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16:29, 6th May 2024 (GMT+0)

The Lounge.

Posted by SockpuppetFor group 0
Sockpuppet
GM, 5 posts
And to think I almost
put something witty here.
Wed 15 Nov 2006
at 04:33
  • msg #1

The Lounge

The place for everything else! Introductions, idle chit-chat, and non-GURPS related stuff belongs here.
Lawman
player, 1 post
Rules Lawyer
Wed 15 Nov 2006
at 12:31
  • msg #2

Re: The Lounge

First to say a big Howdy to everyone :D
Snowmantle
player, 1 post
Wed 15 Nov 2006
at 19:12
  • msg #3

Re: The Lounge

And I'm the second to say a big Howdy... but the first to say Hi!
alkahest
player, 1 post
Wed 15 Nov 2006
at 19:18
  • msg #4

Re: The Lounge

Fine then!! I'll just be third!! Hmmmpphh
Sockpuppet
GM, 8 posts
And to think I almost
put something witty here.
Wed 15 Nov 2006
at 19:21
  • msg #5

Re: The Lounge

Aww, what a strong little hamster! :D

And a friendly hello, howdy, and welcome to everyone who's joined so far. :)
Snowmantle
player, 2 posts
Wed 15 Nov 2006
at 20:25
  • msg #6

Re: The Lounge

That's right baby!  Of course, this fur coat just makes me look flabby.
corvusCorax
player, 1 post
Game search:
Iain M. Banks
Fri 17 Nov 2006
at 13:21
  • msg #7

Re: The Lounge

hi everyone
Lawman
player, 3 posts
Rules Lawyer
Fri 17 Nov 2006
at 14:03
  • msg #8

Re: The Lounge

Hey CC. GOod to see ya'
Amara
player, 1 post
A cute, cuddly , furry, 
black ball of Death
Fri 17 Nov 2006
at 18:21
  • msg #9

Re: The Lounge

Greetings all! ^_^
Snowmantle
player, 3 posts
Fri 17 Nov 2006
at 19:26
  • msg #10

Re: The Lounge

Hey!  A cat, a hamster and an anemone walk into a bar... oh, I see you guys have heard that one.
Amara
player, 2 posts
A cute, cuddly , furry, 
black ball of Death
Fri 17 Nov 2006
at 21:09
  • msg #11

Re: The Lounge

Yes, you are a hamster aren't you? Well not to worry. You look like a rather domesticated rodent. And my sophisticated palate only fancies Free Range Vermin these days.
Snowmantle
player, 4 posts
Fri 17 Nov 2006
at 21:42
  • msg #12

Re: The Lounge

And I've been working out, just in case you change your mind.  I'll pull out a whisker on the way down!

Hey, wait a minute.  Who you calling 'vermin', furball?
Amara
player, 3 posts
A cute, cuddly , furry, 
black ball of Death
Fri 17 Nov 2006
at 22:46
  • msg #13

Re: The Lounge

Furball is it? Wait I have a brilliant come back for you. Oh yeah, it takes one to know one.
Witchycat
player, 1 post
Furry Kitty with
a witch's hat
Sat 18 Nov 2006
at 18:19
  • msg #14

Re: The Lounge

Hello all.  The furry ones will rule!
Boston_Jp
player, 2 posts
Sat 18 Nov 2006
at 18:24
  • msg #15

Re: The Lounge

Fuzzy is overrated.
EricS
player, 1 post
Sat 18 Nov 2006
at 19:15
  • msg #16

Re: The Lounge

Depends on what part is fuzzy ;)
Snowmantle
player, 5 posts
Thu 23 Nov 2006
at 04:29
  • msg #17

Re: The Lounge

I was reading a short story recently set in the old west which included a little bit of "other-worldly" stuff such as zombies and Native American shaman that were more than just medicine men.  Was there a GURPS setting that fit that sort of description?
Lawman
player, 5 posts
Rules Lawyer
Thu 23 Nov 2006
at 04:31
  • msg #18

Re: The Lounge

Lawman
player, 6 posts
Rules Lawyer
Thu 23 Nov 2006
at 04:31
  • msg #19

Re: The Lounge

Oh, and the cover is pretty cool, too.

Here's the closeup:
http://index.rpg.net/pictures/...pic.phtml?picid=3724
Snowmantle
player, 6 posts
Thu 23 Nov 2006
at 04:36
  • msg #20

Re: The Lounge

Geesh, what took you guys so long?  I posted that question, like... minutes ago?! ;P

Thanks!  I know how having just seen a movie, or getting a new video game or reading a good story can start a hankering for a certain kind of game, but this one really got me going.  Has anyone ever played such a game here?
Lawman
player, 7 posts
Rules Lawyer
Thu 23 Nov 2006
at 04:42
  • msg #21

Re: The Lounge

I did briefly. Zombies were on the way to town Dawn of the Dead style. Sadly, I had to drop out due to real life issues. It was quite fun while it lasted, though.
Snowmantle
player, 7 posts
Thu 23 Nov 2006
at 04:44
  • msg #22

Re: The Lounge

How weird does the setting get in terms of the unnatural?  Is there a theme to the whole thing or is it just any sort of spooky monster stuff in a western setting?
Witchycat
player, 2 posts
Furry Kitty with
a witch's hat
Thu 23 Nov 2006
at 04:54
  • msg #23

Re: The Lounge

I don't own it but I would think as a GM, you could run it as strange or subtle as you like.  Like in WOD, all the strange stuff (vampires and Werewolves) remains more hidden.
Lawman
player, 8 posts
Rules Lawyer
Thu 23 Nov 2006
at 06:32
  • msg #24

Re: The Lounge

I never owned the book, so I don't know for sure.
Ailluminus
player, 1 post
Thu 23 Nov 2006
at 06:33
  • msg #25

Re: The Lounge

As someone who's played the original game, though I once owned the GURPS version, I can say things get pretty darn weird; I prefer my supernatural pretty subtle, and a good GM can make it such, but basic Deadlands is more of the "whelp, here's a horrible, oozing monster with spiders-for-a-face, time to die in a pointless attempt to stop it, and then rise from our graves as one of the undead."  Well, it's a tad less overstated then that, but not by much.

The theme is that a group of spirits from the Hunting Grounds known as the Reckoners were contacted by an indian Shaman named Raven, with the express intent of expelling the white man.  This opened paths between the spirit world and the normal world, and basically magic came back.  Some people cast spells through cards, called Hexslingin', some through native rituals, and others invent devices thanks to the inspiration of these spirits.

Conceptually, quite interesting, but I add it to my list of things that are better done with GURPS.
Snowmantle
player, 8 posts
Thu 23 Nov 2006
at 14:54
  • msg #26

Re: The Lounge

Interesting.  The short story I read (and I gave the book away, a compilation of about two dozen stories) sound almost as though it were inspired by that.  It's definitely got a "white man" viewpoint, as it's the evil Indians that summon help from the spirit world to fight back the invasion.  And I agree, subtle is better, or else it ends up sounding like a bad DnD romp.

I was never big into GURPS magic though, having just learned the basics to get by - do you know if there's alternate sytems or rules for this setting, or is it just plain magic that happens to come from different sources?
Ailluminus
player, 2 posts
Thu 23 Nov 2006
at 15:58
  • msg #27

Re: The Lounge

There is; they have new rules for all the various magic types.  It's really, like, 3 or 4 new, but slightly unimpressive, magic systems in the one box.

Personally, in 4e, I'd almost just use Powers for all magic and be done with it, as GURPS magic is, let's face it, generic by the very nature of the beast.

GURPS Spirits and Voodoo had that fantastic Ritual Magic system; I can't wait for Thaumatology.

Deadlands produced several "dime novels" during it's run.  A group I play with either exclusively plays Deadlands or it's descendant, Hell on Earth, Wasted West, which is a post-apocolypse version of the same world.  I perfer Deadlands.

There's a GURPS Deadlands game somewhere around here, but I think it, ironically, is dead.
Witchycat
player, 3 posts
Furry Kitty with
a witch's hat
Thu 23 Nov 2006
at 17:00
  • msg #28

Re: The Lounge

Personally I like the GURPS magic system, it has advantages and disadvantaged as compared with AD&D.  I am still trying to figure out the powers book so far.

Oh, there is a Deadlands GURPS game that is slowly getting going.  I thought it had died but now it seems to have some life in it.
pesterfield
player, 2 posts
Thu 23 Nov 2006
at 18:13
  • msg #29

Re: The Lounge

Fantasy has a few alternate ideas for the basic magic system and Thaumatology will update some of the old systems to 4e.
Snowmantle
player, 9 posts
Fri 24 Nov 2006
at 00:20
  • msg #30

Re: The Lounge

I find magic systems, along with Super powers, skills or whatever, to be a matter of taste from one system to another - like apples and oranges.  Obivously, DnD has the progression of characters at its core.  You start very small and have (nearly) unlimited potential - fun at times, but very high fantasy.  I like the feel of GURPS at times, since although mages may not be super powerful, the power they possess compared to those who don't use magic can be significant.

For example: a 1st level fighter vs a 1st level mage in DnD - compared to a 150pt fighter vs a 150pt mage in GURPS.  I suspect there'd be a much more varied outcome of the GURPS encounter when compared to the DnD one.
pesterfield
player, 3 posts
Fri 24 Nov 2006
at 00:31
  • msg #31

Re: The Lounge

I copied a DnD mage pretty well with Super Memorization(spells only, one use/slow reload, preparation required) I didn't go all the way with one use of spell slot per day, mine could reload in a minute.
Witchycat
player, 4 posts
Furry Kitty with
a witch's hat
Fri 24 Nov 2006
at 04:00
  • msg #32

Re: The Lounge

The thing I like better about GURPS is the customization you can do.  In AD&D you can have a thief/mage or fighter/mage but there is not as much freedom as in GURPS as far as how much of a mage you may want to be verses a thief or what ever.
Ailluminus
player, 3 posts
Fri 24 Nov 2006
at 04:02
  • msg #33

Re: The Lounge

Witchycat:
The thing I like better about GURPS is the customization you can do.  In AD&D you can have a thief/mage or fighter/mage but there is not as much freedom as in GURPS as far as how much of a mage you may want to be verses a thief or what ever.


Amen, sister.
Snowmantle
player, 10 posts
Fri 24 Nov 2006
at 04:43
  • msg #34

Re: The Lounge

Absolutely.  While there is something satisfying about starting so small and growing in power at such regular intervals, I love the freedom of GURPS.  I often tell people that I didn't really role play until I tried GURPS, simply because there was no clearly defined "role" given to me by the rules... I had to define the character myself.

DnD was - and still is to some extent - more for the gambler in me; you know, the excitement of beating the odds or making that one, big roll.  It happens to me in GURPS, but the best games I've been in were those where the GM did the rolls, so I think I missed many of them, which in itself is more realistic, since we often don't know how close were are to making it or not.
corvusCorax
player, 3 posts
Game search:
Iain M. Banks
Fri 24 Nov 2006
at 09:22
  • msg #35

Re: The Lounge

Snowmantle:
Absolutely.  While there is something satisfying about starting so small and growing in power at such regular intervals, I love the freedom of GURPS.  I often tell people that I didn't really role play until I tried GURPS, simply because there was no clearly defined "role" given to me by the rules... I had to define the character myself.


Amen

Often I only use the Lite rules. It puts the focus totally on the character rather than the system.
Lawman
player, 9 posts
Rules Lawyer
Mon 27 Nov 2006
at 10:10
  • msg #36

Re: The Lounge

Personally, I follow the words of Matsuo Basho, "Learn the rules well and then forget them." The GURPS rules are full of wonderful detail when you want it, but I tend to go by intuition and simple rules most of the time, in more games. I only get into the gritty rules when they seem especially appropriate. As far as when that time is exactly depends on the particular game I'm running. In some, it might be most of the time. In others, it might be rarely. That's all just my own preference, however.

Oddly, I have noticed I prefer GURPS on RPoL than I do tabletop, for some reason. I'm not sure why, really. Has anyone else felt that way?
Snowmantle
player, 11 posts
Mon 27 Nov 2006
at 20:36
  • msg #37

Re: The Lounge

Yeah, I have.

Of course, it may be that my group is aging and has moved apart... so we only get together once every few months!  Even then, the others have been on a big DnD kick lately, having only recently discovered the 3.x stuff so this is the only place I get GURPS.
WordSmythe
player, 1 post
I came.  I saw.
I role-played.
Fri 15 Dec 2006
at 22:44
  • msg #38

Re: The Lounge

Hello everyone.

     Just call me, 'the new guy' ... at least until another 'new' person shows up.

     I have dozens of 3e books and most of the new 4e books.  Although, pathetically, I've never played a full game.  So hard to find other GURPSers sometimes.

