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#1 |
Join Date: Oct 2013
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A long time ago I read that the first Fallout game was supposed to be based on GURPS, but that due to licensing issues, or something like that, the developers chose to create their own system for the game.
I've long wanted to run a tabletop game of Fallout, or something similar, but I've yet to find a system that clicked with me and made me go "Yes, this will do Fallout nicely!". Recently, I started researching GURPS a bit. While I find even GURPS Light to be a bit daunting, the options available are interesting. I've also heard many good things about the quality of the writing that goes into the core books and the many supplements. Furthermore, it seems that once you've got how the system works and gotten past character creation, things move along fairly smoothly. If I were to run Fallout, or any other post-apocalyptic setting, with GURPS (4th Ed.), what books would you recommend, aside from the core books? I've also got a bit of a bonus question. I've heard that if you're going to GM GURPS you may want to create a list of skills specific to your game. For instance removing "Drive/Pilot" for a fantasy game or "Knowledge (Magic)" for a "realistic" modern game. When creating a skill list, what is a good number of skills? I can imagine that if there are too few skills, everybody will be good at everything. While if there are too many skills, everybody has to be very specialised, or everybody is sort of iffy at everything. |
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#2 |
Join Date: May 2013
Location: Ellicott City, MD
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1. Powers, High Tech, and Ultra Tech are probably pretty good for Fallout.
2. Instead of making a specific list, you just say "No vehicles or computers" in Fantasy, "no paranormal" in a realistic game, etc. |
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#3 |
Join Date: Nov 2009
Location: Oregon
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I'd add Low Tech to the list if you want more detailed options for "tribals" and the like. Depending on how gritty or cinematic you're going for you may want to check out Tactical Shooting or Gun Fu. That might be focusing on too much minutia for just starting out. They're certainly not necessary.
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#4 |
Join Date: Oct 2013
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Those were some quick replies!
The Tech books I can understand, but why Powers? Is that to get in the various mutations? |
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#5 |
Join Date: Nov 2009
Location: Oregon
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It's the go-to book for customizing any sort of advantage or disadvantage, with scads of new enhancements and limitations. Powers is probably the most important book for building any character, after the Basic Set.
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#6 |
Join Date: May 2013
Location: Ellicott City, MD
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Powers is basically a core book for any campaign that isn't 100% realistic. If you have powers, mutations, or even just want to design aliens, Powers covers it.
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#7 |
Join Date: Dec 2006
Location: Houston
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There was a GURPS fan book dedicated to the Fallout setting, but Im not sure where its gotten to.
AH! TecTucTutlay (sp?) has it on his website I think..... https://sites.google.com/site/tectuc.../gurps-fallout THis is generally focused on the first 2 games, but may be applicable to the the Latest one. Nymdok War. War never changes...... |
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#8 | |
Join Date: Mar 2006
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As for Gurps Fallout that depends entirely on what you wish to do and how much detail you want to go into. A list of potentially useful but not mandatory volumes probably would be: Low-Tech: Can cover most pre-industrial stuff that may come up. High-Tech: Can cover anything from TL5-8. Tactical-Shooting: Has a more in depth coverage of firearms and more realistic gunplay if thats desired. If a more cinematic feel is wanted I'd suggest avoiding this one. Ultra-Tech: Weakest of the gurps sourcebooks but still useful for the 'retro-future' style tech from Lasers to Healing hypo's Plasma rifles. Bio-Tech: Depending on how deep you want to explore mutations, mutagens or pre-war genetic science in general this is the book for you. Gurps Y2K: 3rd Edition Sourcebook but to date is the best rundown for running a collapse scenario that maintains in-setting plausibility. Gurps Atomic Horror: 3rd Edition sourcebook specifically geared for campaigns set in the 1950's from realistic to monster pulp and covers everything from politics to beliefs to social customs.
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Waiting for: Gurps VDS Gurps Armory (One can dream) ---- Per ardua ad astra "Through hard-work to the stars." |
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#9 |
Join Date: Nov 2009
Location: Oregon
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Some Pyramid issues may be worth checking out. First there's #3/03, Venturing Into The Badlands, which is of course dedicated to post-apocalyptic gaming. There may also be helpful stuff in the Tech and Toys releases (#3/12, #3/37, #3/51) and Vehicles (#3/40). GURPS 4e is sadly a little sparse on detailed vehicle design rules, but that and the forums should cover your needs if you plan on going Mad Max with the game.
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#10 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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The main thing you need is awesome old music. :D
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Were I to make an actual list, I'd probably cut it down to about ... a hundred? |
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Tags |
after the end, fallout, newbie, resources, skills |
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