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Old 11-28-2017, 10:11 AM   #1
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Where are the most detailed & realistic travel rules to be found?

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Originally Posted by Skarg View Post
As a simulationist old-school veteran GURPS (& TFT & wargaming) GM who hasn't entirely kept up with all of the massive number of GURPS releases over the decades, I'm wondering where the most detailed & realistic travel rules are to be found?

I've got the Basic Sets 1e 2e 3e 4e... and Dungeon Fantasy 16: Wilderness Adventures, and Vehicles and Low Tech 3e & 4e and am getting the Low Tech I & II Pyramid issues and am eyeing the Pyramid issue titled Overland Adventures and wondering if it has better rule content than I already have, or if it's mainly just adventures and ideas. And, if there are other sources I've missed, either for sale or buried in a forum discussion or blog or something.

Thanks!
The notable gap in your list is actually High Tech, which has a replacement, usually seen as superior, to the Basic Set Hiking rules.

It's possible one of the sources you have replicates this, but I don't think so.
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Old 11-28-2017, 10:28 AM   #2
Skarg
 
Join Date: May 2015
Default Re: Where are the most detailed & realistic travel rules to be found?

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Originally Posted by Ulzgoroth View Post
The notable gap in your list is actually High Tech, which has a replacement, usually seen as superior, to the Basic Set Hiking rules.

It's possible one of the sources you have replicates this, but I don't think so.
Ah thanks! I didn't realize there were such rules in High Tech. I think the last time I read through the whole of that book was using the first printing.
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Old 11-28-2017, 11:40 AM   #3
corwyn
 
Join Date: Aug 2004
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Default Re: Where are the most detailed & realistic travel rules to be found?

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Originally Posted by Skarg View Post
Ah thanks! I didn't realize there were such rules in High Tech. I think the last time I read through the whole of that book was using the first printing.
HT page 55. It's only 2 paragraphs. I think what you want is already in DF 16. It basically uses HT with more detail on determining effective move, terrain effects, etc.
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Old 11-28-2017, 12:26 PM   #4
Ulzgoroth
 
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Default Re: Where are the most detailed & realistic travel rules to be found?

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HT page 55. It's only 2 paragraphs. I think what you want is already in DF 16. It basically uses HT with more detail on determining effective move, terrain effects, etc.
DF 16 doesn't appear to have fatigue-per-hour covered in any way. It might have a matching basis for its calculation of daily progress (can't check, can't currently find my HT), but it doesn't provide all the functionality that HT does.
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Old 11-29-2017, 01:26 PM   #5
AlexanderHowl
 
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Default Re: Where are the most detailed & realistic travel rules to be found?

One of the missing parts of GURPS is the effect that Area Knowledge should have on travel times. Most of the time, the popular routes are the easiest trade routes rather than the fastest travel routes. I would suggest that a successful Area Knowledge roll should be able to decrease travel times by 10% when traveling on roads (you know when and where there is traffic, which side roads circumvent construction, etc) and by 20% when traveling cross county (you know the best game trails, where to ford streams, etc). When applied to daily travel distances, I would suggest just increasing the distance traveled by 10% on roads or 20% when going cross country with a successful Area Knowledge roll.
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Old 11-29-2017, 05:12 PM   #6
corwyn
 
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Default Re: Where are the most detailed & realistic travel rules to be found?

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Originally Posted by Ulzgoroth View Post
DF 16 doesn't appear to have fatigue-per-hour covered in any way.
Unless HT has more hiking info than is provided in the sidebar "Humping, Tramping, and Yomping", neither does HT.

Quote:
It might have a matching basis for its calculation of daily progress (can't check, can't currently find my HT), but it doesn't provide all the functionality that HT does.
All HT adds is a conversion to mph for overland travel (which DF16 does with far more detail). For everything else (adjusting for terrain, FP costs per hour, extra effort, and foraging) it refers to the BS. And again, for terrain, DF has more detail.

So exactly what functionality is HT adding here?
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Old 11-30-2017, 01:13 AM   #7
Skarg
 
Join Date: May 2015
Default Re: Where are the most detailed & realistic travel rules to be found?

And are we all talking about the same version of High Tech here? i.e. Are you guys talking about the 4e HT? I am on the verge of ordering one, but if it turns out not to have anything more than Dungeon Fantasy has, well, I'd prefer to know in advance.


As for Area Knowledge affecting travel times, I think that's a good general idea but it also seems like something to suggest the GM make a ruling on. A predictable percentage doesn't make much sense to me, as it would vary by circumstance. It also seems like a different sort of thing from the rate of travel on a known route. If there's an abstract modern city situation or road network with car traffic, or a city with very crowded pedestrian traffic, or known shortcut paths in abstract countryside, sure. In some other situations, there might only be one road, or no helpful shortcut. And if the GM has a specific map and the route taken is known, then it wouldn't apply.
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Old 11-30-2017, 02:00 AM   #8
Gollum
 
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Default Re: Where are the most detailed & realistic travel rules to be found?

In my humble opinion, if you buy High-Tech (for the 4th edition, yes), you will be very disappointed. Not because it is a bad book. To the contrary, it is a very good one - the one I use the most. But I use it because I play Call of Cthulhu adventures, and there are a lot of very good hints about roaring 20ies weapons and gear. Now, for what you are looking for, there are only two paragraphs, as it has been said above. Plus some detailed travelling tools, of course.

Sure, those two paragraphs give a much more realistic rate than the one given in the Basic Set. And now that I know it, I use only that one. First, because it is a much more realistic rate (I don't want to revive the huge old threads about hiking rates here - you can easily find them if you want). And second, because it is a rate in miles per hour rather than one in miles per day. So, it allows the players to exactly choose how much hours they want to travel per day, how long they do rest and when, etc. Used with the Basic Set Long Task rules, it gives a much more realistic result than the Basic Set rate. Furthermore, for my own adventures, a rate in miles per hour is much more useful: how long does it take to go to the station on foot is a more frequent question that how many miles can we cover per day.

So, is buying High-Tech a good idea for you?

If you buy it only for that rate, no in my humble opinion. One book for two paragraphs is a bit expansive. But, if you also want more detailed modern weapons and gear, yes, you can buy it. It is really an amazing book, with a lot of very good things.

My hint: look at the excerpt! It will help you to make your decision. And it may also give you the new rate...

Last edited by Gollum; 11-30-2017 at 02:04 AM.
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Old 11-30-2017, 04:46 AM   #9
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Where are the most detailed & realistic travel rules to be found?

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And are we all talking about the same version of High Tech here? i.e. Are you guys talking about the 4e HT? I am on the verge of ordering one, but if it turns out not to have anything more than Dungeon Fantasy has, well, I'd prefer to know in advance.
Yes, that's the correct book.

I can't currently find mine, so I can't really provide a check Corwyn's assertion. It doesn't match my recollection, but that's a weak source.
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