05-06-2021, 12:16 PM | #31 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Name your top 3 Gurps books of all time and why?
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My favorite three are High Tech, Thaumatology, and while I've gotten considerably more use out of Cabal, I think Transhuman Space is just wonderful. :) I've actually spent a lot of time pushing a modified THS timeline out for a Transhuman Stars campaign I'm unlikely to ever run.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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05-06-2021, 12:19 PM | #32 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Name your top 3 Gurps books of all time and why?
Holy wow, yes. I have learned so much more about writing and presenting stuff - and simplification - since I first penned Technical Grappling.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
05-06-2021, 01:10 PM | #33 | |
Join Date: Aug 2007
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Re: Name your top 3 Gurps books of all time and why?
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I'd help you with Spaceshuips all I could but I suspect your problem may be in the ways Spaceships does not need very much in the way of concrete detail to start. The short version goes like this: Your Spaceship with have 20 hit locations. Each will represent 5% of its' total mass. One of them must be a Control Room. If there is co Control Room you have a rock rather than a ship. The Control Room also includes systems such as maneuvering thrusters, basic communications and basic sensors. After that, everything is optional (at least for some type of vehicle you can build with Spaceships). Organized people wil begin a list on scratch paper but I count on my fingers. Common items are 3 armor systems for your hull. Without these your spaceship has only DR 2 which is half what your personal automobile has. Then you probably want a drive (2 if your vessel has FTL capability). Some drives require fuel. Others need power and therefore a powerplant. Some need both. This is probably where you sort out what sort of performance you want. That will determine how many fuel tanks/power plants you have to have. After this it's really just going through the list of component systems and deciding what you want and/or can afford.Spoem of these ssytems will require power and may require other additional powerplants. You do have to choose 20 systems but if you run out of things you want cargo spaces are free. It may weird some people out that it's nt until you've chosen your 20 systems that you have to decide how big your ship is going to be but until now you've only been dealing with relative units i.e. 5% of your total ship's mass. Anywyaa, this is where you're finalizing your design and looking up performance numbers for your combination of size and systems.
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Fred Brackin |
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05-06-2021, 01:18 PM | #34 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Name your top 3 Gurps books of all time and why?
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05-06-2021, 02:05 PM | #35 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Name your top 3 Gurps books of all time and why?
That was part of it, but there were multiple decisions that made Space 4e fall flat. The removal of the sample aliens, which would have been a nice finisher for the Alien Creation chapter. The removal of Spaceships and Equipment (which lost my favorite joke in the book, the inclusion of a Towel in the Equipment chapter). The book just seemed to be expanded to be longer while saying less.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
05-06-2021, 03:04 PM | #36 |
Join Date: Oct 2008
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Re: Name your top 3 Gurps books of all time and why?
Absolute top pick and the reason I actually started using GURPS as a system: 1)Vehicles(second edition).
The other two slots are more open and have varied over time, but currently: 2) Characters: specifically the powers chapter as it introduced such powerful framework to do almost anything. 3) Low tech companion 3. The whole how to build things framework. (There really would need to be such a book for other eras too) ---- Expanded answer: There are several books that I use more than those, like the tech books(ultra, high,low) but they are just catalogs of things so only give details not big things or special tools to build a game and action 2 exploits that has such good ideas and tools for running almost all games that are not hyper realistic. Of those Action 2 exploits would likely have made a top 4 list.. Transhuman space core book would have likely gotten on the top 3 list if it did not have the several strange design choices. It is a great setting, with well written lore and world building, but the delivery of the "crunchy" parts is just sub par so requires a lot of decoding. |
05-06-2021, 03:08 PM | #37 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Name your top 3 Gurps books of all time and why?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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05-06-2021, 03:53 PM | #38 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: Name your top 3 Gurps books of all time and why?
My top 3:
GURPS Cabal, for 3rd edition: It's a great meaty setting, which is something GURPS desperately needs. The lovably complex magic system is just gravy. GURPS Action 2: Exploits, because it is, as far as I can tell, the best "how to run situation X" in GURPS available. How do you run a chase? How can PCs assist each other? What skills do I need to call for when the party is infiltrating a base/dungeon/building? What's a quick way to resolve an investigation? Right here. The Hellboy RPG or Dungeon Fantasy RPG - I love the powered by GURPS concept, and I'd love to see more games done this way. |
05-06-2021, 04:08 PM | #39 |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Name your top 3 Gurps books of all time and why?
I don't know if I can choose only 3, but I'll try.
GURPS 4th Edition - Martial Arts: I love everthing is this book. The rules, styles descriptions, the history chapter... GURPS 4th Edition - High Tech: This book is a "must buy" for everyone who want to play in a modern campaing. GURPS 4th Edition - Supers: Although I play less than I would like, the theme is one of my favorites and this is one of the books that I like to read and reread the most. Hard choice. Honorable mentions: GURPS 4th Edition - Psionic Powers: I love psi stories, so, this is a "must buy" for me. GURPS 4th Edition - Low-Tech: Another one that I use a lot in medieval fantasy games. GURPS 3rd Edition - Transhuman Space Classic; Core: Although not as interesting as Eclipse Phase, this is perhaps one of the best GURPS setting books I've ever read. It has perhaps the best illustrations and one of the most supported with supplements.
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05-06-2021, 05:02 PM | #40 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Name your top 3 Gurps books of all time and why?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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