07-12-2024, 10:27 AM | #81 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
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Bill Stoddard I don't think we're in Oz any more. |
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07-12-2024, 10:28 AM | #82 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: GURPS Meta-Tech
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GURPS long ago exceeded my ability to remember all it's content, even in broad strokes.
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GURPS Fanzine The Path of Cunning is worth a read. |
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07-12-2024, 10:29 AM | #83 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: GURPS Meta-Tech
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07-12-2024, 10:37 AM | #84 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS Meta-Tech
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I have the greatest respect for RPG authors. It's work that's generally low-paid, and is presented to a market full of picky customers who are more than willing to complain at length about anything and everything.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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07-12-2024, 10:40 AM | #85 |
Join Date: Jun 2013
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Re: GURPS Meta-Tech
If the item has a function that is protected in this fashion, and if the Meta-Tech portion simply modifies that function, yeah, that would be a function of the underlying item. But if the Meta-Tech portion adds on some new function, the item didn't have such protection already, or it's actually a novel device rather than a modified mundane one (like my magic crystal Attachables from the example thread), you'd need some way to have the Meta-Tech bit have such protection. If you already have pricing for such in the campaign, the GM might just apply that, as well as have the existing protection be readily modified to apply to the Meta-Tech functions. If you do not, the Perk is a solid way to make it - and note that the GM may allow you to actually treat it as a [0.2] Advantage (if they're willing to deal with fractional points, but Meta-Tech lends itself well to that), considering the Perk applies to the item rather than the user (see "More Than A Sword," MT23).
EDIT: For example, let's say you have a smart gun that is enchanted for fighting ghosts. If what it does is simply adds Affects Insubstantial to the shots it fires, the smart gun electronics will prevent anyone else from making use of that function. If it also gives you the ability to See Invisible while it's on your person, that portion would work just fine for anyone who picked up the weapon. If you want that to only work for a verified user, the GM may decide that the enchantment can piggyback on the smart gun verification and thus only be accessible with that at no additional charge, or they may decide to require the Accessory (Lock) Perk, increasing the price a bit.
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GURPS Overhaul Last edited by Varyon; 07-12-2024 at 11:00 AM. |
07-12-2024, 01:30 PM | #86 |
Join Date: Feb 2005
Location: Virginia, US
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Re: GURPS Meta-Tech
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07-12-2024, 04:03 PM | #87 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: GURPS Meta-Tech
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But, I suppose, it reflects the nitpickers.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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07-12-2024, 04:42 PM | #88 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
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But I have to say that if I were running a campaign with monsters, I would most likely go to a mythological or legendary source, and figure out how to represent it in terms of whatever game engine I was using (as I did, for example, with the illustrative monsters in GURPS Fantasy). It just wouldn't occur to me to reskin a monster based on Greek mythology for a campaign based on Scandinavia, India, or Japan. I always want to go to first principles. I might be interested to see a book that provided creatures and stats, as a set of worked examples of how to apply those principles.
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Bill Stoddard I don't think we're in Oz any more. |
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07-12-2024, 05:14 PM | #89 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: GURPS Meta-Tech
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A lot of "monsters" have common threads between cultures, and depending on how common or specific they might be, will determine the degree to which you might find an existing example suitable with minimal change. If you have a focus on something, then it would certainly pay to consider changes, but you could still take inspiration (and a lot of pre-done work as a head start) from the likes of Nordlond. Also, it's not just "monsters". There are plenty of normal "beasts" and animals and so on, that aren't culturally specific. Reinventing the wheel might be fun at times, but mostly it's pointless if all you need is a wheel. And as a final note, make GURPS more accessible is a good thing. Having the likes of Nordlond with a bestiary, "modules", settings, and so on, along with other similar things in the main GURPS line (but, honestly, the Nordlond bestiary is just a stand out!) helps with that. First principles are nice if you have the time and the inclination, and it probably helps if you're an experienced writer. Most players and GMs aren't, and having things to help is really good.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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07-12-2024, 05:25 PM | #90 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
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Bill Stoddard I don't think we're in Oz any more. |
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