     Anyway, thanks for letting me join in on the discussions!
Rahn
player, 1 post
I seem to have lost my
mind.  Have you seen it?
Thu 21 Dec 2006
at 04:14
  • msg #39

Re: The Lounge

OK WordSmythe, you are officially off the 'new person' hook...

I have been playing GURPS for several years and have too many books to count.  I am still stuck in the 3e loop however as I have yet to take part in a 4e game.

Thanks for letting me hang out.
Snowmantle
player, 15 posts
Thu 21 Dec 2006
at 05:12
  • msg #40

Re: The Lounge

I'm in the same boat, Rahn.  I just started a 4th edition game, and the GM takes care of most all the mechanics so I'm not really learning much yet.  I also can't afford to replace all those books in a new edition, so I'm stuck with just the Characters book for now.

In all, it seems very much the same except for a few, well needed updates.
2l8m8
player, 6 posts
Thu 21 Dec 2006
at 06:43
  • msg #41

Re: The Lounge

I hate it when they update things. They done it to me more times than I care to count. ;-) Of course, many times it's needed, and a good thing when I finally overcome my hidebound-ness, but then again... Look at D&D... What a mish-mash of crap that's turned into. A non-point system that builds characters kinda like a point system, except you can't do things like with a point system... Honestly, I think it's a minority system now, and GURPS used to have way less followers. I remember when... OK, maybe I shouldn't go there. But let's just say, if you want reality in your game, do one thing, if you want simplicity do another, and don't try to get the best of both in one system. The GMs & players will tweak it how they want it.  IMO, it's easier to get a lot of reality, and take it out, then put in a lot of simplicity, and add in reality. Of course, I'm one of those people who like the ordered structure of having every possible thing defined, so I know how to deal with it. Wouldn't it be grand if life had a rulebook? One that everyone had to follow the rules in? (And of course, that we could read so we knew what they were.)
Sockpuppet
GM, 11 posts
And to think I almost
put something witty here.
Thu 21 Dec 2006
at 13:10
  • msg #42

Re: The Lounge

2l8m8:
Wouldn't it be grand if life had a rulebook?


Oh, but it does:

http://teacherweb.ftl.pinecres...macro/Life/life.html

 :P
2l8m8
player, 7 posts
Fri 22 Dec 2006
at 04:32
  • msg #43

Re: The Lounge

ROFLOL
Yea. I wish it were that easy. Where's the rule about letting your wife have another pet...? I don't see the penalty for if she asks for a Wallaby...

Merry Christmas, everyone!
Snowmantle
player, 16 posts
Fri 22 Dec 2006
at 04:40
  • msg #44

Re: The Lounge

I bet a Wallaby would make less noise than a kid.  Go for it... unless you already have kids, then it's just torture for you and the Wallaby.

Come to think of it, I had a Wombat once; a 125cc Hodaka.  Great bike.
2l8m8
player, 8 posts
Fri 22 Dec 2006
at 05:16
  • msg #45

Re: The Lounge

I don't think you understand the rules question; I already said yes to the second Wallaby. ;-)
Sockpuppet
GM, 12 posts
And to think I almost
put something witty here.
Sun 24 Dec 2006
at 13:23
  • msg #46

Snowflakes! (And a Tree.)

   HAPPY :)
  <3 HOLIDAYS!
       /\
   __  \/  __
   \_\_/\_/_/       _\/   \/_
      \xx/           _\   /_
    __/xx\__           \_/
   /_/ \/ \_\     ->->->_<-<-<-
       /\             _/ \_
       \/            _/   \_
                     /\   /\

     _\/_    *      .'.
      /\    /.\    >-o-<
           /.,.\    .,.
     o     /,.,\
  o><x><o /..,.,\     _\/_
     o    /.,.,.\      /\
         /.,.,..,\
         ^^^[_]^^^     -Veronica
Snowmantle
player, 17 posts
Sun 24 Dec 2006
at 14:33
  • msg #47

Re: Snowflakes! (And a Tree.)

I think you just blew your cover!

But again, nice work!
Lawman
player, 11 posts
Rules Lawyer
Sun 24 Dec 2006
at 14:40
  • msg #48

Re: Snowflakes! (And a Tree.)

She blows her cover every year, though. And I for one, <3 her for it :D
Rahn
player, 4 posts
I seem to have lost my
mind.  Have you seen it?
Wed 3 Jan 2007
at 03:46
  • msg #49

Umana

What are your opinions on the Umana system?
This message was last updated by the player at 03:47, Wed 03 Jan 2007.
2l8m8
player, 10 posts
Wed 3 Jan 2007
at 05:09
  • msg #50

Re: Umana

Like it, but haven't played extensively with it. Note that I don't mind heroic levels of magic, though- I'd even up the thresh & rec and such, maybe. The few times I've used it, it was either as an adjunct to regular magic (like in my game now where no one is brave enough to do it) or had the default values. No real earth-busting spells, as the players were still too used to tactical magic to realize how strategic they could get, and mostly did normal spells.
Rahn
player, 5 posts
I seem to have lost my
mind.  Have you seen it?
Wed 3 Jan 2007
at 21:53
  • msg #51

Impact of magic on everyday life

I was reading 4e Fantasy and got to the bit about Agrarian Magic.  That got me to wondering in what other ways magic, in your average run-of-the-mill fantasy game, might impact normal everyday life.

For those who do not have 4e Fantasy, it basically shows how a few spells at level 15 could affect the crop yield of village of at least 100 people.  The end result is that just about every year would be a bumper year with more yield from a smaller area of land.

Any ideas on what one lone "village wizard" might do to change or impact daily life of the stereo typical fantasy settlement?
Boston_Jp
player, 4 posts
Wed 3 Jan 2007
at 21:57
  • msg #52

Re: Impact of magic on everyday life

Well, just think about how much impact it would be if a village mage could magically help heal people: the child mortality rate would shrink, women dying in child birth would lower and life expectancy would lengthen.
2l8m8
player, 12 posts
Wed 3 Jan 2007
at 22:06
  • msg #53

Re: Impact of magic on everyday life

*Waves* Hey, Boston, don't forget to roll to hit for your ice wand.

Actually in my game (3E of course) the PCs are going somewhere the agriculture experts are doing exactly that. Of course, Boston & the rest don't know that yet (& never asked), but it's relatively minor in game terms. The thing that starts to happen when you take this to the extreme, is it gets out of control quickly. I n my D&D campaign, we theoretically let it happen to Nth degree with all of the players throwing in ideas. We had cities that were pretty much impregneable even to Abrams tanks, 'microwave' ovens, teleport toilets, and wands of cleaning . The most used theory was, people are lazy, money would be spent more on mass products, and the first things developed would under these ideas parrellel what we have IRL with technology. It was interesting, but it got ridiculous for a fantasy setting, although I kept a lot of the 'neat' sort of ideas. That's where a lot of the stuff in my current GURPS game is based from, but tamed way down compared to the worst case.
Rahn
player, 6 posts
I seem to have lost my
mind.  Have you seen it?
Thu 4 Jan 2007
at 00:09
  • msg #54

Re: Impact of magic on everyday life

I would like to take a look at some of those if you don't mind 2l8m8.  If that game is on RPOL that is.
pesterfield
player, 6 posts
Thu 4 Jan 2007
at 00:49
  • msg #55

Re: Impact of magic on everyday life

Essential Food turns a pound of food into six meals that never spoil, besides the bumper crop from Bless Plant you'd also have a backup food supply.
Lawman
player, 14 posts
Rules Lawyer
Thu 4 Jan 2007
at 00:51
  • msg #56

Re: Impact of magic on everyday life

In a typical fantasy village, the first improvements would be in the crucial areas, such as crops, healing, water, shelter (inc. warmth), hunting and defense. Assuming a single mage per average village, and regular mana levels, I don't see the mage having time for much more than this. The primary efforts would focus on prevention of disaster- precognition to avoid the effects of a bad flood, ensuring the crops were good, the sick were healed, and so forth. After that, they'd see what they could to boost things, boosting crops, fortifying defenses maybe, and so forth. That's how I see it, anyway.

An interesting scenario might be if the village spellcaster died before he could train his or her replacement, and the village wants the PCs to find a replacement- or they want the PC mage to BE the replacement, and resort to some kind of coercion to attempt forcing it.
2l8m8
player, 13 posts
Thu 4 Jan 2007
at 03:55
  • msg #57

Re: Impact of magic on everyday life

Yes, all of my assumptions included the fact that there would more than one, or to Nth an unlimited number, of mages.

I don't mind, but the things are mostly in the background and the PCs haven't really dealt with anything out of the ordinary. Like Lawman said, in this game I'm keeping it more down to earth, like where the guy in the agri-colony specializes in plant magic, and does a good job at crop-helping. The PCs are currently on their way there now, and don't really know this info, but it's not unbalancing so I'm revealing it here even though at least one of my players is about. One of the NPCs is an elven mage specializing in animal magic, who helps her grandfather raise animals for a living- not livestock, though, shaved fur, that sort of thing, since she's a beast-kin. They never have a problem with the animals even when they get out. ;-) And their best cash crop is displacer beast fur- makes a nice warm magical cloak. They don't get as much as some, though, because they shave it & won't skin them. But you're wlecome to take a peek, or even see if you might fancy playing. link to "GURPS 3e Free for all"
pesterfield
player, 7 posts
Thu 4 Jan 2007
at 05:26
  • msg #58

Re: Impact of magic on everyday life

It might be a good idea for several close villages to join forces, each mage specializing in a few areas then travelling as needed. They can also trade scrolls.

If magery is genetic it also insures a breeding pool.
2l8m8
player, 14 posts
Thu 4 Jan 2007
at 05:44
  • msg #59

Re: Impact of magic on everyday life

Never thought of that... good idea, the specialized sharing thing. But, it can also be clerical magic, and in my game you can buy the magery advantage after creation if it's divine magic. The agri-guy in the game is just that, and the PCs are traveling with his current 'apprentice'. She's not too good yet, though.
Rahn
player, 7 posts
I seem to have lost my
mind.  Have you seen it?
Thu 4 Jan 2007
at 19:50
  • msg #60

Re: Impact of magic on everyday life

OK, let's through another spin upon it then.  What if the Umana rules were in play instead of normal GURPS magic?  If the default threshold and recovery were used, how would everyday life be impacted by magic then?
pesterfield
player, 8 posts
Thu 4 Jan 2007
at 20:24
  • msg #61

Re: Impact of magic on everyday life

You might have some of the same impact, but with the slow recharge compared to normal magic mages will have to think carefully about when to use it.

Personally if I want more powerful mages just give them more FP and Leech, or some other method of faster recovery.
2l8m8
player, 15 posts
Fri 5 Jan 2007
at 06:23
  • msg #62

Re: Impact of magic on everyday life

You could have fairly weak mages doing fairly large spells, like an apprentice mage doing the crop-helping spell for an entire community. He might make a crit failure and destroy the crops for that whole year, though. But, he could do it again and theoretically negate that, and do it a third time to complete the original intent. So, the minor mages doing these things you're talking about, could be very minor mages, with only the needed spells and nothing else. Training times are way down, now you can mass-produce mages for (very) specialized purposes. This is presuming there's enough around who want to be mages & have magery, or want to be clerics. Every neophyte priest of the goddess of nature might have a requirement to go to some piddling village and do the crop spells for that year, bless all the women (or the ones who are pregnant, etc) and a few other things. Perhaps a different neophyte for each spell, since they wouldn't know many. All of this sort of spell casting could easily take place in, say, a month. So it wouldn't be a huge requirement unless they had to do their one spell in every village in a 50 mile radius. But then, they could also do it in a day, if the village had everything all set up first, perhaps.
An interesting thought to this neophyte idea is the prerequisites. How many do these useful spells have? Going in to the really coll spells, there's dozens, but I've never really studied the ones needed for these helpful sort of non-in-play spells; are they fairly low?
Rahn
player, 12 posts
I seem to have lost my
mind.  Have you seen it?
Fri 2 Mar 2007
at 05:28
  • msg #63

Can I get a GM?  4e Cyberpunk/Shadowrun anyone?

I have the urge to play some cpunk and hope I can find someone to run a game.  What I was think is this:

Entry level characters, possibly pulled into the shadows by things beyond their
control.

Characters shouldn't start with a great deal of cyberware but certainly have the opportunity to acquire more if they desire.

Decking should be done in the background unless everyone is a Decker.

If it were to be something like Shadowrun (magic and fantasy races) then I would want to speak up for a combat mage... lol

Does that tempt anyone at all?
Witchycat
player, 8 posts
Furry Kitty with
a witch's hat
Sun 4 Mar 2007
at 17:19
  • msg #64

Re: Can I get a GM?  4e Cyberpunk/Shadowrun anyone?

If there was interest, I might be tempered to run something like that but I admit I would not want to do the decking thing, I was never really into that.

