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-   -   GURPS Low-Tech Companion 3: Daily Life and Economics (https://forums.sjgames.com/showthread.php?t=76351)

demonsbane 01-14-2011 10:04 AM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by Woodman (Post 1106341)
And got volumes of Pulp Guns allready

And besides there is the upcoming GURPS Tactical Shooting, which maybe is especially related to GURPS High Tech, too, because its stress and specialization in firearms (I guess that this is open to nuances, though).

lexington 01-14-2011 10:45 AM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by demonsbane (Post 1106344)
And besides there is the upcoming GURPS Tactical Shooting, which maybe is especially related to GURPS High Tech, too, because its stress and specialization in firearms (I guess that this is open to nuances, though).

Plus Loadouts: Monster Hunters, something of a worked example using the stuff in High-Tech.

Bruno 01-14-2011 12:11 PM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by Lupo (Post 1106338)
Many apes and some birds use simple tools. Apes even work on tools to better use them (e.g., they clean branches to make sticks).

So do Caledonian Crows, the current leading bird-brains (for tool use anyways) - and they seem to beat out the apes by deliberately teaching other adults their new tool-making tricks, not just teaching their own young.

Peter Knutsen 01-14-2011 12:40 PM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by Kromm (Post 1106262)
King and general
Still desire meat, drink, and robe
And roof overhead
— Some hack
The latest from e23 is GURPS Low-Tech Companion 3: Daily Life and Economics, by Matt Riggsby and Bill Stoddard. It completes the GURPS Low-Tech series, bringing you the pillars that hold up any empire, large or small. It covers hunting, gathering, raising, and preparing food; crafting everything from fine metalwork up to huge buildings; the trade that generates the money that pays for everything; and the craftsmen and other professional who do all the work. All very mundane, one could say . . . but heroes must come from somewhere, and ignore these things at their peril. And let's face it: Those cool swords come from somewhere, too, and it's rarely Sword-Mart.

Excellent book.

So far, and that's after having read over 98% of the material, my only complaints are the absence of endurance hunting, that there's no entry for non-legume vegetables in the agriculture section, and some problems with pigs and fowl (how and where to feed them, and how well they can or can't survive on kitchen scraps like dogs).

Rasputin 01-14-2011 12:53 PM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by Lupo (Post 1106338)
IIRC, High Tech is already 240 or 256 pages in itself!

Yes, of pure gear, like Low-Tech is. There are no PDFs focusing on life and technology of TLs 5-8, as opposed to the adventuring gear for those times, like these three PDFs for TLs 0-4 do.

Tyneras 01-15-2011 12:51 AM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Under manufacturing, where it says Production (lbs/day) (p.22) it is talking about per worker, right?

If it is talking per worker, then it assumes a human with 10 in every stat?

If that is so, then could you scale the production with BL, similar to how mining does it?

"How much wood could an ogre lumberjack jack, if an ogre lumberjack could jack wood?"

... god, that is terrible. But I hope my train of though comes across clearly.

Dinadon 01-15-2011 04:41 AM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by Tyneras (Post 1106903)
If that is so, then could you scale the production with BL, similar to how mining does it?

"How much wood could an ogre lumberjack jack, if an ogre lumberjack could jack wood?"

I would say no for most of it, as most of the items are worked. I don't see how BL can affect things like making glass, smelting metal or cutting wood. They have other limiting factors. However, any of the raw materials could justify BL as their limiter, so you could apply a scaling there if you wanted.

Refplace 01-15-2011 04:55 AM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by Tyneras (Post 1106903)
Under manufacturing, where it says Production (lbs/day) (p.22) it is talking about per worker, right?

If it is talking per worker, then it assumes a human with 10 in every stat?

If that is so, then could you scale the production with BL, similar to how mining does it?

"How much wood could an ogre lumberjack jack, if an ogre lumberjack could jack wood?"

... god, that is terrible. But I hope my train of though comes across clearly.

The resources, field size or wahtnot will be a limiting factor. I would say easier to make do with less workers then to get more output from better workers.

walkir 01-15-2011 06:38 AM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
Quote:

Originally Posted by Asta Kask (Post 1106295)
Seems like an excellent book. But what machines predate humanity?

IIRC nuclear power plants.

Gudiomen 01-15-2011 07:00 AM

Re: GURPS Low-Tech Companion 3: Daily Life and Economics
 
On composite weapon materials, it mentions that, for example, a spear is 3/4 wood... but on the materials it's not clear (to me) which size of wood should be used for hafts... 4" poles seem too thick, and planks seem simply inappropriate... any tips?


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