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Old 05-15-2011, 01:07 PM   #1
Crakkerjakk
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Default Re: 4E GURPS Rules left to cover

Oh yeah. GURPS Steampunk 4E. Now with a chapter on Teslapunk.
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Old 05-15-2011, 01:11 PM   #2
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Default Re: 4E GURPS Rules left to cover

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Originally Posted by Crakkerjakk View Post
Oh yeah. GURPS Steampunk 4E. Now with a chapter on Teslapunk.
And cogpunk, and powderpunk, and neolithipunk. In fact, GURPS Divergent Technologies would be a fantastic read, going into the idea of divergent techs in more detail than the existing -Tech books do, with four or five worked examples based on prominent genres, with accompanying cultural and notes.
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Old 05-15-2011, 01:17 PM   #3
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Default Re: 4E GURPS Rules left to cover

I'd love to see an expansion of Book magic beyond the handful of example Books in Thaumatology.
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Old 05-15-2011, 01:23 PM   #4
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Default Re: 4E GURPS Rules left to cover

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Nope

Mysteries is a great book and incredibly popular, but in terms of actual investigations extremely rules light. Not much more than a table on dealing with crime scenes.

The interview rules are (briefly) dealth with, but MH2 and (I assumeSocial Engineering shorty) cover(s) more.
Oh! Speaking of crime scenes, I'd love a book that covered organized crime, preferably from a more Action perspective, but I'm not picky. Love have a book detailing Yakuza, Triads, Mafia, and so on.
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Old 05-15-2011, 01:35 PM   #5
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Default Re: 4E GURPS Rules left to cover

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Oh! Speaking of crime scenes, I'd love a book that covered organized crime, preferably from a more Action perspective, but I'm not picky. Love have a book detailing Yakuza, Triads, Mafia, and so on.
I'd like more official examples of the real world as a GURPS setting in general. What are the Cultural Familiarities? What is the TL of Gambia? What's the Average Wealth level of Sweden? I doubt it's ever going to happen though.
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Old 05-15-2011, 09:38 AM   #6
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Default Re: 4E GURPS Rules left to cover

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What rules are there left to cover in GURPS 4E?

I think Social Engineering will add something significant.
I agree on this! Personally, though, I would LOVE to see some details on CoL. Sure there is a number and a *very* vague description of what it gets you... But some more detail on what exactly those 6 million $ a month gives you... Something like possible personnel lists, vehicles available, housing, land, estates, etc.
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Old 05-15-2011, 10:30 AM   #7
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Default Re: 4E GURPS Rules left to cover

Other than the obvious GURPS VEHICLES, I would like:

-a checklist of all the rules specifically labelled 'optional';

-updated combat cards including the options from MA (and any subsequent books if applicable); and

-a compendium of any crunch published in genre materials.
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Old 05-15-2011, 04:45 PM   #8
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Default Re: 4E GURPS Rules left to cover

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What other rules do you think 4E books need to cover?
Expanded rules for the content of the sciences and the process of engineering. Improved rules for wealth and much expanded rules for economic activity. Worldbuilding rules. Perhaps rules for superscience gadgets and their invention in general—not a catalog, but a gadget-focused and gadgeteering-focused analog of Powers, for the comic book mad scientist and the pulp genius inventor.

Bill Stoddard
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Old 05-15-2011, 04:51 PM   #9
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Default Re: 4E GURPS Rules left to cover

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Improved rules for wealth and much expanded rules for economic activity.
I'd really like to see a more abstract Wealth system that doesn't depend on bean-counting. Bean-counting is fine for games with a focus on resource management, but it gets in the way of most other games, IMO.
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Old 05-15-2011, 09:59 PM   #10
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Default Re: 4E GURPS Rules left to cover

While I can't speak to the "left to cover" topic, areas I'd like to see receive more (or any) attention are:
More catalogs of stuff, esp. wuxia and magic-as-powers. Note: while I'm sure there are many people interested in Book and Path magic, it's not my favorite.
A 4e Vehicle Design System. I know the 3e version was "overly complex", but I really liked it.
A Big ol' Talents book would be very nice; complete lists of all talents to date, and some build advice.
Might be in GURPS Social Engineering, but I'd like to see a more in-depth coverage of Wealth and Cost of Living. I admit it, the changes from 3e have completely baffled me.*
GURPS Divergent Technologies, oh goodness yes. Hit each TL at least once - Stone!Punk, Bronze! and Iron!Punk (Egypt, Greece, Rome), Medieval!Punk, Renaissance!Punk, Powder!Punk, Steam!Punk, Cog!Punk, and so on - keep it coming. I'd like to see it done as Y2K was - a different author for each one. Maybe this would be better done as a column in Pyramid, then compiled later.
A GURPS Real World, with the world we actually live in written up as a setting.
A GURPS Bestiary, with focus on templates to build further creatures.
A fully updated sorter would be grand. Even some program we could buy would be nice, though I'd prefer it be free (natch).

My short-list is VDS, magic-as-powers and Social Engineering.


* If anyone feels they can adequately explain, through a thread link or in a PM, how it works now in relation to how it worked then, I'd be very grateful.
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