For the Cyber punk part, the advantages would just equal the cybernetics.  Then there would be the magical parts, like from Technomancer.
Rahn
player, 14 posts
I seem to have lost my
mind.  Have you seen it?
Sun 4 Mar 2007
at 17:45
  • msg #65

Re: Can I get a GM?  4e Cyberpunk/Shadowrun anyone?

What about the non-human races?
Lawman
player, 19 posts
Rules Lawyer
Sun 4 Mar 2007
at 17:49
  • msg #66

Re: Can I get a GM?  4e Cyberpunk/Shadowrun anyone?

I might be into that, WC.
Witchycat
player, 9 posts
Furry Kitty with
a witch's hat
Sun 4 Mar 2007
at 18:24
  • msg #67

Re: Can I get a GM?  4e Cyberpunk/Shadowrun anyone?

I am fine with non-human races, that is of course how un-human you are talking about.  It would be like Shadowrun in that sense.
Rahn
player, 15 posts
I seem to have lost my
mind.  Have you seen it?
Sun 4 Mar 2007
at 18:28
  • msg #68

Re: Can I get a GM?  4e Cyberpunk/Shadowrun anyone?

Yes, Shadowrun is what I am talking about.  Elves, Orcs, Trolls, etc, etc.

Heck, I'm in.  I want to play the Elven Combat Wizard.. lol
jarulf
player, 1 post
Mon 5 Mar 2007
at 08:29
  • msg #69

Sheets

I noticed the World of Darkness community has put up some nice sheet templates for use here on Rpol and wondered what you lot do for sheets.

If anyone has a nice template, perhaps you could post it (in a separate thread I suppose or in Resources.
corvusCorax
player, 5 posts
Game search:
Iain M. Banks
Tue 6 Mar 2007
at 08:59
  • msg #70

Re: Sheets

I have a simple template for 4th, just remember the <tt> and </tt> so it lines up nicely

 Name:________________   Player:____________________   Point Total:____________
 Height:____  Weight:____  Size Modifier:____  Age:____  Unspent Pts:__________
 Appearance:___________________________________________________________________
 ______________________________________________________________________________

 Strength(ST)         :_____
 Dexterity(DX)        :_____
 Intelligence(IQ)     :_____
 Health(HT)           :_____

 Hit Points(HP)       :_____
 Will(Will)           :_____
 Perception(Per)      :_____
 Fatigue Points(FP)   :_____

 Basic Lift(ST*ST/5)  :_____
 Basic Speed          :_____
 Basic Move           :_____

 DAMAGE Thrust(Thr)   :_____
        Swing(Sw)     :_____
 Damage Resistance(DR):_____
 PARRY                :_____
 BLOCK                :_____

      Encumbrance           Move         Dodge
 None(0)=BL      :____  BM*1.0:____  Dodge  :____
 Light(1)=2*BL   :____  BM*0.8:____  Dodge-1:____
 Medium(2)=3*BL  :____  BM*0.6:____  Dodge-2:____
 Heavy(3)=6*BL   :____  BM*0.4:____  Dodge-3:____
 X-Heavy(4)=10*BL:____  BM*0.2:____  Dodge-4:____


 Languages          Spoken           Written
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]

 Technology level:__________________________[  ]
 Cultural Familiarities
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]

 Reaction Modifiers
 Appearance:____________________________________
 Status    :____________________________________
 Reputation:____________________________________
 _______________________________________________
 _______________________________________________

 Advantages and Perks
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]

 Disadvantages and Quirks
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]

 Skills
 Name                Level    Relative Level
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]
 ___________________________________________[  ]

This message was last edited by the player at 12:22, Tue 06 Mar 2007.
jarulf
player, 2 posts
Thu 8 Mar 2007
at 14:57
  • msg #71

Re: Sheets

That's useful, thanks
corvusCorax
player, 7 posts
Game search:
Iain M. Banks
Thu 15 Mar 2007
at 08:14
  • msg #72

Re: Sheets

You are welcome.
---
Wow just noticed that we are only 22 people in this forum. Are there really so few people that likes GURPS? Or is it a question about people not knowing this forum exsists?
jarulf
player, 4 posts
Thu 15 Mar 2007
at 09:25
  • msg #73

Number of GURPS players

corvusCorax:
Wow just noticed that we are only 22 people in this forum. Are there really so few people that likes GURPS? Or is it a question about people not knowing this forum exsists?


Interesting question. I'm still fairly new to Rpol, I joined in December (I think, might have been November) for the sole purpouse of finding GURPS games. I don't have anyone to game with locally, so I thought I'd give this a try. And I had a hard time finding games. There were a few, certainly but for whatever reason most didn't appeal. Lately though, it looks like the number of games has been growing and I've joined several. With such a short period here though, I doubt my experience is very reliable.
But is this just the same small group of people starting new games or actually increasing numbers of players?

Regular 'advertising' should bring in a few, but I wonder how many lurk without joining. I did for a while only joining to ask for the character sheets.
Bai Shen
player, 3 posts
Sun 18 Mar 2007
at 15:07
  • msg #74

Re: Number of GURPS players

So are y'all looking for a Shadowrun game using SR rules, or using Gurps rule.
Witchycat
player, 10 posts
Furry Kitty with
a witch's hat
Sun 18 Mar 2007
at 16:47
  • msg #75

Re: Number of GURPS players

I would prefer one with GURPS rules.  I am more familiar with it and think its a better system but I do have SR.
Bai Shen
player, 4 posts
Sun 18 Mar 2007
at 16:54
  • msg #76

Re: Number of GURPS players

-chuckle- The SR system isn't bad.-grin-  I don't forsee myself running SR with Gurps rules since I only have the base 4E books.
Rahn
player, 19 posts
I seem to have lost my
mind.  Have you seen it?
Sun 18 Mar 2007
at 17:57
  • msg #77

Re: Number of GURPS players

GURPS rules please.  3e or 4e doesnt matter to me.
Bai Shen
player, 8 posts
Wed 21 Mar 2007
at 00:06
  • msg #78

Re: Number of GURPS players

Is there a chance we can get a book review/discussion thread?  I'm curious what people think of the various new 4E books.
2l8m8
player, 26 posts
Wed 21 Mar 2007
at 00:53
  • msg #79

Re: Number of GURPS players

Interesting idea. I just got a hold of some of the 4E books, I was wondering what everyone thought - and I'm talking basics, I haven't even read them yet.
Bai Shen
player, 9 posts
Wed 21 Mar 2007
at 01:44
  • msg #80

Re: Number of GURPS players

Also, where would one toss around concepts for a potention game?  In here?
fbaker4
player, 1 post
Wed 21 Mar 2007
at 18:49
  • msg #81

Re: Number of GURPS players


I think that not only are the # of gurps players small, but that gurps players tend to be focused.  There's a few gurps games out there - 36 of which 20 have players wanted flags.  So figure 4 players & 1 gm = 180 gurpsers... But actively discussing here?  I think this is my 4th time here since it opened.

But i'm thinking about a game...

I want to start a new one after easter.  but i'm having a devil of a time deciding, and since some are gurps 3rd, i thought i'd come here first.

I have Gurps WWII...and Gurps Mecha.

So right there, you know there's trouble.

Anyone ever have any luck with a WWII game here on RPOL?  Anyone here have interest in Mecha?  Do the 3rd edition mecha rules even work?


Fred
Rahn
player, 21 posts
I seem to have lost my
mind.  Have you seen it?
Wed 21 Mar 2007
at 18:54
  • msg #82

Re: Number of GURPS players

I would play in a GURPS Mecha game even if it is geared almost exclusively toward anime.  As for the rules working, I can't answer that as I have yet to take part in a GURPS Mecha game.  I do know that designing Mecha with the rules in that book are much like designing any GURPS vehicle.. a pain in the rear end and a hopeless exercise in math.
Bai Shen
player, 10 posts
Wed 21 Mar 2007
at 19:46
  • msg #83

Re: Number of GURPS players

Woo!  Jus' picked up Ultra-tech.  If it's what I'm hoping it is, I'll be starting a space game soon.
fbaker4
player, 2 posts
Thu 22 Mar 2007
at 00:29
  • msg #84

Re: Number of GURPS players

Bai - just Ultra, not Space?
Witchycat
player, 11 posts
Furry Kitty with
a witch's hat
Thu 22 Mar 2007
at 01:10
  • msg #85

Re: Number of GURPS players

I like WW2.  I am not much into Mecha personally.

I would also like a gurps Space game.  I have both 3rd and 4th ed.

I have thought about doing somekind of modern day gurps game with magic if there was interst.  It could either be mercs or students.
Rahn
player, 22 posts
I seem to have lost my
mind.  Have you seen it?
Thu 22 Mar 2007
at 01:22
  • msg #86

Re: Number of GURPS players

The mercs idea catches my attention but the students does not.
2l8m8
player, 27 posts
Thu 22 Mar 2007
at 01:51
  • msg #87

Re: Number of GURPS players

Hmm.. maybe I'd be in if were 3E... contemporary and not future, might snag a friend of mine, too...
pesterfield
player, 14 posts
Thu 22 Mar 2007
at 02:41
  • msg #88

Re: Number of GURPS players

4th doesn't have many changes a player has to worry about, and most of the point differences are covered in the 4e update.

So a technomancer game, sounds interesting.
Bai Shen
player, 11 posts
Thu 22 Mar 2007
at 13:55
  • msg #89

Re: Number of GURPS players

fbaker4:
Bai - just Ultra, not Space?


I have Space as well, but unfortunately, both say "see other books for ship design". :(

I'm contemplating running the game anyways and jus' glossing over the ship info for now.
Witchycat
player, 12 posts
Furry Kitty with
a witch's hat
Thu 22 Mar 2007
at 19:43
  • msg #90

Re: Number of GURPS players

I have both 3E and 4E but prefer 4th.  I do have technomancer and I could do a modern day game if there is interest.

I also have most of the 3E space book and would be interested in that game.
fbaker4
player, 3 posts
Thu 22 Mar 2007
at 19:54
  • msg #91

Re: Number of GURPS players

I ran a really great (iimssms) space/mecha game for ~2 years//5000 posts that died, sadly, about a year ago, shortly after i converted it to gurps & doubled the # of players...

I just didn't want to play freeform anymore.

Of course, the gurps # intensive mecha & space rules were a bear, but I think it was the rapid influx that brought it low.
Bai Shen
player, 12 posts
Thu 22 Mar 2007
at 20:57
  • msg #92

Re: Number of GURPS players

There are lots of cool toys in the new Gurps books.  Maybe I will run a SR style game until they come out with a book that will let me design space ships.
fbaker4
player, 4 posts
Thu 22 Mar 2007
at 21:05
  • msg #93

Re: Number of GURPS players

gurps SR could be tons of fun; true SR style (Magic, Orcs, Etc) or CP style (just tech)?
Bai Shen
player, 13 posts
Thu 22 Mar 2007
at 21:08
  • msg #94

Re: Number of GURPS players

Umm, SR is SR, not CP. :)

Anyways, this idea is growing on me more and more.  How many of y'all would play if I started it?  It looks like quite a few of you are interested, but I'd jus' like to double check.

EDIT: BTW, this won't happen 'til next month sometime.  I'm gonna be outta town all next wk.
This message was last edited by the player at 01:15, Fri 23 Mar 2007.
Witchycat
player, 13 posts
Furry Kitty with
a witch's hat
Fri 23 Mar 2007
at 00:41
  • msg #95

Re: Number of GURPS players

I would definatly do it.
fbaker4
player, 5 posts
Fri 23 Mar 2007
at 01:33
  • msg #96

Re: Number of GURPS players

I'm so in.
Lawman
player, 21 posts
Rules Lawyer
Fri 23 Mar 2007
at 02:22
  • msg #97

Re: Number of GURPS players

I would be interested.
Rahn
player, 24 posts
I seem to have lost my
mind.  Have you seen it?
Fri 23 Mar 2007
at 02:49
  • msg #98

Re: Number of GURPS players

I would play.  I think I mentioned some where earlier that I wanted to play an Elven combat mage.. lol
Bai Shen
player, 14 posts
Fri 23 Mar 2007
at 12:14
  • msg #99

Re: Number of GURPS players

Okay, I'll see about getting a game started.  Any suggestions for a title?
fbaker4
player, 6 posts
Fri 23 Mar 2007
at 12:44
  • msg #100

Re: Number of GURPS players

I'm all about being a face.

as for name, you want something generic like "Plus ca change" or "Dirty Deeds Done Dirt Cheap" or "...and the rain falls heavy" or "It was a dark and stormy night." or something specific like "Bai's happy funhouse" or "Gurps gods got guns" or "SR GURPStyle" or...
Rahn
player, 25 posts
I seem to have lost my
mind.  Have you seen it?
Fri 23 Mar 2007
at 12:52
  • msg #101

Re: Number of GURPS players

There's always the bastardization of both game names...  GURPSrun or ShadowGURPS
I would think that the generic GURPS Shadowrun would be fine for a working title.
Bai Shen
player, 15 posts
Fri 23 Mar 2007
at 12:56
  • msg #102

Re: Number of GURPS players

-chucke- Interting.-grin-  Although I think I'm gonna go with "GURPS 4E: Not your fathers Shadowrun" :)  I'll try an' get a game started before I leave town so everyone can put in RTJ's with their concepts.
Rahn
player, 26 posts
I seem to have lost my
mind.  Have you seen it?
Fri 23 Mar 2007
at 13:00
  • msg #103

Re: Number of GURPS players

I like it.  Looking forward to seeing what you have in mind.
Bai Shen
player, 16 posts
Fri 23 Mar 2007
at 15:14
  • msg #104

Re: Number of GURPS players

Game created in the Cyperpunk section.  Send your RTJs an' I'll put more info in when I can.
Rahn
player, 27 posts
I seem to have lost my
mind.  Have you seen it?
Sat 24 Mar 2007
at 22:24
  • msg #105

Knock off weapons

I seem to recall reading about knock off productions of high end weapons some where but I cannot find it now.  Anyone else recall this?

