10-07-2013, 12:13 PM | #21 |
Join Date: Sep 2009
Location: Virginia
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Re: What would I need to run Fallout with GURPS?
Also GURPS Skill Categories, a free download from e23, helps by breaking it down to easy to reference categories
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10-07-2013, 04:09 PM | #22 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: What would I need to run Fallout with GURPS?
I ran GURPS Fallout as my first experience with GURPS 4th Edition. I was a somewhat experienced GURPS 3rd Edition GM, but I actually grew to hate GURPS because of Vehicles 2nd Edition. GURPS 4th Edition is amazing, however.
Let's see, it's hard to remember back, even though it was only two years ago, but to run GURPS Fallout I had the Basic Set, High Tech, Ultra Tech and Tactical Shooting. I had Martial Arts too, come to think. Action 2 was helpful. The main thing, though, was that book that has already been linked to--the fan-made Fallout GURPS supplement was incredibly useful. My game wasn't an exact Fallout replica--it was actually a Fallout/XCOM mashup, but I still got a ton of use out of that fan netbook.
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10-08-2013, 05:34 PM | #23 |
Join Date: Aug 2013
Location: Satsuma, Fl
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Re: What would I need to run Fallout with GURPS?
Remember that the transistor wasn't invented in the Fallout Universe, this affects a lot of what tech is and isn't present.
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10-08-2013, 05:35 PM | #24 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What would I need to run Fallout with GURPS?
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10-09-2013, 04:25 AM | #26 |
Join Date: Oct 2013
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Re: What would I need to run Fallout with GURPS?
Slightly off-topic.
To touch on the topic of skills again, after chewing on it a while, I think I see how it works. I think the best way of looking at it is as a wide spectrum of choices for the players, rather than a large amount of things that everybody is going to want to have. For a tech character there will be many different things to be good at, while for a combat character, there will be many different things to be good at. Also, with so many different skills, even two characters within the same archetype (combat, social, tech, etc.) will be able to be different from each other. Is that a good way to look at it? |
10-09-2013, 04:39 AM | #27 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: What would I need to run Fallout with GURPS?
Quote:
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10-28-2013, 05:25 PM | #28 |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: What would I need to run Fallout with GURPS?
Sumo wrestling helps with slams, and I used it to model the ranger takedown. However, upon seeing it, ity looks more like an AoA determined sweep on video. I am disappoint.
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10-29-2013, 12:29 AM | #29 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: What would I need to run Fallout with GURPS?
I've never understood that. How did the existence of an optional add-on get GURPS so much hatred? "No. I don't like hamburgers because you can put onions on them."
That, though, I can support 100%. Action 2 is page-for-page probably the most useful single book outside the 4 or so books I would consider the "expanded core".
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
11-15-2013, 11:57 AM | #30 |
Join Date: Feb 2010
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Re: What would I need to run Fallout with GURPS?
Yeah, me neither. The best explanation I've ever heard is that it started to creep in to other books as well, like GURPS Robots.
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after the end, fallout, newbie, resources, skills |
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