a setting which hasn't invented the flintlock yet - wheel-locks are standard.
I also echo the call for different armor weights; preferably for full suits of armor and individual pieces. One other item should be "daily life in the rural area" and "daily life in the city" for all tech levels. City life in TL 0 is definitely different from TL 2, and both are different from life at TL 4. One of the things I liked about Low-Tech for 3e was that it was essentially broken down by tech level, not by category like 4e's High-Tech and Ultra-Tech are. I'd love to see that format carried over to 4e's Low-Tech. |
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(Reminds me: I was born in the previous millenium, in a country which no longer exists.) |
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We need the things ordinary travellers have to deal with in a low-tech society...accomadations, travel methods and times, things like that. Riding with a caravan is slower, yet has advantages...how fast will they be moving?
What sort of food can be preserved for journeys? And how heavy is it? All the things that are so important when the trip isn't across town, or stepping through the teleportal, but when you're using feet, wheels, or wind (or even steam) |
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3e Low Tech is a great read as is. To make it worth while to update, I'd think it'd need to be beefier in the settings department.
Maybe: a chapter addressing low-"punk" settings (as in Bronze Age punk) and rules would be decent. worked examples of survival, warlord/tyrant, merchant, and politician centered campaigns. some of the location specific flavor of the relevant 3e setting books (China, Egypt, etc..) |
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"...I was born some time in the last millenium - in a country that doesn't exist... " *appearing in theatres this fall* |
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Still I would hazard to bet that everyone posting here was born in the last millenium. Do we have any eight year olds? |
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The city in question seems to be Leningrad. Even my T9 doesn't recognize the word. |
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Now we just need a script. Quote:
heh |
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Some weapons, but I do think the detail of the weapons in MA means that LT wouldn't need HT quantity of weapons.
Info on ancient coins and low tech economics (Think things like the short crash course on agrigarian trade networks in Fantasy, and the discussions on these forums about non-market economies in the ancient world, gift economies, and the like) Ancient ways of getting modern-sounding effects. Info on Roman central heating, and how it worked. The various building methods. Ancient fortification designs, and how they stat up in GURPS, there are a variety of castle designs out there, afterall, each with differing strengths and weaknesses, and to my mind a book on LT should absolutely mention them, and definitely should have info on left handed and right handed staircases (The handedness of a spiral staircase, iirc, is based on defending down it (the traditional right handed staircase is designed so that a defender, who's fighting downwards, has his right hand unobstructed, while an attacker, fighting upwards, is somewhat restricted due to the construction of the castle, assuming both are right handed. One of the castle towers in Conway Castle is left handed, though, so the concept of designing a castle tower to be left handed isn't unheard of)) And I definitely don't want this to just focus on European history and fortification designs, but I don't have a clue about non-European ones so my examples of the sort of thing I want info about are taken from memories of high school history. Living conditions would probably be useful, like UT's habitat info, as would travel times and technologies. And for those low tech Gadgeteers, info on how various ancient civilisations invented various forms of useful things such as the steam engine and treated them as toys and trinkets. When and where knowledge of such was known about but dismissed as impractical would be useful. Also, some basics on ancient forms of cryptography and steganography would be nice, as would the date when musical notation was invented in various parts of the world, as with the discovery of the number 0. No Fantasy technology, no punk technology, etc. There has to be enough info on low tech civilisations to fill a ~250 page book. I want Fantasy Tech [A book detailing magic as technology, magitech, etc, what TLs can be approximated via what spells, designs for the sort of technology you get in the non-sci-fiesque Final Fantasy games, and the like] and Weird Tech (Either apart or together, depending on page counts), but I don't want FT in LT anymore than I'd have wanted WT [My conception of Weird Tech being steam punk, clock punk, etc.] in HT. (If combined maybe call it Alternate Tech?) |
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Almost as good news as Technomancer not having the title Techno-Magic (or something very similar) which was very close to happening during the latter stages of playtest. It would have made for a very bad title. Finally someone actually asked to ensure the conflict on the names would raise legal issues and permission to use the Technomancer title was obtained. |
