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Old 01-22-2013, 06:31 PM   #8
Kromm
GURPS Line Editor
 
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Essential core books

Quote:
Quote:
Originally Posted by johndallman View Post
Whichever of Low-Tech, High-Tech and Ultra-Tech is appropriate to whatever you're playing.
Quote:
Originally Posted by Brett View Post
More detail is not my cup of tea, so I recommend Low-Tech and High-Tech as the most generally useful
Although I have a vested interest in every GURPS player buying those books (and all the others!), I'd have to caution against them if you like fast-and-loose game play. I've played in plenty of perfectly fun campaigns where specific gear and encumbrance were ignored . . . the spy got "Spy Gadgets," the mechanic got "Tools," the medic got "Medic's Gear," etc., and the details were hand-waved except for penalties when tools were missing. Nothing broke. I have also had players who despised having to keep track of 20-30 pieces of gear, especially when several were related things like "explosives, caps, wire, and clacker."

Moral: Know your players before investing in these items.
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