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#21 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#22 |
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Join Date: Aug 2009
Location: OK
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GURPS Modern-Tech: Trains to Planes
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#23 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Thanks! Just remember: I work on the clock, so you're throwing money at SJ Games, and more specifically at GURPS . . . which is a good thing if you want SJ Games to publish more GURPS!
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#24 |
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Join Date: Aug 2008
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If it means more GURPS, it is a good thing! Buying now!
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#25 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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The discussion of going with different "-Tech" names did come up in-house . . . but when you already have "name-brand recognition" in a certain book, it's usually a bad idea to change names unless you're damn sure that the new name will generate better sales than the old one. We weren't, so we didn't.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#26 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The -Tech issue is an old one. Back in the early 2000s, when we were planning GURPS Fourth Edition, I proposed a series named GURPS Tech, GURPS Tech Catalog, or GURPS Technology, with both a numerical volume number and a subtitle descriptive of TL: 1: The Stone Age to the Age of Sail, 2: The Industrial Revolution to the Digital Age, and 3: The Future. For instance, GURPS Tech Catalog 1: The Stone Age to the Age of Sail. It was found unacceptable on the grounds that volume numbers seemed cash-grabby ("Here's 1 . . . we hope you'll buy 2 through 854!") and the subtitles were wordy. So it goes.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#27 |
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Banned
Join Date: Apr 2008
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Frankly, there are a lot of Power Ups I would have preferred to see before this one. Kromm's blurb acknowledges the key criticism already, however, so I'll leave it at that.
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#28 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#29 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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All I can say is check out the preview, as it might be something you didn't even realize you'd enjoy! If not, hopefully GURPS Power-Ups 7 (or 8, or 9 . . .) will be more up your alley. :)
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#30 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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The talents were quite handy, but the anti-talents were even more so, since I had so many of the source books for the talents and the anti-talents opened up something new. Disadvantages have been on my most desired list ever since Powers. Including power-downs with this series now makes that possible, as well as limitations. I really didn't have any use for the impulse buys at all, nor have I had players begging to use them.
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| Tags |
| power-ups 6 |
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