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Join Date: Aug 2004
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Quote:
GURPS LOW TECH for 3e had rules for example, regarding mills and the cost for building them. It had rules for determining just how much by volume, a given mill could handle as far as who it was servicing. Then we had rules regarding charcoal and their use as fuel in game terms. The rules for creating weapons, fine weapons, etc - yup, in GURPS 3e, but not GURPS LOW TECH. Were I to go back and contrast the material from 3e version with 4e version, I'm sure I'd find a few other gems I've since forgotten about. Like I said, GURPS LOW TECH for 4e isn't bad, just that I had expected more things from 3e to make it into 4e materials. Mind you, I LIKE GURPS LOW tech for its optional armor rules alone - but it felt as though there were things lacking. Ok - I'm almost betting that you or someone else will say "Wait until you see the companions for GURPS LOW TECH" for which I would have to say "Um, the rules in the 3e version didn't have to wait for companions, and I'm comparing one book to one book at this point." In all, it is my hope that the other two companions to GURPS LOW TECH contain more of what I'm hoping for. The construction times for various armors and weapons would be nice. I'd like to see how GURPS handles low tech economics. Having seen what is present in Chivalry & Sorcery, as well as HARN MANOR, as well as the economic system for use with PENDRAGON and even with RUNEQUEST EMPIRES from MONGOOSE - I'd like to see how GURPS comes up with a way to simulate economics on a scale from the lowly peasant on up to the rich Villien (Serf) to the Gentleman farmer to the Franklin, on up to the Knight, Baron, Count, Earl and even King. I would like to see all of it :) |
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| low tech |
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