Title, Rating, Rank. 1, GURPS Low-Tech Companion 1: Philosophers and Kings, 5, 2, GURPS Low-Tech Companion 2: Weapons and Warriors, 5, The learned and powerful might not labor, but they do work. Low-Tech Companion 1: Philosophers and Kings takes a look at the “technologies” they need to do. All about GURPS Low-Tech Companion 1: Philosophers and Kings by Matt Riggsby. LibraryThing is a cataloging and social networking site for booklovers.
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Back to Schoolif desired. We learn about critical civil infrastructure issues and how some countries dealt with themlike transportation systems and communication systems. A discussion of more advanced learning mechanics can be found in Social Engineering: It has a few rules to determine how much information can be found on a bookshelf of a given sizehow long it takes to create a book at a given point in historyand how difficult it is to write before writing becomes a near ubiquitous skill.
Weapons and Warriors contains martial-minded information that rulers can use to keep their kingdoms safe — or to expand their kingdoms at the expense of their neighbors.
Philosophers and Kings puts power in your hands. Newer Post Older Post Home.
Low-Tech Companion 2 | GURPS Wiki | FANDOM powered by Wikia
Written by Matt Riggsby and William H. The learned and powerful might not labor, but they do work. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game gurls. However, if one is interested in mechanics for what is described, Social Engineering: Posted by Benjamin Gauronskas at 1: The next big section covers early alchemy and eventually chemistry.
It describes capabilities and skills a typical alchemist or chemist would need to have and which skills could accomplish pow tasks. Sean Punch 36 pages.
GURPS Low-Tech Companion 1: Philosophers and Kings
We get details lw how leaders deal with the increasing logistical problems of expanding empires and domains as information travels very slowly at these tech levelswithout innovations like semaphorestelegraphsetc. The section is near purely informational and substantialbut it briefly discusses things like typical European University Curriculum in terms of GURPS skills.
Low-Tech Companion 3 | GURPS Wiki | FANDOM powered by Wikia
Bring enlightenment by making practical use of medical, scientific, and mathematical copmanion. Have bards sing your praiseshelped by the detailed information on Musical Instrument specialties. Spread your teachings with the expanded guidelines for tutelage, drills, and learning.
This book is more informational than mechanicalbut it does answer the type of questions that often come up in game with regards to the subjects of ” how can I represent this government? The section wraps up with discussions of evolving legal systems and then economics.
For an alternate fantastic take on alchemy, plus low-tech “computers” that might have been developed on alternate worlds, check out GURPS Fantasy-Tech 1: It ends with an interesting quirk and technique.
The final section describes the tecb of book productionpublishingand printing. The information provided is very system agnosticand makes very few references to GURPS mechanicsmaking it very usable even in other systems.
It starts off with a section on religious monuments and templesand has some rules for modelling the appropriate costs of constructing such and how to handle endowments to the church. Although short, I liked the discussion on the maturation of the science and slow rejection of outdated theories as new evidence came to light that eventually solidified modern chemistry.
Daily Life and Economicsyou can bring life to your low-tech settings by detailing the everyday activities that make the world run.
The Philosophers section is just barely outside of that feeling of ” This is what I wanted “, but the book does not lie about what it promises to deliver. For anyone else, it is merely an interesting read.
The pull quotes aren’t very humorous, but I guess I can forgive that given the material. The next section dives even further into the development of schools in the form of intellectual institutions.
Low-Tech Companion 3
Take charge by choosing your political system and learning what abilities you need to stay on top. This section is mostly informationalbut has a few small ideas on how to implement certain memory recall techniques. None of the material is boringand even the non-mechanical ,ow information is almost certainly useful in any low-tech campaignwith the added benefit that perhaps since it isn’t tied down by GURPS stats very often, it is more freely system agnostic.