NM, I found it.  Page 74 of the 3e book.  It's not referred to as knock offs but rather as cheap versions.
This message was last edited by the player at 03:38, Sun 25 Mar 2007.
DavePeev
player, 1 post
Fri 25 May 2007
at 16:47
  • msg #106

Re: 3rd -> 4th

Hi there

It seems the half-dozen games I joined back in January have died back to just 1 left, so decided to search through the system.

I have a lot of experience with 3rd ed, so went through those first. The only ones active seem to require a lot of setting specific background knowledge from certain novels or movies or other game settings.

So it looks like I'll need to get more involved in 4th ed items.

Anyway, have fun, let the long weekend start!
Superdad
player, 1 post
Mon 18 Jun 2007
at 02:43
  • msg #107

playtesting

Ok everyone- I just bought the 3rd edition rules. I have the Basic set, and Compendium I (as well as a 2nd edition Horror and Martial arts book).
The best way for me to get the feel of a system is playtesting- so is there anyone out there with some room in a game willing to run a few solo 'scenarios' with a newbie? Maybe someone willing to go through a few scenarios as players as I DM?
DavePeev
player, 2 posts
Mon 18 Jun 2007
at 12:48
  • msg #108

Re: playtesting

Hmm - Stripe was running one game for beginners, link to "GURPS 4e - Swords and Sorcery"

Not sure if its still that way or not.

Once you get enough feel for the playing of it, by all means start to run a game.
Sockpuppet
GM, 16 posts
And to think I almost
put something witty here.
Tue 19 Jun 2007
at 16:40
  • msg #109

Re: playtesting

Hey gang! Just a quick peep in to let you all know my user-name on the site will be changing to Sockpuppet. No big news, since that's my GM persona anyways; but next time you log on to the main page of the site, don't be surprised when it says this game is GM'ed by Sockpuppet instead of VH. :)
jarulf
player, 7 posts
Fri 13 Jul 2007
at 09:42
  • msg #110

SF

I did a search for GURPS games and noticed that there doesn't seem to be many active Science Fiction games. A few SF/Fantasy mixes, one Traveller game but other than that it's not much.

With both Bio-Tech and Ultra-Tech out, I'd have though there'd be a few more.
Any thoughts why this might be?
DavePeev
player, 3 posts
Fri 13 Jul 2007
at 13:33
  • msg #111

Re: SF

I have seen several GMs propose extremely high-level >500 point sci-fi games. Basically using bio and cyber to create super-people. They have seemed to die rather quickly, and I  usually don't apply to that type any more.

I think the GM's were putting too much focus on the tech, and not enough on the plot. Also taking 4 months to get from posting game opening to actually starting play because of fine-tuning (modifying) a lot of rules and equipment to match a novel setting.

So, I'd encourage anyone who wants to GM sci-fi to do so, but have a plot in mind, rather than just a great setting.
jarulf
player, 8 posts
Fri 13 Jul 2007
at 14:20
  • msg #112

Re: SF

I can see how it would take quite a bit of preparation and some hard thinking sorting out all the hard- and bio-tech for an original setting.
But shouldn't both Traveller and Transhuman Space be a bit easier?

I have only browsed through the Traveller book and haven't got Changing Times yet, so I may well be wrong.
This message was last edited by the player at 14:21, Fri 13 July 2007.
Ailluminus
player, 4 posts
Fri 20 Jul 2007
at 02:38
  • msg #113

Re: SF

DavePeev:
I think the GM's were putting too much focus on the tech, and not enough on the plot. Also taking 4 months to get from posting game opening to actually starting play because of fine-tuning (modifying) a lot of rules and equipment to match a novel setting.


I think my failed attempt at Transhuman Space suffered from this; I spent a lot of time on the rules, provided a lot of setting and theme info, and ultimately the PCs didn't seem to feel motivated to continue with the plot after a point.

I was thinking about trying another Transhuman Space game recently, but I think it might just be inviting failure again.  Do love the setting, though.
pyrosorc
player, 2 posts
Thu 16 Aug 2007
at 11:48
  • msg #114

Re: SF

any 3E games going on with a space in?
BattleBard
player, 1 post
Fri 24 Aug 2007
at 06:21
  • msg #115

Re: The Lounge

Hello all.Just joined. I'll probably just be looking for now.
2l8m8
player, 29 posts
Fri 24 Aug 2007
at 17:01
  • msg #116

Re: The Lounge

Well, mine's kinda full, but if you're desperate check it out- http://beta.playbyweb.com/fantasy1.php?_b=13152 It's on a ship at port, better hurry or I'll need to wait untill next port to stick you in. :)
BattleBard
player, 2 posts
Sun 26 Aug 2007
at 02:46
  • msg #117

Re: The Lounge

If anyone is on send me a private message. I want to talk to you. Or we can talk here.
pesterfield
player, 18 posts
Wed 12 Sep 2007
at 20:52
  • msg #118

Re: The Lounge

Now that Martial Arts is out is anyone planning an arena game?
Lawman
player, 24 posts
Rules Lawyer
Wed 12 Sep 2007
at 20:56
  • msg #119

Re: The Lounge

I had wanted to do one, since my Spectacles of Death games seemed popular enough, but I don't have the book yet. If someone were to buy me one, I'd run a game *hint hint nudge* ;0)

If one starts, I'd like to know about it.
Bai Shen
player, 24 posts
Mon 1 Oct 2007
at 01:32
  • msg #120

Re: The Lounge

Anybody have any suggestions for world creation?  I've decided to try an' create a fantasy world to run, an' I could use some suggestions.
pesterfield
player, 19 posts
Mon 1 Oct 2007
at 02:00
  • msg #121

Re: The Lounge

Any ideas about TL, era, etc.?

I'd suggest using a real area of earth, even if you alter things about the cultures and change names real world maps are both easily available and give an idea of the flora/fauna.
Bai Shen
player, 25 posts
Tue 9 Oct 2007
at 18:41
  • msg #122

Re: The Lounge

pesterfield:
Any ideas about TL, era, etc.?

I'd suggest using a real area of earth, even if you alter things about the cultures and change names real world maps are both easily available and give an idea of the flora/fauna.


Actually, I stole an idea from the GURPS  Fantasy book.  I'm using a map of Venus for my geography. :)

I'm going for primarily TL 3, with a bit of 4 available, but not common.  I have a rough idea of what I want to do, but I'm short on specifics.  Names, especially.

I'm prolly gonna make a wiki for it to keep things organized.
pesterfield
player, 20 posts
Tue 9 Oct 2007
at 18:56
  • msg #123

Re: The Lounge

Just using the map, or going to toss in other things Venus is known for? Jungles, dinosaurs, amazons, etc.?

If you mean people names I've found baby name sites to be quite useful.
Bai Shen
player, 26 posts
Tue 9 Oct 2007
at 18:59
  • msg #124

Re: The Lounge

Just the map.  That way it'll be some unfamiliar geography.

Baby names work okay for human names, but not for countries or other cultures.
fbaker4
player, 7 posts
Tue 30 Oct 2007
at 18:47
  • msg #125

Re: The Lounge

I'm starting to think about a Gurps WWII game.  I have a great seed idea for a small commando-esque team, btu want to gauge interest.
DavePeev
player, 5 posts
Tue 30 Oct 2007
at 19:01
  • msg #126

Re: The Lounge

I do like this concept. I've joined a commando style game that never went beyond character creation, and a weird war version which went only as far as the initial walk into the conflict zone.

So, you'd have at least one interested player if you go forward. Of course I'd rather play something on the side of the Allies, but could also work on the other side if the game fits.
fbaker4
player, 8 posts
Tue 30 Oct 2007
at 20:15
  • msg #127

Re: The Lounge

My general idea, without getting to into specifics, is US/Pacific theatre/42-44 or so.
pesterfield
player, 21 posts
Tue 30 Oct 2007
at 23:18
  • msg #128

Re: The Lounge

Well the Pacific is certainly different, most of the ones I've seen have been European based.
fbaker4
player, 9 posts
Tue 30 Oct 2007
at 23:21
  • msg #129

Re: The Lounge

Is that an 'i'm interested' or simply an observation?  I'm a pacific kinda guy; been to most of the pacific countries and all, always been interested more in the pacific war.
pesterfield
player, 22 posts
Tue 30 Oct 2007
at 23:32
  • msg #130

Re: The Lounge

I'm interested.
Anything unusual? Alternate history, strange powers, etc.?
fbaker4
player, 10 posts
Tue 30 Oct 2007
at 23:39
  • msg #131

Re: The Lounge

Nah.  I can't carry that off.  Straight up War.

Small team, all about Plan B - Bustin' heads, Breaking stuff, Blowing Crap Up.

Rewards in the shape of: Cold Beer, Hot Broads, The Admiral sayin "I see you once more, McQuaid, and you're in the brig!" and your peers sayin 'You are amazing."

Throw in a PUC (Presidential Unit Citation) or a Bronze Star here and there, and we got a game.
pesterfield
player, 23 posts
Tue 30 Oct 2007
at 23:47
  • msg #132

Re: The Lounge

I don't have any of the WW2 books, so might need some help on what the appropriate skill levels and such should be.

Luckily I already have High-Tech on my Christmas shopping list.
This message was last edited by the player at 23:48, Tue 30 Oct 2007.
fbaker4
player, 11 posts
Tue 30 Oct 2007
at 23:50
  • msg #133

Re: The Lounge

Sadly, WWII is way way more about role play than stats.  Most WWII characters are between 50-75 points.      Which is to say, some are less.

But I'm targeting 50-85
pesterfield
player, 24 posts
Wed 31 Oct 2007
at 00:38
  • msg #134

Re: The Lounge

Can't imagine any being less than 50, according to lite that's the low end of competent.
fbaker4
player, 12 posts
Wed 31 Oct 2007
at 01:24
  • msg #135

Re: The Lounge

You'd be surprised.
DavePeev
player, 6 posts
Wed 31 Oct 2007
at 16:21
  • msg #136

Re: The Lounge

regarding points - it depends whether you have any intention of throwing in allies and patrons for free or not.

If we have to pay for our ally group or patron (to call in air support or the evacuation boat) then its definitely too light on points. But if you are giving a few of those necessities for free, then its a lot more reasonable at the 70 point level.
Snowmantle
player, 25 posts
Wed 31 Oct 2007
at 19:28
  • msg #137

Re: The Lounge

I would imagine that many of those advantages might be balanced out with appropriate disadvantages like Extremely Hazardous Duty and/or Code of Honor, for example.
fbaker4
player, 13 posts
Wed 31 Oct 2007
at 23:01
  • msg #138

Re: The Lounge

Right!  For third edition, disads are in the range of -50 to -60, and because the Navy is not a patron, it's a job, with an Extremely Hazardous Duty (-20).  Add that to some basic disads, like code of honor, sense of duty, patriotism, intolerance, etc., and it's pretty easy to get to -60.  That frees up points for other stuff.

