Archive through September 09, 2019

Star Fleet Universe Discussion Board: Prime Directive RPG: NEW GAME SYSTEMS: GURPS 4th Edition: Archive through September 09, 2019
By Ryan Opel (Ryan) on Thursday, August 29, 2019 - 05:51 pm: Edit

Is it up yet?

By Steve Cole (Stevecole) on Thursday, August 29, 2019 - 05:58 pm: Edit

It take a bit of loading and processing.

By Jean Sexton (Jsexton) on Thursday, August 29, 2019 - 06:51 pm: Edit

Ryan, it does take a bit for the Warehouse 23 manager to process things. We basically dumped three books on him late in the day.

By A. David Merritt (Adm) on Thursday, August 29, 2019 - 07:10 pm: Edit

Three?

By Jean Sexton (Jsexton) on Thursday, August 29, 2019 - 07:17 pm: Edit

The whole book (volume 1 and 2 combined)
Volume 1: Creating a Character
Volume 2: Playing the Game

We thought there might be a need for some folks to have more copies of volume 1 than 2. And when we print it, it will be in two volumes. A 366 page paperback will have a broken spine in no time. But folks might like a one volume PDF as it will certainly be easier to search for something you remember seeing, just not where.

By Jean Sexton (Jsexton) on Thursday, August 29, 2019 - 07:20 pm: Edit

Early birds! (Real publicity goes out tomorrow.)

GURPS Prime Directive 4e Revised, Volume 1 and Volume 2
Warehouse 23: http://www.warehouse23.com/products/ADB8405
DriveThru RPG: https://www.drivethrurpg.com/product/287222/

GURPS Prime Directive 4e Revised, Volume 1: Creating a Character
Warehouse 23: http://www.warehouse23.com/products/ADB8406
DriveThru RPG: https://www.drivethrurpg.com/product/287223/

GURPS Prime Directive 4e Revised, Volume 2: Playing the Game
Warehouse 23: http://www.warehouse23.com/products/ADB8407
DriveThru RPG: https://www.drivethrurpg.com/product/287224/

By Paul Franz (Andromedan) on Thursday, August 29, 2019 - 08:10 pm: Edit

Jean,
When can we order the hard copies?

By Jean Sexton (Jsexton) on Thursday, August 29, 2019 - 08:17 pm: Edit

Probably three months out, depending on reports.

By John Williams (Johndw) on Friday, August 30, 2019 - 11:19 am: Edit

This may have been asked earlier, but this is a revision of the 4th edition Gurps: Prime Directive? So it's a different/replacement product than if we already had the PDF of the 4th edition Gurps: PD. A different product so something that wouldn't count as an update to the other one, thus needing to be purchased separately? Not looking for anything free just wanting to understand.

By Jean Sexton (Jsexton) on Friday, August 30, 2019 - 12:02 pm: Edit

John, it grew significantly -- from 200 pages to 365. That (I think) justifies calling it a new edition and asking folks to pay for it, even if they bought the old one.

By Jean Sexton (Jsexton) on Friday, August 30, 2019 - 12:04 pm: Edit

Someone on Facebook asked what changed. Here it is.

The story didn't change except for proofreading corrections.

Chapter 1: The empire information was moved to be with the species. There the information for the ISC was expanded.

Chapter 2: There is more GURPS information on creating a character and it is presented more along the lines of what GURPS players expect in the way of formatting and tables. Point values changed for Cygnans, Andorians, Ethnic Klingon warriors, Hilidarians, Kzintis, Gorns, Orions (the background information changed to be for the species, not what they did as for a job), Andromedan (no point change, but descriptions of the robots were enhanced), Ranel, Phelen, Veltressai (no point change, but background was greatly enhanced with two total paragraphs becoming seven), Q'Naabians (background corrected and enhanced with one paragraph becoming four), Pronhoulites (and background expanded from a paragraph to six), Rovillians (and background expanded from two paragraphs to seven), Korlivilar (and background expanded from one paragraph to three), Seltorian Queens (and background expanded from two paragraphs to four), Seltorian Sages, Seltorian Experts, Jindarians, Vudar, Paravians, and Carnivons. Height and weight table was added. Templates were corrected (Star Fleet Academy, Federation Marine Academy, Federation Marine Boot Camp, and Merchant Marine Academy) or added (Star Fleet Basic Training, Galactic Intelligence Agency Academy, Federation Marshals Service Academy, and "Shake and Bake School") The only one that was untouched was the Merchant Marine Basic Training.

Chapter 3: Advantages and Disadvantages reflect GURPS move away from classifying them by type. The chapter grew from 31 pages to 65.

Chapter 4: Skills. This section grew from 14 pages to 38. All skills mentioned in the templates are included. It also includes GURPS information about skills.

Chapter 5: How to Play. This section includes most of the rules you need to actually play the game. It expanded from 25 pages to 64. The section on Interspecies Medicine was moved to this chapter from Technology.

Chapter 6: End Game Awards. More GURPS information was added about developing the character. Medals were included with the text about them. Defender of Life was added.

Chapter 7: Technology. The list "Technology Availability by Empire" was greatly expanded from about half a column to over a column. The non-standard Technical Skill Specializations disappeared with the description of the technology now explaining what skill is needed to operate it. Shipboard equipment expanded from three pages to over seven. Weapons tables now look like GURPS tables and include weapons that adventurers might encounter that are more primitive.

Chapter 8: The Star Fleet Universe. Let's Play Federation Commander is added. Standard Planetary Classes now include Class T. Circle Trigon is now accurately placed on the Romulan-Gorn-ISC Neutral Zone. Using SFB for Space Combat is expanded to include Federation Commander. A short section titled Commercial Passenger Service was added.

