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Join Date: Aug 2004
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The new issue is out. Here's my initial impressions. A more complete review will be posted to RPG.NET
Lord of the Manor (Matt Riggsby) These are the guidelines and rules for running a fantasy manor (i.e. quasi-Medieval). I found it a bit odd that the sidebar on Magic! (p. 5) did not mention the option of using the Stabilizing Skill rules (GURPS Magical Styles, p. 24). This could be what he has in mind when he mentions holy people may risk repeated castings of Bless Plants if they have some special protection against the chance of critical failures. I wish that sources were cited, as I'm not clear how transport efficiency (p. 8) was derived, because it assumes that the animals are eating your marginal product of labor (the rules only cover pasturing milk cows with a supplement of grain, and don't list fodder as a economic crop). This would seem to be an unrealistic constraint to cities supplied by beasts of burden and carts. The rules do make some allowance for large cities having extensive trade links (e.g. Rome) Concealed Armor (Dan Howard) This is about the historical use of concealed armor (with case examples) and built examples of Low-Tech armor for all of your surreptitious protection needs. I really liked this article, especially because of the historical notes that give it that added degree of authenticity and grounding. A standout example of this is the description of the hat worn by Judge Bradshaw (p. 13) which is almost a plot seed in itself. Eidetic Memory: Low-Tech Armor Design (David Pulver) This is a design system for Low-Tech armor. It's pretty straightforward and is similar in concept to some of my own analysis during the Low-Tech playtest that contrasted some of the DR/lb/sf with materials from VDS at the time. The numbers will not settle every debate though, as using historical armor weights will be biased towards wearers of smaller size than the TL7-8 burn victims that are used to estimate surface area by location in this article. Note that the article does include some TL^ materials (adamant and orichalcum), as well as a few TL6 - TL8 materials. The system does not include data to build armor of cane, straw, or paper and references Low-Tech for those. The Puckle Gun (Graeme Davis) This expands the Low-Tech entry for the puckle gun (Low-Tech, pp. 92-93) into an entire article that discusses the history and operation of the weapon. That itself would be quite interesting, but the article has an entire section on how the TL4 puckle gun can be used in a campaign as a plot seed, related to its use and the spread of technology related to its manufacture. The article ends with a Bibliography and Online Resources, which in my opinion should be used a lot more in Pyramid articles that are about actual objects or events. Delayed Gratification (Douglas Cole) This is actually an elaborate Alternate GURPS article that expounds upon the idea of setting up attacks using a variation of Feint. As noted in the article, it can actually be used to largely replace the standard Feint maneuver in a game. A Caravanserai on the Desert Road (Dan Howard) This article is written to flesh out the free Caravan to Ein Arris adventure with more information about how a historical travel waystation may have looked and what services it could provide to passing travelers. A more elaborate built example, The Prophet's Rest, is also detailed together with a map and basic NPC descriptions, and plot seeds that can be used to further expand on the free adventure. It even has a Random Visitor Table! It ends with some online references, which I always appreciate. Random Thought Table: The Future is a Moving Target (Steven Marsh) This is actually rather thought provoking: how do you subvert some player expectations in a historical campaign when you can access so much information about the past via Google and Wikipedia? Obviously, these are just sketches of ideas but I could easily see this being a full article in itself, dealing with expectations, divergence points for alternate realities, and creating a "space" for adventurers to impact the histories of their game settings, even if they are based on our own. Odds and Ends This section includes an aside on how to add flaws and minor inconveniences to technology and a Murphy's Rules from Fading Suns regarding crafting and repair skills. |
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#2 |
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Join Date: Aug 2004
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Thank you, as ever, for your comments!
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#3 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Thank you very much for the thoughtful, in-depth review, Kenneth! I heartily endorse it for anyone still on the fence about whether this issue would be their cup of tea.
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#4 | ||
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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There are also some rules for feeding horses, mules, and donkeys (LTC3, p. 15).
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#5 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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No?
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#6 |
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Join Date: Aug 2004
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The Setup Attack rules cover three pages, with extra gribblies like Setup Attacks as Techniques (p. 24). That's pretty elaborate when the basic Feint rules are about five paragraphs (p. B325).
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#7 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Dear Douglas Cole
Please stop rewriting the rules to Cherry Blossom Rain every couple of months. Sincerely, Mailanka
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#8 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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More seriously, this article was somewhat inspired by the debates on Feint being too powerful, or useless, depending on one's point of view. The thing I was always unsold on was that Feint was nebulous. It's not that it wasn't real - Feint is definitely a legit thing and should be modeled - but by stepping outside the attack/defense paradigm it put it into a bit of a no-man's land of what's going on. Plus, with the wonderful options given to attack/defense rolls, but fairly minimal flavor for feints, it's nice to be able to apply them. All-Out Setup? Check. Rapid Strike Setup? Check. Defensive Attack Setup? Oh, yeah.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#9 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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That, in particular, stood out to me, especially since a Defensive Feint is... strange.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#10 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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I don't recall seeing the RPG.net review. Did I miss it?
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. |
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| Tags |
| armor, construction, farming, low-tech, pyramid 3/52 |
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