Here's the link to the GURPSwiki with the 3rd -> 4th edition conversions.  Seems like 4th have more points for the same stuff, mostly, I'd guess, because stats got more expensive.

http://www.gurpswiki.net/defau...ter%20Templates.html


But if we just think about the setting, and the likely game, is it at all interesting?  I'd need 3 before I contemplated a start.
This message was last edited by the player at 10:35, Thu 01 Nov 2007.
DavePeev
player, 7 posts
Fri 2 Nov 2007
at 18:20
  • msg #139

Re: The Lounge

count me in - I've been in the Singapore to Australia zone
Snowmantle
player, 26 posts
Fri 2 Nov 2007
at 18:58
  • msg #140

Re: The Lounge

I have the interest, but I'm sort of strapped for time and starting a new game of my own.  Good luck though.
2l8m8
player, 30 posts
Fri 2 Nov 2007
at 21:07
  • msg #141

Re: The Lounge

I have some interest, as I did in the other advert, but I think I'm going to have to wait untill I get some things IRL nailed down that might be changing right up to the new year. Perhaps I might RtJ as the rookie replacement around then. :P Maybe even a pilot... ?
pyrosorc
player, 3 posts
Tue 1 Jan 2008
at 13:37
  • msg #142

Re: The Lounge

Happy New Year everyone :)
PlagueTMI
player, 2 posts
Sun 6 Jan 2008
at 03:41
  • msg #143

Re: The Lounge

Is there any interest in a dungeon crawl game? I don't mean to blatantly copy Sockpuppet's Dungeon Crawlin' Fools, but it seems to be rather popular and I'd like to get in on the action.

I have run a dungeon crawl campaign before, and I still have my notes, if anyone was interested in playing.
BattleBard
player, 4 posts
Sun 16 Mar 2008
at 03:45
  • msg #144

Re: The Lounge

Whose online Now or during the next 1 or 2 hours that wants to run a gurps game. Its basically 12 AM EST.
Nyctomancer
player, 1 post
Sat 19 Apr 2008
at 13:44
  • msg #145

Re: The Lounge

Has anybody ever played a game set in a fictional universe from a Western cartoon?
Ceredyn
player, 5 posts
Tue 10 Jun 2008
at 16:11
  • msg #146

Re: The Lounge

Where the heck did they put the Wanted - Players and Wanted - GM's boards??????
Sockpuppet
GM, 19 posts
And to think I almost
put something witty here.
Tue 10 Jun 2008
at 16:19
  • msg #147

Re: The Lounge

They're still on my sticky list. You can find them by clicking "Search for a Game" on the main page, and only checking the RPoL Forums category. Or just go here:

link to another game

link to another game
Ceredyn
player, 6 posts
Tue 10 Jun 2008
at 16:49
  • msg #148

Re: The Lounge

Thanks. I guess I'll keep 'em on my sticky list too, in fear of them disappearing on me again!
Shirogane
player, 1 post
Fri 18 Jul 2008
at 14:01
  • msg #149

Re: The Lounge

Hi, everyone! =^_^=

I'm a total n00b on roleplaying in general, that's why I joined this community to learn as much as I can about the GURPS system and roleplaying in general. =^_^=

Well, that's all I can tell for now. XDD

This message was last edited by the player at 14:31, Fri 18 July 2008.
Nyctomancer
player, 4 posts
Fri 18 Jul 2008
at 21:50
  • msg #150

Re: The Lounge

If you haven't already got it, check out the GURPS Lite at:

http://www.sjgames.com/gurps/lite/

It can be a lot more intricate than what is written in that book, but it should give you a basic idea of how the system works.
2l8m8
player, 50 posts
Because somone else got
all the good names first.
Fri 18 Jul 2008
at 22:40
  • msg #151

Re: The Lounge

In reply to Shirogane (msg #149):

Well, welcome. You're probably in a good spot, the people here are quite knowledgeable, and willing to help.

Let me know if you have any questions, and let me suggest the GURPS Character Assistant program (GCA4) for 4th Ed. It does all of the math for you, and works rather nicely. I haven't found many problems with it yet, and even then only when I'm delving deep into the code so far that I really expected it would crash the whole thing. (It didn't- I highly recommend anything I can't break. :P )
Shirogane
player, 2 posts
Fri 18 Jul 2008
at 23:59
  • msg #152

Re: The Lounge

Thanks for the willingness to help, guys. I really truly appreciate it. =^_^=

As a side note, I updated my profile here to state on why do I want to learn GURPS. I actually wanted to run an anime-based RP setting using GURPS, so I wanted to learn as much as I can.

But of course, since I'm a n00b, might as well join other campaigns first to get a feel of the system. =^_^=

This message was last edited by the player at 04:00, Sat 19 July 2008.
2l8m8
player, 51 posts
Because somone else got
all the good names first.
Sat 19 Jul 2008
at 03:00
  • msg #153

Re: The Lounge

Hmm, I'll go look around for Tommy. He always runs cartoon stuff, but I don't think he uses GURPS. Ever hear of Toon? Anyhow, he's been missing a while, I'll see if I can find him for you, he's an exellent GM (but like I said, not GURPS).
Shirogane
player, 3 posts
Sat 19 Jul 2008
at 03:43
  • msg #154

Re: The Lounge

In reply to 2l8m8 (msg #153):

Ah, don't mind the cartoon-related setting. XD

As long as it's GURPS, I'm good with it. =^_^= My goal is to familiarize myself with GURPS, anyway. =^_^=

Oh, and I think I prefer 4e over 3e.

This message was last edited by the player at 04:01, Sat 19 July 2008.
2l8m8
player, 52 posts
Because somone else got
all the good names first.
Sat 19 Jul 2008
at 03:54
  • msg #155

Re: The Lounge

Yeah, 4e is more sensible. There's a few inconsistencies they've fixed, and everything meshes a little better.

I might as well not bother with Tommy then- like I mentioned, he doesn't do GURPS, I thought you might like the cartoon part though.
scahill
player, 2 posts
Sun 20 Jul 2008
at 17:29
  • msg #156

Re: The Lounge

I'm currently playing in an arena style game, my first and I'm finding that I enjoy it quite a bit. So now I'm thinking I'll run one, but here's the thing...

I'd love to have a Magic Arena game using RAW but with little or no restrictions on character generation other than starting points. That seems to have the potential of being horribly lop-sided.

Any thoughts?
silveroak
player, 19 posts
Sun 20 Jul 2008
at 17:41
  • msg #157

Re: The Lounge

How lopsided it is depends on how magic will be handled in game. The most ballanced games will be low mana or high, normal and very high definitely favor the mages. Even in a normal mana world though enchanted equipment can level the playing field in an arena event.
2l8m8
player, 53 posts
Because somone else got
all the good names first.
Sun 20 Jul 2008
at 21:58
  • msg #158

Re: The Lounge

I know I sound like a newbie, but what's RAW?
Boston_Jp
player, 12 posts
Sun 20 Jul 2008
at 23:35
  • msg #159

Re: The Lounge

I was gonna ask the same thing and I don't think I'm a newbie. :)
scahill
player, 3 posts
Mon 21 Jul 2008
at 03:11
  • msg #160

Re: The Lounge

Rules As Written
Shirogane
player, 4 posts
Mon 21 Jul 2008
at 11:47
  • msg #161

Re: The Lounge

I always learn something new here almost everytime I visit here. =^__^=
2l8m8
player, 54 posts
Because somone else got
all the good names first.
Mon 21 Jul 2008
at 21:34
  • msg #162

Re: The Lounge

Thanks. :) I still feel like it, but at least now I know. ;-)

Knowing is half the battle. (Violence is the other half.)

We used to just call it 'Standard Rules', but then there's been 30 years to come up with catchy acronyms since I started playing. In fact, I recall GM was a new one, because TSR actually copyrighted DM. Imagine that... There were lots of games with referees, arbitrators, controllers, and such until all of a sudden, they all had Game Masters.
scahill
player, 4 posts
Tue 22 Jul 2008
at 02:00
  • msg #163

Re: The Lounge

I picked "RAW" up from the Steve Jackson forums.

I'm going to start a game: link to another game

Join me there if you want to join in the discussion...
Shirogane
player, 5 posts
Tue 22 Jul 2008
at 13:52
  • msg #164

Re: The Lounge

In reply to scahill (msg #163):

Tell me about this...uhhh...game or something. XD
2l8m8
player, 55 posts
Because somone else got
all the good names first.
Tue 22 Jul 2008
at 13:55
  • msg #165

Re: The Lounge

Yeah... I saw it there, but since that site is restricted at work, oddly enough I don't visit it much... ;-)
scahill
player, 5 posts
Tue 22 Jul 2008
at 17:36
  • msg #166

Re: The Lounge

I was planning on discussing the finer points in the game thread and hammering out the details there to avoid hi-jacking this thread.

Basically everything is up for discussion at this point.

It would be an arena style game.
Magic would be used and might be exclusively used, i.e. no mundane combatants. You must have magery and caster spells to compete.

I'm looking at it as a fun way to try out different combat spell options and explore the limits of the magical combat system.

I plan on buying Thaumatology when it comes out in hardcover (it is on e23 now) and that might open up some other possibilities.

"Gladiators" could be resurrected if you wanted another go with that particular character, or you could create a whole new one upon death.

Like I said I'm open to ideas, and am really just looking for a place to run the magical combat system through some paces.
Rahn
player, 31 posts
I seem to have lost my
mind.  Have you seen it?
Thu 24 Jul 2008
at 11:32
  • msg #167

Car Wars/Autoduel

I noticed that Death Race 2000 is being remade.  They are dropping the 2000 from the title and changing the setting a bit but its still about an armed auto race.  That got me thinking about Car Wars.  To my knowledge, there has never been a Car Wars game here.  Is anyone interested in either running one or playing in one?
2l8m8
player, 57 posts
Because somone else got
all the good names first.
Thu 24 Jul 2008
at 22:13
  • msg #168

Re: Car Wars/Autoduel

Jeez, that would be *So* map-needy... you'd certainly have to have a hex 'playing field' in some thread somewhere.

I haven't played in years, and just discovered my buddy still has all the old rules (10, maybe 15 years old). I'm sure there's a new edition... right?
Rahn
player, 32 posts
I seem to have lost my
mind.  Have you seen it?
Sun 27 Jul 2008
at 14:43
  • msg #169

Re: Car Wars/Autoduel

So no interest in a Car Wars/Autoduel game?
2l8m8
player, 60 posts
Because somone else got
all the good names first.
Mon 28 Jul 2008
at 13:06
  • msg #170

Re: Car Wars/Autoduel

Not realistically. Yeah, I'd like to play, but no time, and I'd need to drive an hour just to grab the rules. If you need an extra, and make up a car for me, maybe I'll sit in once in a while, but for a fulll game, no.

Thanks for the opportunity though.
Shirogane
player, 6 posts
Mon 28 Jul 2008
at 13:17
  • msg #171

Re: Car Wars/Autoduel

In reply to Rahn (msg #169):

Well I'm interested, though. =^_^=

Just...I still don't have a grasp on the rules, though...

2l8m8
player, 61 posts
Because somone else got
all the good names first.
Mon 28 Jul 2008
at 18:28
  • msg #172

Re: Car Wars/Autoduel

Car wars is different than GURPS. It's made by the same people, and is similar, but actually a different game. It's actually fairly easy to learn, though.
Shirogane
player, 7 posts
Mon 28 Jul 2008
at 19:29
  • msg #173

Re: Car Wars/Autoduel

In reply to 2l8m8 (msg #172):

Another "similar" game?

That's interesting. Come to think of it, lots of game system nowadays are very similar to GURPS in one way or the other (as I noticed when I compared Tri-Stat dX with GURPS)...

scahill
player, 6 posts
Mon 28 Jul 2008
at 19:41
  • msg #174

Re: Car Wars/Autoduel

I haven't played Car Wars in years! I'm sure I've long since lost my copy of the rules.
2l8m8
player, 62 posts
Because somone else got
all the good names first.
Mon 28 Jul 2008
at 21:56
  • msg #175

Re: Car Wars/Autoduel

Well, Steve Jackson actually started with car wars (I think) and expanded it to include people-stats, and that's how GURPS was born. So the rules are similar, but there's no melee weapons, no pedestrians (unless you count them as targets), and all sorts of other limited , but sensible, things that aren't there. These evolved into (and might still be compatible with) GURPS vehicle rules.

I even had the aeroduel rules, and made a zepplin. Can't really move fast, but it has enough cargo & surface mount space to pretty much annihilate anything. It'd even win against a squadron of most things, given the right weapons. Missile work well, because the sheer weight of reloads make it impossible for anything *but* a zepplin to carry many rounds. It think I figured out, it had something like 1,000 shots a round... (Compared to 3 or 4 for a really heavily armed plane or car.) Just remember- Helium, not Hydrogen! :P
Shirogane
player, 8 posts
Tue 29 Jul 2008
at 06:32
  • msg #176

Re: Car Wars/Autoduel

Oho!

Anyways, I finally bought myself a copy of GURPS Basic Set (both Characters & Campaign). =^__^=

For now, I guess all I need is these books for me to get started on GURPS.

Too bad, though. In my area (I live in the Philippines, by the way). I'm the only roleplayer around here who is interested in GURPS and BESM, so I'm forced to play online instead. Everyone else here prefers DnD...

