GURPS Low-Tech Companion 3: Daily Life and Economics
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.King and general |
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At last! (Goes to check it).
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Seems like an excellent book. But what machines predate humanity?
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Also: nice work completing (so far?) the LTC series. |
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Picked it up yesterday and it seems great -- my congratulations to Matt and Bill. The Jobs listing is especially useful; the only thing that struck me as odd is that while there is a listing for 'judge' there is no corresponding entry for 'lawyer,' a specialization which grew out of 'orator' in classical times.
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HAAAAAAA!
I am low of money... I am moving to another city... I WANT IT!!! |
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Sweet. This now means that GURPS Low-Tech is effectively 288 pages. Has something like these been considered for GURPS High-Tech?
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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). |
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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. |
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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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A book about life and technology of TLs 5-8 looks terribly more complex than about TLs 0-4, though... it would have to encompass the whole Modern Age, including industrial revolution, computers and everything. |
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LTC3, p. 22, "MATERIAL COSTS", says:
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Or, is the cost table meant to be representative of at least one particular time and place? If the answer to those question is "varied wildly" and "no", respectively, it is quite hard to use the cost table in actual play... (note that I would be fully satisfied by approximate and vague answers, such as "in Europe, porcelain costed at least 10 times as much") |
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Specifics of what materials are scarce where and when really ARE the kinds of things for world books (for fictional settings) or the historical resource books (for... historical settings :P). Just like saying "Nobody in the Roman Empire uses straw or wooden armor" is a matter for a Roman sourcebook, not the generic GURPS Low Tech.
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Having said that, most prices (save for wood and the softer metals) aren't wildly implausible for most places in history, and the classical prices for copper and tin presented as an example of price variability are, if you run the numbers, fairly close to Low Tech's suggestion that bronze have a +3 CF over iron (almost as if that example was chosen on purpose...). |
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I agree, more ST seems to only help some of the manufacturing processes. Lumberjacking and smelting look like they might be helped by having stronger workers, while glassblowing and pottery, not so much. Those might require more exotic advantages than more ST. P.S.: Outside combat, I consider ST and Basic Lift to be pretty interchangeable. |
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I know several lawyers (including two or three who are gamers), several dozen lawyer jokes, and have seen several hundred (at least) portrayed in fiction. I am trying to recollect any notion of them being categorically clumsy, being sloppy eaters, being poorly dressed, or stiffening up below room temperature. Perhaps elsewhere these are traits associated with the study of law. If Ciaran felt the need to write an unfunny vitriolic post unrelated to the topic at hand, he might have been further ahead to make a post saying, "Lawyers are bad people, hurf durf, amirite?" In any event, courtrooms have been staples of drama for many centuries, including in some of the time period covered by Low-Tech (although admittedly adversarial courts come towards the end of that period). It seemed odd to have judges but not lawyers or their TL 2 predecessors, orators. |
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Personally, I'm a horrible person. Ham-Fisted too, especially if I'm wearing mittens. |
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This is the kind of thing ill buy for sure!
<3 |
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<MOD>
Let's all drop the "lawyers are evil" thing. Tagging broad categories of people with negative traits isn't smurfy, and neither is the serious thread divergence that occurs because of it. I've addressed this with Ciaran separately. (Otherwise, the thread is great. Please continue.) </MOD> |
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My mental model is that a blacksmith needs to be this strong to hammer the iron as a full-time job, at best scaled slightly for SM, but there's no need to assume that an average-ST ogre isn't plenty strong enough to work as a blacksmith full-time, so over half of ogres are eligible for the job, and the work does not noticably "challenge" their musculature to stimulate strength development. Quote:
Also stone cutting. How much does ST help there? I'm inclined to assume the shaping of the stones isn't particularly ST-intensive. Maybe all masons are minimum ST 11, but being stronger shouldn't enable them to work more than a few percent faster, because the chisel-hammering doesnt have to be - as far as I know - full force. Oh, and farming. Harvesting in particular. How ST-intensive is that? And how does high HT, and Fit or Very Fit, interact with laobur? |
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I have a minor question about LTC:3, actually. Since LT seems to hint that it contains guidelines for among other things producing and more importantly repairing armor, does this mean it contains some sort of system for tracking armor damage and degradation? So far I'm on the fence as far as getting any of the companions, but if it does have such a thing I might end up getting it.
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It's got a couple of pages of DR and HP ratings for weapons, and a page on armor damage, repairing armor, and armor maintenance. The repairs section does refer to LTC 3 for detailed information, but offers a "quick assumption" for people who don't have it or don't need the detail from LTC 3. |
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Yes, it's thread necromancy, but it's about something long-dead. LTC3, p. 14, dates the domestication of dogs possibly as far back as 30,000 BC. That was an extreme date at the time, based on the morphology of a very small set of skeletal remains. But a genetic study published this week also indicates a very early date, as much as 32,000 years ago rather than the more common estimate of 15,000 years. Blind chance, surely, but nevertheless it looks like we got this one right. My dogs were unimpressed when I told them, but people around here may be more interested.
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That is interesting. And nice work, GURPS!
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Very interesting indeed. I love this kind of stuff. :)
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