As stated in my review for GURPS, I got into the system in early 2009.
The entire package presented by the Characters and Campaigns book pleased me on the whole. In fact, I thought there was nothing essential missing.
That's when I turned to the Equipment Chapter. A good amount of it deals with weaponry, and there's only two pages on Miscellaneous gear? Don't get me wrong: it's easy to find something you need for a game and use it, but there are a bunch of little things that are nice to know about, such as price, availability, date introduced, weight, durability, usability as an *improvised* weapon, and, of course, potential bonuses to Skill use.
Luckily for me, there was this supplement called High-Tech which was already out. I read the synopsis of it, got a few recommendations from GURPS veterans, and then ordered the book.
It's been over a year later, and this is now a vital part of my campaigns.
---
"High-Tech" is a supplement that provides the history and rules for about two hundred years worth of technology (from TL5 to TL8) that either already exists, will very soon exist, or, existed, but never reached mass production.
The categories covered are ->
1. The Equipment Age
2. Core Technologies
3. General Equipment
4. Defenses
5. Weaponry
6. Covert Ops and Security
7. Medical and Health Technology
8. Transportation
The Equipment Age is a brief introduction on each "Tech Level" (TL) of advancement in a civilization, how to buy/maintain equipment, and an explanation of equipment statistics.
Core Technologies gives a run down of the two most important elements of any TL5+ civilization: power (electricity, that is) and information (books, digital storage and the like).
General Equipment is all about tools/power tools, rescue gear (forced entry and firefighting), personal accessories (the little things we take for granted, such as wristwatches and belts), appliances, foodstuffs (and the various ways in which they are preserved), communications devices, media (from the phonograph to digital media player), sensors/scientific gear, expedition gear, survival/maritime gear and parachuting gear.
Defenses concerns itself with clothing and it's many advancements/variations, all sorts of body armor, environment gear (such as gas masks, diving suits and space suits) and stealth/camouflage clothing.
Weaponry, arguably the meat of High-Tech, has a veritable armory of projectile based weaponry (from the Daisy Number 111 Red Ryder BB gun, all the way up to the Motovilikha D-81TM, 125x408mmR cannon), explosives (from black powder, to missile launchers, to nuclear bombs), firearm accessories, ammunition variants, and even some blades/bows at the end.
Covert Ops and Security has the means with which to fortify/infiltrate a location with defenses (locks and lockpicking), gather/falsify information (audio bugs and forgery kits), and generally facilitate/halt most means of larceny (disguise kits and polygraphs).
Medical and Health Technology includes virtually everything you're likely to find in a first aid kit or hospital (hemostatic bandages, IV, doctor's bag, CT scanner, surgical tools, and so on), as well as a few drugs and poisons (morphine and ricin, for instance).
Transportation showcases a mixture of unpowered as well as powered land, sea and air vehicles. There is also about a page worth of vehicle features (airbags, run-flat tires and laminated armor, among others).
Lastly, after the Glossary and Bibliography is "Appendix: Gunmen", which doesn't explicitly deal with equipment, but does present several options that improve a gunfighter's capability in combat.
---
Essentially, this supplement's content easily justifies it's price. GURPS writers are known for their adherence to impartiality, as well as realism, and High-Tech is no exception. The little sidebars/sideboxes sprinkled throughout are a joy to read. Each item has both a TL and specific (or close enough) date of introduction, so there is no confusion for the GM when they want to include certain equipment in their historical campaign.
There are subtle things that I love, such as the inclusion of paper clips and towels (they're actually more useful than you might think!) and there is even a Fight Club reference tucked away in here. Also, it's nice to be able to turn that generic "TL7 .357 Magnum Revolver" into a Fine Colt Python firing Extra Powerful Silver Hollowpoint rounds filled with garlic...complete with Fast-Draw Rig. The expanded section on demolition (how to destroy things with explosive substances) was a joy to read, and i'm going to be incorporating them into my latest game.
High-Tech is oh so close to perfection. Alas, the Transportation section needed more land vehicles (such as sedans or sports cars. An Abrams tank would have been nice too), water vehicles, and an air vehicle or two (such as a more modern helicopter or even an airliner). I suspect a future supplement will specifically and thoroughly cover vehicles, but a few more pages would have been very welcome here.
When all's said and done, High-Tech will serve you well, no matter if you're running a campaign set in 1890's Morocco, 1930's Western Europe, or 1990's San Francisco. I highly recommend it!
無料のKindleアプリをダウンロードして、スマートフォン、タブレット、またはコンピューターで今すぐKindle本を読むことができます。Kindleデバイスは必要ありません。
ウェブ版Kindleなら、お使いのブラウザですぐにお読みいただけます。
携帯電話のカメラを使用する - 以下のコードをスキャンし、Kindleアプリをダウンロードしてください。
Gurps High-Tech ハードカバー – 2007/11/20
- 本の長さ256ページ
- 言語英語
- 出版社Steve Jackson Games
- 発売日2007/11/20
- 寸法21.59 x 1.91 x 27.94 cm
- ISBN-101556347707
- ISBN-13978-1556347702
登録情報
- 出版社 : Steve Jackson Games; 4th版 (2007/11/20)
- 発売日 : 2007/11/20
- 言語 : 英語
- ハードカバー : 256ページ
- ISBN-10 : 1556347707
- ISBN-13 : 978-1556347702
- 寸法 : 21.59 x 1.91 x 27.94 cm
- カスタマーレビュー:
カスタマーレビュー
星5つ中4.8つ
5つのうち4.8つ
12グローバルレーティング
評価はどのように計算されますか?