Nyctomancer
player, 5 posts
Tue 29 Jul 2008
at 12:39
  • msg #177

Re: Car Wars/Autoduel

It's the same with a lot of us.  I live on an Army post, so as you can imagine, not that many people interested in roleplaying to begin with, let alone GURPS.
2l8m8
player, 63 posts
Because somone else got
all the good names first.
Tue 29 Jul 2008
at 12:48
  • msg #178

Re: Car Wars/Autoduel

Yeah, those books will do. :)
Rahn
player, 33 posts
I seem to have lost my
mind.  Have you seen it?
Tue 29 Jul 2008
at 13:18
  • msg #179

Re: Car Wars/Autoduel

Nyctomancer:
It's the same with a lot of us.  I live on an Army post, so as you can imagine, not that many people interested in roleplaying to begin with, let alone GURPS.



I had just the opposite experience.  I was in the Navy and we played pretty much when ever we wanted.
Shirogane
player, 9 posts
Wed 30 Jul 2008
at 20:49
  • msg #180

My First GURPS Character

After reading and re-reading GURPS Lite & GURPS Basic Set - Characters, I'll try my hand into generating a sample character of mine soon.

Anyone here willing to judge if I understood the rules of character creation or not, by examining my character when I created it?

2l8m8
player, 64 posts
Because somone else got
all the good names first.
Wed 30 Jul 2008
at 21:15
  • msg #181

Re: My First GURPS Character

Sure, shoot it by me if you like.
scahill
player, 7 posts
Wed 30 Jul 2008
at 21:45
  • msg #182

Re: My First GURPS Character

I'm always willing to Critique Character Creation
Boston_Jp
player, 14 posts
Wed 30 Jul 2008
at 21:47
  • msg #183

Re: My First GURPS Character

Or post it and get comments from the whole peanut gallery.
pesterfield
player, 28 posts
Wed 30 Jul 2008
at 21:48
  • msg #184

Re: My First GURPS Character

I'll take a look as well.
Shirogane
player, 10 posts
Fri 1 Aug 2008
at 09:27
  • msg #185

My First GURPS Character

Okay. This is what I came up with, based on what I've learned so far on character creation.

I won't fill in the backstory and such since the important thing here is if I understood the rules.




Name: Shirogane
Race: Human

Name: Shirogane
Race: Human

Attributes
ST 10
DX 11 [20]
IQ 11 [10]
HT 10

HP 10
Will 10
Per 10
FP 10

Basic Lift 20
Damage 1d-1/1d+1

Basic Speed 5.25
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages:
English (Native) [6]
Tagalog (Native) [6]

Advantages [101]
Ambidexterity [5]
Combat Reflexes [15]
Cultural Adaptability (Xeno-Adaptability) [20]
Fearlessness-3 [6]
Fit (Very Fit) [15]
Striking ST (+2) [10]
Trained By A Master [30]

Perks [10]
Drunken Fighting [1]
Iron Arms [1]
Iron Hands [1]
Iron Legs [1]
Iron Neck [1]
Naval Training
Special Exercises (Striking ST +2) [2]
Style Familiarity (Hung Gar Kung Fu) [1]
Sure-Footed (Slippery & Uneven) [2]

Disadvantages [-30]
Code of Honor (Xia) [-15]
Pacifism (Cannot Harm Innocents) [-10]
Sense of Duty (Small Group) [-5]

Quirks [-5]
Attentive [-1]
Dislikes (Vegetables) [-1]
Humble [-1]
Vow (Never Drink Alcohol) [-1]
Vow (Treat All Ladies With Courtesy) [-1]

Skills [32]
Acrobatics-11 (DX+0) [4]
Breath Control-11 (HT+0) [4]
Body Control-11 (HT+0) [8]
Karate-11 (DX+0) [4]
Philosophy (Buddhism)-11 (IQ+0) [4]
Power Blow-10 (Will+0) [4]
Pressure Points-11 (IQ+0) [4]

Stats [30] Advantages [113] Perks [10] Disads [-30] Quirks [-5] Skills [32] = Total [150]




I used the Hung Gar Kung Fu Style from GURPS Martial Arts as the basis for this.

Any violent corrections are welcome for me. I'm really new at this stuff, so I'll need all the learning I can get.

This message was last edited by the player at 10:41, Fri 01 Aug 2008.
ToughCookie
player, 5 posts
Fri 1 Aug 2008
at 11:53
  • msg #186

Re: My First GURPS Character

I'm a bit pressed for time *fends off angry boss* but I spotted a few things:

IQ 11 [10]

IQ should cost 20 points for 11 in edition 4. Same as Dex. This may be a typo.

Will 10
Per 10

Will and perception are both based on IQ. With your IQ of 11, both of those should be 11 without any further cost.

English (Native) [6]
Tagalog (Native) [6]

I tend to limit my characters/players to one native language. The native one is free (as far as I remeber at the fluent/fluent level if you are from a literate world setting, but this could be wrong). Only your second language will cost 6 points to read/write fluently then.

Last general comment: You spent a very large number of points on advantages. Almost none on Stats and had to spend quite a bit on skills. In an ongoing campain I would probably work on better stats at the cost of some advantages and slightly lower skill values. While it is true that you can later only gain certain advantages, you need to survive to see them in the first place.

Unfortunately a karate skill of 11 (your only combat skill) will mean that you miss around 45% of the time on a basic punch. An enemy with only a 14 or 15 in swords or knives will probably shred you to bits (eventually - especially with a knife).
Shirogane
player, 11 posts
Fri 1 Aug 2008
at 12:41
  • msg #187

Re: My First GURPS Character

I should've known. Stats first over everything else.

Okay. Thanks for the pointers. =^_^=

But I got all the point distribution correct, right? I mean, I didn't go over the limit, etc.

P.S. Is it possible to just focus on Stats and not take any Advantages, Skills, or anything?

This message was last edited by the player at 12:45, Fri 01 Aug 2008.
Sockpuppet
GM, 24 posts
And to think I almost
put something witty here.
Fri 1 Aug 2008
at 13:44
  • msg #188

Re: My First GURPS Character

Aside from the underpriced IQ and the free language that have already been pointed out, the only real error I see is in taking the "Drunken Fighting" Perk along with "Vow: Never Drink Alcohol." :P

There are some other mathy bits missed on the Martial Arts side of things, but for the most part you did okay. Some of the Perks you picked, including Drunken Fighting, aren't allowed by your style; and you didn't put enough points in your required skills to merit taking that many perks in the first place -- but that's a rather elusive rule to even find in the book, an you did very well for designing your first character, all things considered.

Everything else I could say would be rooted in personal preferences. Remember that actual point limits are set by the GM, so it helps to be proficient in building lower-point characters (around 100 points or so, since that's a common starting number), and building lower-point characters is harder than building higher point ones. For that reason, ToughCookie is spot on with the critique. It's a good idea to get your attributes up first, buy an advantage or two that you know you'll need, and then smatter the rest around on skills. You may get lots of 12's and 13's instead of 15's and 16's, but you'll have room to grow...and it's much, much easier to learn a new skill at a respectable level if you have a higher attribute to back it! :)

I tend to look pretty close at a player's Disadvantages when I GM. I noticed you didn't take many; as a 150 point character, going by book rules you'd be allowed up to -75 in disads and you took -30. (Note: very few GM's I've met actually use that rule, and instead set a lower cap.) As well, I also noticed you only took "safe" disadvantages. Tsk! While it is entirely a personal preference, try to be more bold...take something risky! Overconfidence and Bad Temper are great for brash characters; Truthfulness and Pacifism: Reluctant Killer are good for naive ones. Take a Phobia, and give your GM a nice wildcard they can play once in a while -- or get really creative and give your character an Enemy!

I've always felt the disadvantages in GURPS are a big part of what separates the system from all the others out there. Take something a little out of your comfort zone, and it'll make your character feel a lot more unique. ;)
Rahn
player, 34 posts
I seem to have lost my
mind.  Have you seen it?
Fri 1 Aug 2008
at 13:57
  • msg #189

Re: My First GURPS Character

Sockpuppet:
There are some other mathy bits missed on the Martial Arts side of things, but for the most part you did okay. Some of the Perks you picked, including Drunken Fighting, aren't allowed by your style; and you didn't put enough points in your required skills to merit taking that many perks in the first place -- but that's a rather elusive rule to even find in the book, an you did very well for designing your first character, all things considered.


Can you point out that elusive rule please?
Shirogane
player, 12 posts
Fri 1 Aug 2008
at 14:55
  • msg #190

Re: My First GURPS Character

A certain GM who's also running a GURPS game I'm interested in joining, actually said three things for notes.

150-point limit, with a -40 limit on Disadvantages, and 5 Quirks

Well, here's an overhaul of what I created, based on those rules.

BASIC ATTRIBUTES [150]
Strength(ST): 13[30]
Dexterity(DX): 13[60]
Intelligence(IQ): 12[40]
Health(HT): 13[30]

SECONDARY CHARACTERISTICS
Damage(Dmg): 1d/2d-1
Basic Lift(BL): 34
Hit Points(HP): 13
Will: 12
Perception(Per): 12
Fatigue Points(FP): 13
Basic Speed: 6.5
Basic Move: 6 (Ground Move: 6, Water Move: 1)

PHYSICAL APPEARANCE: Attractive [4]

SOCIAL BACKGROUND
Technology Level(TL): 4 [5]
Cultural Familiarities: East Asian
Languages: Tagalog (Native), English (Native) [6]
Independent Income (Trust Fund, 20% of starting wealth every month) [20]

ADVANTAGES [0]

PERKS [0]

DISADVANTAGES [-40]
Enemy (Mage's Guild) [-40]

QUIRKS [-3]
Humble [-1]
Vow (Never Drink Alcohol) [-1]
Vow (Treat All Females With Courtesy) [-1]

SKILLS [8]
Acrobatics-13 (DX+0) [4]
Karate-13 (DX+0) [4]

Stats [150] Advantages [35] Perks [0] Disadvantagess [-40] Quirks [-3] Skills [8] = Total [150]


Up until now, I still can't believe that creating a character took me like...what...2 hours? Dang!

pesterfield
player, 29 posts
Fri 1 Aug 2008
at 15:55
  • msg #191

Re: My First GURPS Character

Now he can fight, somewhat, but can't do anything else without relying on defaults. And with a mages guild for an enemy, without spells or even magery for himself, he's in a lot of trouble.

Just what kind of character are you aiming for, and what is the world background?
Sockpuppet
GM, 25 posts
And to think I almost
put something witty here.
Fri 1 Aug 2008
at 16:36
  • msg #192

Re: My First GURPS Character

Rahn:
Can you point out that elusive rule please?


Pages 49 and 142 in Martial Arts, both under the heading Style Perks. Page 49 explains it better. A character without any formal training can buy ONE style perk for each 20 points they have in applicable combat skills. A character with formal training (classified as having the Style Familiarity perk for a given style) my buy ONE style perk, for that style only, per ten points they've spent in that style's techniques required skills.

So, let's say a character has exactly 20 points spread between Hung Gar Kung Fu's required skills (Breath Control, Karate, and Philosophy: Buddhism) and techniques. They are eligible to buy TWO style perks for Hung Gar Kung Fu -- Iron Body Parts, Naval Training, Off-Hand Weapon Training, or Sure-Footed (slippery) -- and ONE style perk from any outside Hung Gar Kung Fu. For a grand total of three perks. :)

If they put ten more points in applicable skills/techniques, they'll be able to buy another style perk for their style. If, after another adventure, they put ten more into those skills, they'll be able to buy TWO more perks; one from Hung Gar Kung Fu, and one from outside the style.

The math gets a little screwy when the person starts buying combat skills outside their style, since those DON'T count towards the 10 points needed their styles perks, but DO count towards the 20 needed for perks from outside yur style. Likewise, it gets even trickier if you have multiple styles your familiar with. :P

Some GM's may not even bother with these rules, of course. Even if they aren't strict with the points spent in skills, these rules still serve as a good guideline for how many style perks you should be able to have.
2l8m8
player, 66 posts
Because somone else got
all the good names first.
Fri 1 Aug 2008
at 17:05
  • msg #193

Re: My First GURPS Character

First, drunken fighting *simulates* being drunk, and does not require that state.

I didn't even know about that rule, so I would probably let a martial artist take whatever is fairly sensible, but that's a good one to remember for when they get too many perks, for only 1 point of style or something. Thanks.

Other than that, it seems Shirogane is leaning a lot toward mastery of a certain thing, while not being very well at anything else. That's fine, but you'll find you really want to be a little more broad. You're great at karate, for instance, but can't climb a rope or sneak up on someone. And if someone is wearing armor, you're pretty much out of luck, the hand to hand damage won't penetrate most decent armor unless you're really strong. I'm not exactly sure what the iron body parts do, I hope they help with that sort of thing. Brass knuckles and gaunlets, if not, or a generous GM might rule that punching daggers can be used with karate skill.
Shirogane
player, 13 posts
Fri 1 Aug 2008
at 21:22
  • msg #194

Re: My First GURPS Character

I really appreciate all the corrections. =^_^= At least I'm getting a bit of the hang of it.

