07-06-2024, 08:31 AM | #41 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
Some books I think that might be useful to those buying GURPS Meta-Tech
There are tons of others that will be suitable for given things. I'll probably post some designer's notes sooner rather than later. I really hope y'all like this book. I put a lot into it and so have others.
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07-06-2024, 08:36 AM | #42 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: GURPS Meta-Tech
I'm wondering if the book might be something I should pick up.
In GURPS I've felt there can be a bit of a disconnect between character points and wealth, does Meta-Tech help out here in some way? E.g. Let's say we have a TL11 game where the players are elite force guys. We have four guys:
In Vanilla GURPS guy one could probably be built on like 500 points (Multimillionaire), while the budget-superman would likely end up around 5000 points. The cyberpunk guy who just bought cybernetics would also end up much cheaper to build (assuming we permit cash to buy cybernetics) than the gadgeteer who paid for the same stuff with character points. ----------- Based on the description of the book it sounds like it might try to balance the whole points vs cash scenario a bit. Is that the case? If so, can anyone who read it explain the general philosophy?
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07-06-2024, 09:20 AM | #43 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: GURPS Meta-Tech
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The core purpose of GURPS Meta-Tech is simply to provide rules on how to convert a device whose effects are built/designed with advantages and character points into a cash $ value. That's it. It does not attempt to balance cash vs points. It does not attempt to make devices affordable for a low-point character. It does not provide rules on what should and should not be allowed in a given campaign setting. It doesn't even give rules of how a character can build such devices in game, instead pointing to the existing new invention rules. GURPS Meta-Tech is solely about converting a device built with a character point value into a device built with a cash value. As secondary to that purpose, it also provides numerous additional traits via variant advantages and modifiers to help you define key traits of equipment (e.g., Bulk, vehicle Handling, how to account for batteries, etc.) that you couldn't really do with just GURPS Basic. It also gives advice on how to use those traits, or what traits a given type of device should have. So these rules also make it a lot easier to build devices with character points... which you can then convert to a cash value. (For me personally, this was my favorite part.) Any flaws of the existing GURPS rules with respect to balancing character points vs cash/equipment are neither solved nor made worse by this system (e.g., it makes no assumption on whether cybernetics should be cash or points or both; it just says here's the point value, here's the cash value, you decide what works for your game, just like the current rules). |
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07-06-2024, 09:26 AM | #44 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
No, it does not do that. What you are describing would be its own book or an entirely new edition. What GURPS Meta-Tech does do is allow you to make special items not covered by the various tech catalogues such as magic swords, orgone emitters, necromantic wands, or anything else you can stat with the traditional character trait method.
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07-06-2024, 09:54 AM | #45 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: GURPS Meta-Tech
Another, overly simplistic way at looking what GURPS Meta-Tech does:
You want a device (i.e., non-existing fantastical gear) for your character: GURPS Basic rules: a) Define your device with advantages and other traits (but not Gadget limitation) b) Apply the Gadget limitation (which establishes its SM, etc.) to get the final character point value of the device. c) Pay character points to have the device. GURPS Meta-Tech rules: a) Define your device with advantages and other traits (but not Gadget limitation) b) Apply the meta-tech rules (which establishes SM, etc.) to get a $/point value and final $ value of the device. c) Pay $ to have the device. Obviously, you can convert back and forth between the two, just by adding/removing the Gadget limitation (which, in some more extreme builds is admittedly easier said than done). In the end, GURPS Meta-Tech just gives you a $ value for all devices, letting you determine how much such an item might be worth when a player wants to buy it from a merchant (rather than finding it on a quest) or who did find it on a quest and wants to sell it for cash. Being able to add a $ value, in of itself, is a step above Gadget devices from the core rules, as there was no way to price ($) what they were reasonably worth in your setting's market. |
07-06-2024, 09:59 AM | #46 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: GURPS Meta-Tech
Oh, one last benefit of GURPS Meta-Tech. Because it gives you lots of advice on how to build different types of devices, it actually inspires a lot of different things you can build as a device with advantages and other traits that you might have never thought of creating before.
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07-06-2024, 10:59 AM | #47 | ||
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Meta-Tech
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07-06-2024, 11:22 AM | #48 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Meta-Tech
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Thanks for the love, to this date I still think that was my most popular article.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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07-06-2024, 11:23 AM | #49 | |
Join Date: Jun 2013
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Re: GURPS Meta-Tech
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Incidentally, the Barrow Blades wielded by most of the hobbits probably have Affects Insubstantial and a Side Effect or Affliction for Negated Advantage: Insubstantial and Unkillable 3; said trait would have at a minimum Single Use x1/5, and possibly a further discount to cover the fact using it destroys the blade (Backlash: Heart Attack (MTD Only x1/5) -60% would probably be appropriate). The Morgul-Knife used by the Witchking on Frodo probably would have Dominance [20], and possibly Cosmic: Unhealing Wounds (calling for special treatment to recover HP, which Elrond is able to provide).
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07-06-2024, 11:26 AM | #50 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Meta-Tech
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We do have several options though. Debt, Points for Cash, Signature Gear, Signature Assets (Spaceships Traders and Liners), The Captains Boat (Patrons can be powerful individuals or companies which can be a ship and its crew).
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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