Chapter 9: Space Combat actually has the GURPS statistics for and rules on fighting. Descriptions and stats for the standard large freighter, Free Trader, security skiff, Federation heavy cruiser, Klingon D7 battlecruiser, Romulan War Eagle, Kzinti command cruiser, Gorn Allosaurus Battlecruiser, Tholian patrol corvette, Orion Pirate light cruiser, and the standard administrative shuttlecraft are included. To help people visualize where things are on the ship, Federation Commander ship cards are used. A section on "Customized Civilian Ships" was added.

Chapter 10: The sample characters now have the skills they should and the point value has been adjusted accordingly.

The index now has an additional section that is titled SELECTED TABLES, MAPS, AND CHARTS that should be useful for players and GMs. Since the book is longer, the index is also longer.

By John Williams (Johndw) on Friday, August 30, 2019 - 12:20 pm: Edit

Definitely sounds like there is enough to justify a new purchase. Looking forward to taking a look.

By Jean Sexton (Jsexton) on Wednesday, September 04, 2019 - 11:50 am: Edit

There's been a bit of a fuss about phaser damage on the SJG forum. The problem is that the Prime Directive phasers don't match what was seen on the television show.

Star Trek phasers are to Star Fleet Universe phasers as the guns used in 1960s Westerns are to real guns.

In the Westerns, the guns used by the hero killed bad guys instantly (unless they had a quick dying confession to make) with no fuss and no mess. They never seemed to miss when the hero had to make a shot, even when firing over his shoulder while riding a galloping horse. The bad guy fell off his horse dead.

We know this isn't the way it works in Real Life.

If you want cinematic phasers, you'll need to house rule them. Our phasers are consistent with how they work all the way back to the original Prime Directive published in 1993.

By A. David Merritt (Adm) on Sunday, September 08, 2019 - 11:48 pm: Edit

Unless I'm missing it somehow, the new edition does not appear to list which size power cells weapons use, nor do I see any listed for any other equipment.

By Jean Sexton (Jsexton) on Monday, September 09, 2019 - 01:33 am: Edit

Dropped the whole power cells concept. It didn't really work well. For phasers, the magazines work as they do off energy. When you use the 100 charges, you insert a new power source (magazine). To me, it simplifies things immensely. I haven't really heard an outcry to get them back ... but if there is, I'll entertain it.

By Mike Bennett (Mike) on Monday, September 09, 2019 - 12:23 pm: Edit

Will the updated versions be available as free upgrades to those who buy the pdf version of PD-Gurps?

By Garth L. Getgen (Sgt_G) on Monday, September 09, 2019 - 12:48 pm: Edit

Mike, I presume the PDF updates will be free, as they were with other products, but you'll have to pay for hard-copy book.


Garth L. Getgen

By A. David Merritt (Adm) on Monday, September 09, 2019 - 02:31 pm: Edit

Given the size of this update, I would assume you would need to buy it. I know I had to buy the playtest version.

By Mike West (Mjwest) on Monday, September 09, 2019 - 04:24 pm: Edit

Honestly, the power cells work really well ... if they were given their correct capacities.

The problem is that they were used consistently in the prior version of GURPS PD, which is where the confusion came from. If they had been used properly, then they were an elegant solution.

By Nick Blank (Nickgb) on Monday, September 09, 2019 - 04:41 pm: Edit

Updating from the previous version of Gurps PD is not free, you have to buy the new version.

Updates in the new version of Gurps PD that are being reported here (typos, etc.) should be a free update to purchasers of the new version, presumably these corrections to be posted when the physical book gets printed in 3 months.

By Jean Sexton (Jsexton) on Monday, September 09, 2019 - 05:38 pm: Edit

The Revised Edition PDFs have been updated once already and that is free.

Going from the 200 page edition to the 365 page edition is not free.

Major corrections have been noted here. Minor typos (life form to lifeform, battlestation to battle station) I haven't really kept track of.

By A. David Merritt (Adm) on Monday, September 09, 2019 - 05:39 pm: Edit

Power Cells;

I can go either way. The Quartermasters would prefer that they use power cells for simpler inventory. The ESS would prefer separate magazines as more secure.

As a GM, separate systems makes it easier for a party to keep their gear, but loose the ability to shoot things. Using the same power cells allows for more carried gear.

By Jean Sexton (Jsexton) on Monday, September 09, 2019 - 05:40 pm: Edit

Change: Phaser Stun: Phaser weapons can be set to stun. This is treated as an Affliction with Unconsciousness (p. 82) and Follow-Up (p. 112), as modified:

When a person is hit by a phaser stun attack, he must make an HT roll with a penalty based on the stun setting; for example, a phaser set on Stun-1 requires a HT-1 roll, Stun-2 a HT-2 roll, etc. If a person is hit by more than one phaser stun attack, then increase the penalty to the HT roll by 2 per additional hit taken. Ignore any DR for the HT roll; however, the person gets a bonus (or penalty) based on his Size Modifier.

By Jean Sexton (Jsexton) on Monday, September 09, 2019 - 05:43 pm: Edit

Change:

From the SJG forum: I do see one thing that looks like an outright error regarding other GURPS books though: on p. 329 it says, "In GURPS Spaceships, missiles fired at point-blank range impact before they can be fired at." I know the Spaceships series pretty well and I can't find this rule anywhere. (Unless I've been missing that rule all this time, which would be good to know!)

It is apparently a 3e mistake. It now reads "Note: Some people think missiles fired at point-blank range impact before they can be fired at."

By Garth L. Getgen (Sgt_G) on Monday, September 09, 2019 - 11:39 pm: Edit

How will the people who bought the new PDF books be notified when they're edited/updated??


Garth L. Getgen

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