Still, I don't quite understand some things. If anyone here has the GURPS Martial Arts book, can you explain on how the heck will you buy up a Style?

Let's say...I wanted to make a character who is a Hung Gar Kung Fu practitioner within...say...100 points. Is that possible?

P.S. Whew! Now I'm beginning to realize why many people stay away from using GURPS and other point-based systems like this, or at least from what I've heard from my peer RPers.

This message was last edited by the player at 21:27, Fri 01 Aug 2008.
pesterfield
player, 30 posts
Fri 1 Aug 2008
at 21:46
  • msg #195

Re: My First GURPS Character

quote:
First, drunken fighting *simulates* being drunk, and does not require that state.
Yes, it does. While intoxicated the usual -1 or -2 to DX is treated as +1 or +2 when fighting.

Hung Gar Kung Fu cost 4 points. 1 for the style familiarity and at least 1 each in Breath Control, Karate, and Philosophy(Buddhism). Techniques and cinematic skills/techniques are all optional.
2l8m8
player, 67 posts
Because somone else got
all the good names first.
Fri 1 Aug 2008
at 21:52
  • msg #196

Re: My First GURPS Character

Style is a grouping of skills. When you get the 'whole style' (we'll get to what that is in a minute), you can then buy some extra abilities and skills and such. You don't actually buy 'a style' per se, although there is a style familiarity that costs 1 point and is required to get that style.

There is a set of required skills to get the familiarity. Depending on the rules, you are not allowed to buy things like techniques *unless* you have a style familiarity, and which one you are familiar with dictates which ones you're allowed to buy.

For example, I'l compare 2 styles (both off the top of my head because I don't the book). The first I'll call 'fencing' and the second 'kung fu'. They're not the book ones even if they have the same name.

The skills required to get fencing familiarity might be rapier, buckler, mathematics, and expert skill (philosphy). I know it sounds weird at first, but this is simulating a European style where the positions were taught based on geometry, and the reactions of your opponent always depended on the true motivations behind him.

The skills required to get kung fu familiarity might be Judo, Karate, and Theology (buddism). This makes a little more traditional sense, probably.

When you spend 1 point on each skill, you may then buy the familiarity and use the other abilities. Techniques might include feint, dual weapon attack, disarm, and a perk of enhanced parry for fencing, or for kung fu, kick (which is -2 for everyone who does not buy up the technique- which is everyone who does not have a style), aggressive parry, spin kick, and a perk of iron hand. (Hey, Sockpuppet, what *does* that do, anyhow?)

Everyone else, without a style, cannot buy those techniques and perks. So it depends more on how much you want to spend on a different aspects of your fighting, than exactly how much a style is. There is a 'base cost' for a style, and that is the required skills (plus 1 for the familiarity), but none of the optional stuff. That cost is usually fairly low, I think the highest is still less than 20. So, just to be a practicioner and 'have a style' costs relatively little.

After all of this, there are what is called 'cinematic skills', or advantages, or perks, whatever. The point is, it's the stuff you see in the movies, that really can't be done in real life. To get *these* abilities, you *Also* need either Trained by a Master, or Weapon Master. The type or MA you're looking at, trained by a master is better, you get whatever is in your MA included for the price. Weapon Master is only weapons (and related techniques), and it costs more the larger number of weapons it is effective for. It would be great for a fencer who used rapier, but using rapier, saber, and smallsword it's actually cheaper to go Trained by a Master (although the bonuses are slightly different, trust me you want TbaM.)

Also, if you have TbaM, you get to do rapid strikes at less penalty. That basically means, buy your skill up a little bit more, and you get an extra attack. buy up a lot more, and you get more than 1 extra.

Did this help, or just confuse? Sometimes I ramble too much...
scahill
player, 8 posts
Fri 1 Aug 2008
at 22:04
  • msg #197

Re: My First GURPS Character

quote:
Whew! Now I'm beginning to realize why many people stay away from using GURPS and other point-based systems like this, or at least from what I've heard from my peer RPers.


Don't get discouraged! A point based system like GURPS make better round more realalistic characters.

It can be daunting at first but it is well worth it. As a GM I always try to a full character available for new players and a few templates as well.

It will go much more quickly once you've gotten a little experience.
pesterfield
player, 31 posts
Fri 1 Aug 2008
at 23:56
  • msg #198

Re: My First GURPS Character

=Sockpuppet:
The math gets a little screwy when the person starts buying combat skills outside their style, since those DON'T count towards the 10 points needed their styles perks, but DO count towards the 20 needed for perks from outside yur style. Likewise, it gets even trickier if you have multiple styles your familiar with.
How do a style's optional skills fit into that, would you count them as part of the style or not?
2l8m8
player, 68 posts
Because somone else got
all the good names first.
Sat 2 Aug 2008
at 00:02
  • msg #199

Re: My First GURPS Character

I think it's the styles techniques and required skills only, for the 1/10 points part. But the 'not in your style' part, at 1/20 points, she mentions 'applicable skills', and that might be almost anything...?
Shirogane
player, 14 posts
Sat 2 Aug 2008
at 00:30
  • msg #200

Re: My First GURPS Character

In reply to 2l8m8 (msg #196):

Dang! Now I understand the book! You really helped me there big-time!

Because at first, I really didn't get the concept of the Cinematic Skills & Techniques. So in order to buy them, I should first have the Trained By A Master Advantage. AND to get the Style Familiarity for that certain style, you need to first buy up the Skills (and Perks) that consist it.

That's what you're trying to say, right?

P.S. 2l8m8, you REALLY should buy the book. I depend on it a lot. Plus it's a nice read for a martial art geek like me. XDDD


In reply to scahill (msg #197):

Very daunting for a newbie like me. =>__<=

Although I have to admit. It can get quite enjoyable once I got the hang of it. =^_^=

pesterfield
player, 32 posts
Sat 2 Aug 2008
at 00:39
  • msg #201

Re: My First GURPS Character

You buy Familiarity at the same time as the main skills, it's part of the cost. Then you can buy perks after you get Familiarity.
Rahn
player, 35 posts
I seem to have lost my
mind.  Have you seen it?
Sat 2 Aug 2008
at 03:16
  • msg #202

Re: My First GURPS Character

Shirogane:
P.S. Whew! Now I'm beginning to realize why many people stay away from using GURPS and other point-based systems like this, or at least from what I've heard from my peer RPers.</Cursive></Red>



Do not be discouraged.  It can seem a bit daunting at first but I think it is the best game system I have ever used.
2l8m8
player, 69 posts
Because somone else got
all the good names first.
Sat 2 Aug 2008
at 15:00
  • msg #203

Re: My First GURPS Character

Ues, that's exactly it. Buying the familiarity at the same time is kind of chicken & egg question, the whole reason you buy the techniques & perks is so you *can* buy the familiarity, but with experience points in an ongoing campaign, I might treat it either way. Onw thing that's nice, if you stick to similar styles, you don't have to buy that many skills. Going from one martial art to another might be as simple as getting training IC, and buying the familiarity, if the styles are really close.

Also, I thnk there's some rule about if you know more than one style, your opponent defends at -1? Not sure about that, though.

Yeah... I'm working on that. I have the 3E version, so I'm not completely clueless, but there's a lot of changes. Makes it more sensible, though, so I can 'wing it' easier.
Raddek
player, 4 posts
Sat 2 Aug 2008
at 17:03
  • msg #204

Re: My First GURPS Character

I think you are thinking about style familiarity, which states there is a penalty to defenses if you aren't familiar with the style your opponent is using, either by buying the style or a style familiarity skill/perk.  Mostly going off 3e here, so correct me if I'm wrong.
pesterfield
player, 33 posts
Sat 2 Aug 2008
at 19:40
  • msg #205

Re: My First GURPS Character

If you know all the styles your oppenent knows you can reduce the defensive penalty from his feints and deceptive attacks by -1.
2l8m8
player, 70 posts
Because somone else got
all the good names first.
Sat 2 Aug 2008
at 23:53
  • msg #206

Re: My First GURPS Character

That's what I was thinking of. So, it's better to know more than one style. It's unlikely someone would know the same style, unless you're in some sort of martial arts tourney perhpas. But it's nearly impossible for them to happen to know both (or more) of the exact same styles. So it's in your best interest to know as many styles as you can. (Although it's a very small benefit, and might not even be worth it at all.) They won't get the negaation of a feint, and you might if one of your styles matches the opponent's only style. (Again, I still doubt more than one would match, but something as narrow as fencing might have that happen, there's only 3 or 4 total.)
Shirogane
player, 15 posts
Sun 3 Aug 2008
at 00:06
  • msg #207

Re: My First GURPS Character

In reply to Rahn (msg #202):

It's okay, though. =^_^= I find it very enjoyable, once I got the hang of things. =^_^=

Problem is, it's STILL character creation. The actual RP rules itself itself, dunno if it's complicated or not. All that I can remember here is that it's a "roll-low" type of game.

P.S. By the way, I have of this so-called " GURPS Character Assistant" program. I was planning on getting it, but I've heard mixed reactions from it.

So, from you guys, is it worth getting?

This message was last edited by the player at 12:22, Sun 03 Aug 2008.
2l8m8
player, 71 posts
Because somone else got
all the good names first.
Sun 3 Aug 2008
at 13:26
  • msg #208

Re: My First GURPS Character

Personally, I love it. I haven't been able to break it even hacking into stuff you're not supposed to (but be careful, if you hack the wrong stuff, it'll get all crazy with the numbers.)

It does all of the amth for you, and the real nice thing is that you can change things around in 3 seconds, and see how the points add up. In fact, I'm re-installing it as we speak. (I couldn't break it, but the laptop went kaput and took it down.)

It comes with all of the data files, so you can play around with different martial arts even if you don't have the book. (Like me...)

I'm not sure what they charge anymore, but it's a really good program that gets my recommendation if you decide to use a program. Whether you want to use one, I would also reccomend it. It makes things a lot quickr, and you can literally whip up a character in ten or fifteen minutes if you know about what you want when you start.
silveroak
player, 21 posts
Sun 3 Aug 2008
at 14:27
  • msg #209

Re: My First GURPS Character

ten or 15 minutes?
Amatuer.
I can generally get a character done in about 5. Fairly well developed for the fact that it is all defined by rules rather than background at that point.
Where it comes in really handy is creating signifigant NPCs and having them on file ready to be brought up in a minute or less. GCA on your laptop is a must for GM flexibility in my opinion.
Rahn
player, 36 posts
I seem to have lost my
mind.  Have you seen it?
Sun 3 Aug 2008
at 14:30
  • msg #210

Re: My First GURPS Character

I'm pretty big on it myself.  It makes life so much easier since I don't have to count on my fingers and toes..
2l8m8
player, 72 posts
Because somone else got
all the good names first.
Sun 3 Aug 2008
at 16:02
  • msg #211

Re: My First GURPS Character

Well, I'm being realistic with a newbie. I can flash one in a couple of minutes, too, but I understand the rules, and what all the options (mostly) are, and I don't think our friend does, yet.

It *is* a great tool for exploring those options, though. You can mess around, and you'll come up on a combat technique or spell or something that looks cool you didn't know about. Of course, none of the rules are included, so you'll have to look up that cool technique to see what it does. and remember, *all* the stuff is included, so there's a high chance you won't even have that book. Other than that, though, it's great for figuring stuff out, you don't need to worry about math so much as what it actually does.
Shirogane
player, 16 posts
Mon 4 Aug 2008
at 11:37
  • msg #212

Re: My First GURPS Character

Well I got a hold of the Character Assistant right now, with the latest updates included.

And you were all right. It really makes character generation so much easier, as it eases up all the math that needs to be done.

Well, you still need the GURPS books, though, since it doesn't give out a particular description on the certain Advantage, Disadvantage, Skill, etc. Still, it IS nice, that I just don't understand why some players loathe it.

2l8m8
player, 73 posts
Because somone else got
all the good names first.
Mon 4 Aug 2008
at 14:27
  • msg #213

Re: My First GURPS Character

The ones I heard of that don't like it, mostly don't have computers. Which means they aren't around here... ;)

But there's a hard core set, that thinks pen and paper games should *only* be played with pen and paper. They loathe computer games, and I agree with that part to some extent, but they think the resource programs cross the line.

Personally, I look at it as a combination calculator / rules database, not the game itself. An automated character sheet. But then, I work with aoutmation and that sort of computer logic stuff every day, and see the difference between the program, and the tool it controls. Bits are bits, but not one of them ever welded a car together.
scahill
player, 9 posts
Tue 5 Aug 2008
at 03:11
  • msg #214

Re: My First GURPS Character

This idea has really caught my fancy and I want as many ideas on the theme as I can get!

