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Old 06-25-2012, 03:05 PM   #1
Anders
 
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Default Vacuum-Tube Monster Hunters

What kind of modifications would you have to make to play Monster Hunters in the roaring 20's?
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Old 06-25-2012, 03:12 PM   #2
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Not much. You'd need to alter a few skills, but not much more. The techs might be even more useful in a world where tech isn't as good as we are used to.
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Old 06-25-2012, 04:51 PM   #3
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I'd reduce tech items' power consumption, size, and efficiency-- they'd weigh more and use more juice and take more time to set up but be functionally the same.
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Old 06-25-2012, 05:11 PM   #4
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I would launch into a whirl of suggestions for you, but I'd be doing C. R. Rice a disservice. His "Pulp Hunters!" article from Pyramid #3/31: Monster Hunters did an excellent job of describing the changes you'll need to make to the templates, gear, and rules found in MH1 and MH2. (And yes, I did sign off on the article and even had a bit of input into its creation.) I'd strongly recommend checking it out rather than trying to reinvent the wheel. I'm sure you'll have to add some things to get the feel you're looking for, but it's definitely the place to start.
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Old 06-25-2012, 05:17 PM   #5
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Default Re: Vacuum-Tube Monster Hunters

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Originally Posted by Rev. Pee Kitty View Post
I would launch into a whirl of suggestions for you, but I'd be doing C. R. Rice a disservice. His "Pulp Hunters!" article from Pyramid #3/31: Monster Hunters did an excellent job of describing the changes you'll need to make to the templates, gear, and rules found in MH1 and MH2. (And yes, I did sign off on the article and even had a bit of input into its creation.) I'd strongly recommend checking it out rather than trying to reinvent the wheel. I'm sure you'll have to add some things to get the feel you're looking for, but it's definitely the place to start.
And of course, Loadouts: Monster Hunters has a TL6 kit.
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Old 06-25-2012, 05:23 PM   #6
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Originally Posted by Asta Kask View Post
What kind of modifications would you have to make to play Monster Hunters in the roaring 20's?
I don't like pushing my stuff, tooting my horn, and all that. But I pretty much handmade that article for Hunters in this particular era. I might have left out a few odds and ends but most of what you need should be there. I recommend a copy of GURPS Cliffhangers however and at least GURPS High-Tech to really get the feel. GURPS Pulp Guns 1& 2 will prove useful and as I also playtested GURPS Adventure Guns I suggest that when it comes. It was so well researched and damn near-perfect that his gun statistics were impeachable as the playtesters poked and prodded the book.

I'd be happy to try and help with any other questions you might have.

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Old 06-25-2012, 05:24 PM   #7
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Originally Posted by Crakkerjakk View Post
And of course, Loadouts: Monster Hunters has a TL6 kit.
Yeah, that's a given! (at least for me) I use that book in two out of four of my campaigns if that says anything...

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Old 06-26-2012, 01:08 AM   #8
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Default Re: Vacuum-Tube Monster Hunters

I'm actually running this at the moment as my "light" game - I'd agree with everything above - 3e Cliffhangers, Pyramid #3/08 Cliffhangers and #3/31 Monster Hunters, High Tech, Gun Fu, Pulp Guns 1 & 2 are all very helpful (I also use a few other Pyramid issues - Cinematic Locations and Underwater Adventures). I've also cracked open some other 3e goldies - Places of Mystery is great for this sort of thing - hunting Ifrits between the pillars of Irem with a very unsubtle rip-off of Rick O'Connell and so forth.

edit - and of course the Loadouts HANS did for Monster Hunters (TL6) are epic.
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Old 06-26-2012, 01:45 AM   #9
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Default Re: Vacuum-Tube Monster Hunters

Quote:
Originally Posted by Ghostdancer View Post
I don't like pushing my stuff, tooting my horn, and all that. But I pretty much handmade that article for Hunters in this particular era. I might have left out a few odds and ends but most of what you need should be there. I recommend a copy of GURPS Cliffhangers however and at least GURPS High-Tech to really get the feel. GURPS Pulp Guns 1& 2 will prove useful and as I also playtested GURPS Adventure Guns I suggest that when it comes. It was so well researched and damn near-perfect that his gun statistics were impeachable as the playtesters poked and prodded the book.

I'd be happy to try and help with any other questions you might have.

Ghostdancer
Thank you. My problem isn't ideas, it's follow-through so it's possible that nothing will come of this. But I'm getting tired of running fantasy games.

Edit: Anyone know how much a GURPS dollar would be in early 1920s America?
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Last edited by Anders; 06-26-2012 at 05:42 AM.
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Old 06-26-2012, 05:47 AM   #10
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Originally Posted by Asta Kask View Post
Anyone know how much a GURPS dollar would be in early 1920s America?
With the knowledge that a GURPS dollar is equal to a 2004 US dollar, this site is all you need. For 1920, it's roughly 11¢.
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