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Old 03-29-2013, 01:11 PM   #11
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Default Re: Pyramid #3/53: Action

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Originally Posted by demonsbane View Post
Not having seen it, I'm not completely sure, but this sounds like useful for fantasy as well.
In a sense, it absolutely is -- specifically, if you want to run an Action game in a fantasy setting, I'd strongly recommend reading Phil's article, just for the general advice on bringing Action into the past. But he didn't focus on fantasy much, because "fantasy action" is covered so well by Dungeon Fantasy.
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Old 03-29-2013, 02:33 PM   #12
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Default Re: Pyramid #3/53: Action

Thanks for your answer.

In any case my wondering was just about "horse rider chases" :) If in this Pyramid issue they are covered in some particular way, I imagine they also will work for Fantasy —for instance, the Peter Jackson's LOTR Arwen vs. Ringwraiths riders scene of the linked video.
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Old 03-29-2013, 03:25 PM   #13
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Default Re: Pyramid #3/53: Action

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Originally Posted by demonsbane View Post
Thanks for your answer.

In any case my wondering was just about "horse rider chases" :) If in this Pyramid issue they are covered in some particular way, I imagine they also will work for Fantasy —for instance, the Peter Jackson's LOTR Arwen vs. Ringwraiths riders scene of the linked video.
Yes, actually -- in fact, the horse-chase rules obtained by adding Exploits + Extended Action! would be great for any fantasy game, even one that didn't use any of the other features from the Action series!
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Old 03-29-2013, 03:37 PM   #14
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Default Re: Pyramid #3/53: Action

As an FYI this Pyramid got me to finally buy the Action books 1 and 2 (skipped 3 as not sure it adds anything not already in MA). I have been considering it for awhile now but the Dogfight article got me to do it now.
Also picked up Spaceships 4 for the article and am working on Space Opera fighters due to the inspiration from this issue.
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Old 03-31-2013, 02:18 AM   #15
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Default Re: Pyramid #3/53: Action

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Originally Posted by PK View Post
In a sense, it absolutely is -- specifically, if you want to run an Action game in a fantasy setting, I'd strongly recommend reading Phil's article, just for the general advice on bringing Action into the past. But he didn't focus on fantasy much, because "fantasy action" is covered so well by Dungeon Fantasy.
GURPS Action 2 has lots of material on planning and scouting and observing that can be useful in a less dungeon-based fantasy campaign.
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Old 03-31-2013, 03:21 AM   #16
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Default Re: Pyramid #3/53: Action

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Originally Posted by Peter Knutsen View Post
GURPS Action 2 has lots of material on planning and scouting and observing that can be useful in a less dungeon-based fantasy campaign.
Let's face it, Action simply has lots of stuff that is useful elsewhere. Complimentary skill rolls, pulling rank*, some notes on certain skills, generic chase rules etc.

* == Some of which is also found in Social Engineering.
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Old 03-31-2013, 09:00 AM   #17
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Default Re: Pyramid #3/53: Action

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Originally Posted by vicky_molokh View Post
Let's face it, Action simply has lots of stuff that is useful elsewhere. Complimentary skill rolls, pulling rank*, some notes on certain skills, generic chase rules etc.

* == Some of which is also found in Social Engineering.
I think the same. Both the GURPS Dungeon Fantasy and Action sub-lines have made some vital and very interesting contributions to the GURPS system as a whole. To my mind a theoretical Basic Set revised (or new edition, compendium or whatever) should include them as part of the core.

For what is worth, the rules for complementary skill rolls appeared in the first place in Dungeon Fantasy. I'm mentioning it because I find that for some reason people tends to forget it :)

The complementary skills and teamwork rules in Action 2: Exploits are basically a rephrasing of the ones previously published in Dungeon Fantasy 2: Dungeons inside the box titled «No “I” in “Teamwork” (No Profit Without It)» (p.11).
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