全体的な星の評価と星ごとの割合の内訳を計算するために、単純な平均は使用されません。その代わり、レビューの日時がどれだけ新しいかや、レビューアーがAmazonで商品を購入したかどうかなどが考慮されます。また、レビューを分析して信頼性が検証されます。
他の国からのトップレビュー
M. Azar
5つ星のうち5.0
Lock and Load
2010年7月2日にアメリカ合衆国でレビュー済みAmazonで購入
Paul O'Connor
5つ星のうち5.0
Another solid performance from SJ Games
2007年12月8日にアメリカ合衆国でレビュー済みAmazonで購入
Like many 4th edition GURPS books, this is a major rewrite of an existing book. Like Ultra Tech, this book goes so much further beyond its original material that it is essentially a whole new book.
The greatest weakness of the original High-Tech book was that it was primarily about guns and their history and it was organized as an historical reference rather than a roleplaying reference. Another issue was that one slender volume attempted to cover all equipment from the beginning of the age of gunpowder to the modern era.
In spite of the authors best efforts, this was simply too much material for a single book and it tended to either get lost in the details or was so vague as to be nearly useless. I bought the original book and loved it for quite a while because it fit a niche in my military history library, not because it was useful for roleplaying (although the authors added some desperately needed charts that did help considerably on that front).
The new book reduces it's area of coverage to about 225 years instead of nearly 500 years and does a tremendously better job of explaining the effects of the items on roleplaying. The book has marvelous illustrations and quotes and the now-ubiquitous short stories that add a lot of interest to their rules explanations. Admittedly the history suffers a bit but that's a price I'm willing to pay.
Another advantage is that the new book is a lot bigger as well, with 256 pages instead of the original 128. This provides room to give detailed histories for particular items such as the AK-47 that the characters are likely to encounter more frequently.
There's still a LOT of weapons and the nicely written descriptions don't cover all the weapons in the book but the enormous effort that went into this book was most definitely NOT wasted. This is another welcome addition to the GURPS universe!
The greatest weakness of the original High-Tech book was that it was primarily about guns and their history and it was organized as an historical reference rather than a roleplaying reference. Another issue was that one slender volume attempted to cover all equipment from the beginning of the age of gunpowder to the modern era.
In spite of the authors best efforts, this was simply too much material for a single book and it tended to either get lost in the details or was so vague as to be nearly useless. I bought the original book and loved it for quite a while because it fit a niche in my military history library, not because it was useful for roleplaying (although the authors added some desperately needed charts that did help considerably on that front).
The new book reduces it's area of coverage to about 225 years instead of nearly 500 years and does a tremendously better job of explaining the effects of the items on roleplaying. The book has marvelous illustrations and quotes and the now-ubiquitous short stories that add a lot of interest to their rules explanations. Admittedly the history suffers a bit but that's a price I'm willing to pay.
Another advantage is that the new book is a lot bigger as well, with 256 pages instead of the original 128. This provides room to give detailed histories for particular items such as the AK-47 that the characters are likely to encounter more frequently.
There's still a LOT of weapons and the nicely written descriptions don't cover all the weapons in the book but the enormous effort that went into this book was most definitely NOT wasted. This is another welcome addition to the GURPS universe!
Scott Ellsworth
5つ星のうち5.0
High tech brings goodness to modern campaigns
2008年1月14日にアメリカ合衆国でレビュー済みAmazonで購入
GURPS attempts to satisfy campaigns across pretty much every genre, in pretty much every time period. The standard basic characters/campaigns books, plus perhaps Magic, Fantasy, and Banestorm make life pretty easy for a fantasy GM, while the basic books plus perhaps UltraTech, Infinite Worlds, Space, BioTech, or Traveller Interstellar Wars make life easy for a sci fi GM. Until now, it has been a bit problematic running a campaign set between the civil war and near-tech cyberpunk.
High Tech addresses this time period. It concentrates on ironmongery, with real world examples of weapons and ammunition as used throughout history. It includes dates of introduction and wide reproduction for time travel games, and enough information for people generally unfamiliar with firearms to sound the part of their gunslinger characters.
It also has many, many pages of non-weapon/armor equipment, and frankly, that was the part I liked the most. My players enjoyed being able to look up a diving bell, a WW2 tank, and a napoleaonic-era timepiece.
For what it is worth, my minimal set of GURPS books is the main two, plus magic, ultra tech, and now high tech. With those, I can generally convert items from other systems or wing it, regardless of era.
High Tech addresses this time period. It concentrates on ironmongery, with real world examples of weapons and ammunition as used throughout history. It includes dates of introduction and wide reproduction for time travel games, and enough information for people generally unfamiliar with firearms to sound the part of their gunslinger characters.
It also has many, many pages of non-weapon/armor equipment, and frankly, that was the part I liked the most. My players enjoyed being able to look up a diving bell, a WW2 tank, and a napoleaonic-era timepiece.
For what it is worth, my minimal set of GURPS books is the main two, plus magic, ultra tech, and now high tech. With those, I can generally convert items from other systems or wing it, regardless of era.
J. Walsh
5つ星のうち5.0
Gotta have it
2015年1月2日にアメリカ合衆国でレビュー済みAmazonで購入
To me, this is one of the core GURPS books, because I frequently run campaigns set in the modern era. You can get by with what's in the Basic Set, but this book adds so much more. But it's not just an equipment list! As I've come to expect from the GURPS line, there is a lot of additional information and detail included. A great volume to buy!
Kristopher Corey Garrett
5つ星のうち5.0
Everything You Need
2016年8月2日にアメリカ合衆国でレビュー済みAmazonで購入
If you're running an RPG game in the past two centuries or the near future, you want this book. It has a great spread of guns, but also niche weapons and it covers other technologies like cryptography, spy gadgets, luxuries and conveniences, communications equipment, medicine and medical devices, and so on.