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I started playing GURPS in 4th edition, so I haven't had a chance to look too closely at the 3e version of Low Tech, but here's what I'd like to see:
1) Travel times for various vehicles in terms of per second (for combat), per hour (short-range travel), and per day (long-range travel). These days, Google maps says that a ride from Boston to Philadelphia would take 5.5 hours. Though, even as late as TL5 it would take days to get from one town to the other. 2) Chainmail. I was rather disappointed that I couldn't find chainmail in the basic set, but really what I want is details on all sorts of armor. 3) Information on how life was different due to the difference in technology. 4) Whatever I may have overlooked for adventuring. Also, while I haven't done so yet, I'm interested in running historical games (ie not fantasy) so a Low Tech dedicated to fantasy wouldn't really work for me. On the other hand, an e23 supplement called Fantasy Tech that builds on Low Tech for use in fantasy settings sounds like something I'd buy. |
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Not "awesome dude" but like "hm inspiring." |
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All I want are historical weights for armor... all armor. I don't care if it's just a side-bar, or if it's a whole chapter on how to ajust weights and other game elements accordingly. The "I can barely move!" armored knights simply crap up our historical games.
Hell, I'll settle for a footnote. Just aknowledge and correct this. For the rest, I hope to see the high-quality stuff of 3e Low-Tech (wich I happily own) taken a step further and updated to 4e. Otherwise, not much in my wish list... but this will be a certain buy for me. Cheers. |
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I want 256 pages filled with interesting stuff, and help with find said interesting stuff in the book.
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Bill Stoddard |
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I'd like a "making things" section in all the X-Tech books. Or maybe an e23 "GURPS - Forge". My PC's have a habit of learning crafty and buildy type skills. Every campaign there's at least one of 'em. I'd like a better idea of how long it takes to make things the tools required, and the expense of crafting them yourself.
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I'd like to see some cross over with Martial Arts, the appendix in high tech was really cool.
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Bill Stoddard |
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An Appendix like High-Tech had could easily be put together without being off-topic. |
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Doesn't really matter what you want to focus on, either. Anything expanding on Martial Arts is welcome. |
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Apparently, not quickly. I've churned out of a number of Pyramid articles, but e23 books to the Martial Arts level of accuracy and research are just too time consuming. It's not something I can do in bits and pieces as time comes up in my schedule, but Pyramid articles can be.
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By the current RAW, that one tribe of chimpanzees that uses spears to hunt is at the same TL as the society depicted in the movie 10,000 B.C. - clearly a discrepancy. Now, if we accept the "late stone age" as TL 0, the "middle stone age" could be TL -1, "early stone age" as TL -2, and "pre-stone age" (like the modern-day chimpanzees) as TL -3. |
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I would like to see some changes on siege weapons. On Low Tech 3e they are too powerful. More powerful than some spaceship's lasers. And maybe some rules to try to do some cinematic things like... use a catapult to hit a dragon, a person... to use a human corpse as ammo...
I would like to see all stuff presented on the TV show "Ancient Discoveries" of History Channel. The Macedonian's siege tower would be great! The very first tank, moved by thousands of men... sweet. I would like to see ancient ships too. At least a trireme. I don“t want to see Fantasy Tech, magic or TL 5. MAYBE it could describe some rituals made before battle but never more than that. If you want to change book“s name, how about something like "Ancient Tech"? And sorry my English. |
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Bill Stoddard |
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As for gunpowder being TL5 this is absurd, while gunpowder devices follow the same broad principles as later combustion engines the actual technology to exploit it is orders of magnitude simpler. You can produce fire lances erruptors and crude rockets and cannon (which might not seem that crude if you try to copy them) with materials and techniques substantially less complex than say a use-full steam engine. The use of crude powder as an incendiary requires even less. |
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