What follows is a quote from the Steve Jackson Games Forums...

quote:
Right, so Injury Tolerance (Independent Body Parts) has caught my imagination. I want to create a "super" with it but want to do more along the same lines.

Detachable Head, Instant Reattachment are definitely being added but I also want to:

Levitate body parts so that they can move by more than just scuttling along the ground but limited to the body's normal range. So the head could float at "head level" independently but could also go higher by the distance of a "jump".

Pop out an eye for sending around corners; remove the nose or ears for other "remote sensing". These could be variations on Clairsentient powers.

Separate at the waist (for no good reason I can think of really) maybe slamming an opponent from two directions as the upper body would retain movement through the "levitation" mentioned above.

Possibly split down the middle.

I want a maximum range for separation and would prefer that parts to "snap back" if there are no imposing barriers. Could maybe be some variation on stretching here.

What else could I do?

How would I model this?

While I would appreciate the most twisted ideas you can think up let’s leave the skill bonuses for the Erotic Art skill alone.

There was a similar power in the Marvel Super Heroes Game's Ultimate Powers Book, called Anatomical Separation.

Boston_Jp
player, 15 posts
Tue 5 Aug 2008
at 12:21
  • msg #215

Re: My First GURPS Character

Perhaps have that as a special effect of clairsentience, innate attack: crushing, telekinesis, binding, etc....?
Shirogane
player, 17 posts
Tue 5 Aug 2008
at 15:27
  • msg #216

Magic & Psi

More newbie questions from yours truly. XDD

I've already grasped most of the character creation rules in GURPS, but I still don't quite understand the concepts of Magic and Psi powers here.

So if a GM allows it, how do you use Magic/Psi powers? All I know from the basics is that you need to buy the Magery Advantage in order to use spells. but beyod that, what else? Do you also buy spells like skills? And how do you know your "mana" amount for your character to be able to cast spells.

And finally, what's this "Unlimited Mana Rule" that I'm hearing about?

2l8m8
player, 74 posts
Because somone else got
all the good names first.
Tue 5 Aug 2008
at 17:01
  • msg #217

Re: Magic & Psi

Spells are similar to skills, yes. (More or less, I know someone's going to mention stuff.) You need the advantage magery to use any, though. This is required for certain spells, and a cerain amount is required for some of the more powerful spells.

In my game, I allow players to buy that up later, as long as they have bought some already. Just like stats. Some people dont allow that.

The standard energy cost comes from fatigue points. That's one of your secodnary stats, and you can buy it cheaper than actually buying the ST. It's ven cheqaper yet, if take the limit on it 'For magic spells only'. That means, you'll get fatigue for spells, but not for running, combat, or other stuff that uses fatigue.

Unlimited Mana, or Umana, isn't mana so much as a different energy point system. It doesn't (at default- there's a lot of options) come off of fatigue. It's really a misnomer, and shouldn't be confused with anything else in GURPS that mentions mana. I also allow this in my game, but no one really wants to try it. I have set the way it works at default values, for now, because it at least gives players an idea of where to start.

Basically, it lets a mage use energy from a pool of points. These points 'heal' like hit points. They are not used for anything else, like fatigue is. When you reach 0, your chances of casting a spell without any backlash are not 100% anymore. You can, theoretically, still cast a super-huge spell. Problem is, with a super-huge negative number, you're practically gaurenteed a huge backlash, like a sucking hole to the abyss that swallows the whole party. That's why people are afraid to use it. On the other hand, if you're careful, you never get a super-huge negative number, and even if you do casting past 0, your backlash chance is fairly low, and the power of whatever is going to happen is also low.

Honestly, I'd suggest against this system as a beginner. You're almost guarenteed to not know how much spells cost, go over your limit, and cause 'bad things'. (Like in Ghostbusters...) First, if you want a mage, I'd suggest perhaps a fighter with a few spells, until you get the hang of the system. Then, perhaps a full-blown mage. That way, you'll have other options if you don't get the spells right, and when you go to a full mage, you'll be relying solely on your spells. Then, after you get the magic system, maybe fiddling around with Umana and Ritual Magic and Rune Magic and all the other goodies will actually make some sense.

That's just me, though, I tend to learn in small snippets, and try to get it down before I bite off too big of a piee to chew. ;-)
This message was last edited by the player at 18:34, Tue 05 Aug 2008.
Shirogane
player, 18 posts
Thu 7 Aug 2008
at 10:23
  • msg #218

Re: Magic

In reply to 2l8m8 (msg #217):

I didn't know ruels for GURPS magic/psi powers would be THAT complicated, especially under that "Unlimited Mana" rule. =>__<=

But don't worry. =^_^= Of course I always try to learn things one step at the time. After all, I do need that for a system that's somewhat daunting like this...

2l8m8
player, 75 posts
Because somone else got
all the good names first.
Thu 7 Aug 2008
at 12:18
  • msg #219

Re: Magic

The reason GURPS is so daunting, is because you can literally do *anything*. Don't try to do *everything* at first, just have somme fun, and you'll catch on quite quickly. :)
Shirogane
player, 19 posts
Thu 7 Aug 2008
at 13:22
  • msg #220

Re: Magic

In reply to 2l8m8 (msg #219):

I guess that's a somewhat drawback of a generic and universal roleplaying system like GURPS, VERY daunting at first. =^__^=

Hope I can get used to this system soon...

2l8m8
player, 76 posts
Because somone else got
all the good names first.
Thu 7 Aug 2008
at 13:54
  • msg #221

Re: Magic

You will. How many are you actually *playing*? That's when it all starts to make sense.
silveroak
player, 22 posts
Sun 10 Aug 2008
at 15:32
  • msg #222

Re: Magic

My super awakenenings game is a good one to learn in in that it is designed to be used as hands on or hands off as you chose- people who know nothing about GURPS can play it as freeform but the GURPS system is still underlying it, so if you want the mechanics exposed as you go I can do that as well.
Shirogane
player, 20 posts
Sun 10 Aug 2008
at 20:25
  • msg #223

Re: Magic

In reply to silveroak (msg #222):

Oh, so you're the GM of that game?

I actually would love to join too, but I still don't understand the concept of "Powers" there...

2l8m8
player, 77 posts
Because somone else got
all the good names first.
Sun 10 Aug 2008
at 21:10
  • msg #224

Re: Magic

Powers is another optional rulebook. If you don't have the book, it would be quite difficult to understand. GCA comes with the data, but you've already seen that it doesn't tell you anything about the rules.
silveroak
player, 23 posts
Mon 11 Aug 2008
at 18:09
  • msg #225

Re: Magic

How do you mean? Game mechanics wise or how they appeared in the game world or what?
Shirogane
player, 22 posts
Mon 11 Aug 2008
at 22:28
  • msg #226

Powers?

In reply to silveroak (msg #225):

How they appear game-wise. =^_^=
silveroak
player, 24 posts
Tue 12 Aug 2008
at 13:55
  • msg #227

Re: Powers?

Are you refering to the 6 questions?
Simply answer them independant of each other and I will roll a die to see which one predominates in assigning powers to your character with any unspent points.

Or What the in-game explanations is? Read the hellstrom thread- he's closer to figuring it out than anyone else. :)
2l8m8
player, 78 posts
Because somone else got
all the good names first.
Fri 15 Aug 2008
at 18:00
  • msg #228

Banishment

I was wondering what you guys think might be probable cause for kicking a player out of your game. I've recently had that happen to me (I think), and about the only thing I could think of that I did wrong was ask a lot of questions, some of them leading to the conclusion that the GM was incorrect.

Without sounding like a whiner, I was just curious as to how offensive that was. Mind you, I was careful to (try to) be polite and didn't mention the GM was wrong, just questioning the rulings with page references when I though it might not be the way I thought it should.

I was removed from the game with no warning or acknowledgement, the next thing I knew I did not have access and the GM was posting for my character without mentioning to the opponenet in the middle of an arena fight that it is now an NPC, controlled by the GM.

By the way, if the Crimson Pirate is in this 'game', you might want to know you're fighting the GM now, not a player character named Freddie. (I never did like the RPoL convention of the GM being able to steal your character, but I can live with that part.)
This message was last edited by the player at 18:03, Fri 15 Aug 2008.
silveroak
player, 25 posts
Sat 16 Aug 2008
at 17:59
  • msg #229

Re: Banishment

It is occssionally usefull- like when someone posts in teh wrong thread you can cut and paste to the correct thread, or when someone takes over teh character in game (mind control) or of course if they ask you to. It has been my observation that the majority of arena games are run by people with lots of ego and less intelligence. I one time got kicked out of arena game for beating the GM's friend (or maybe his favorite NPC) too easilly by preparing ahead of time instead of trying to rely oninherant 'badassness' to do the job.

For the record it was a supers arena and my character was a super- mage. I first used divination to determine the character's weakness, set up a permenant gate from my lab to the center of the arena, and then set up a vat of acid (hs weakness) and a high powered pump to fire through the gate. I then won the battle simply by pushing a button on the remote control for the pump...
2l8m8
player, 79 posts
Because somone else got
all the good names first.
Sat 16 Aug 2008
at 21:18
  • msg #230

Re: Banishment

Hehe. I like that. As GM, though, I would probably rule out outside interference in an arena game, personally.

On another site, the GM still has the power to control the character *as long as you're in the game*, but when you leave, you take the character with you. Here, you leave it for the GM to do with as he will.

So, aside from your (Silveroak's) game, I'm actually down to just this board on RPoL. I don't think I'll be joining any more, either, it either turns out like this, gets abandoned, or dies. Plus, I have troubles accessing, but that's able to be worked around, it's just not really worth the trouble.

It's too bad, becausse the site is good, and the admins try really hard to do good stuff. Last time, I got fed up here, it ws all software and access time issues, they've ll been fixed, I think. Even the minor little annoying things. But no one can fix the members, unfortunately.
This message was last edited by the player at 13:52, Sun 17 Aug 2008.
Raddek
player, 5 posts
Sat 16 Aug 2008
at 21:26
  • msg #231

Re: Banishment

As a reasonable excuse for a GM myself, I'd like to pitch in that GM's can boot players for any reason they want.  Notables are unexplained absence, slowing the game down beyond the intent of the GM, or general attitude incongruent with the game.  Obviously, if I GM is going to boot a player they do it according to their own guidelines, which are generally fairly loose or else they would end up GM'ing a game with no characters.  However, the goal of any game is to keep yourself (and the majority of your players, but mostly yourself) happy, so I can totally see booting a player if they could not move on from a ruling that didn't go in their favor.  If it ruins your chi, it's only going to make the game tiring, and the alternative is shutting it down altogether.  Especially in an arena game, where fights can go several

To quote Pg. 493
As the GM, you should always listen
to reasonable suggestions from the
players – and if you make a mistake,
you should be willing to reverse your
decision. But you are the final authority,
and the court of last resort. If you
make a decision that you think is fair,
and someone insists on arguing . . .
invite him to leave the game, temporarily
or permanently. Games are
fun. Arguments aren’t.

silveroak
player, 26 posts
Sun 17 Aug 2008
at 05:37
  • msg #232

Re: Banishment

Their character challenged my character and I offered to meet them in a week, and took that week to prepare. The other player should have realized that something was up when I asked for a week to get ready...
2l8m8
player, 80 posts
Because somone else got
all the good names first.
Sun 17 Aug 2008
at 07:17
  • msg #233

Re: Banishment

Well, the odd thing is, I was asking him how the rules worked, and not trying to say he was wrong or even that I believe he should change anything. I guess the last straw was when he told me how long a staff was, and I merely mentioned something like "Oh, I thought it was longer" and gave a link to a treatise on the subject showing why I thought that. I also mentioned "It doesn't really matter to me, so long as I get to use the staff skill instead of defaulting to one I don't know." (Because the staff broke, and the shortr piece was short sword skill.) So, I wasn't even questioning him *at all*, let alone arguing, and he told me I was "too argumentative".

Anyhow, I think this subject has been beat to death, thanks for replying. I'm not going back there. And I think I've done pretty well not flaming or calling any names, but I guess I just needed to vent. Thanks.
2l8m8
player, 81 posts
Because somone else got
all the good names first.
Sun 17 Aug 2008
at 14:06
  • msg #234

Arena etiquette

Well, as far as a week's time, that would be  bit odd in an arena. However, it's even odder that the GM kicked you out for something he allowed. Let me guess- it turned into a flame war, and he kicked out the person who was *not* his buddy, instead dumping you.

I try (really hard sometimes) not to flame people when stuff like that happens. In fact, I went back and deleted the less kind things I mentioned about my problem, even though I didn't think they were too horrible. Also, looking back, I don't think the GM was really trying to be mean with usurping the character or trying to make any point, he changed the identity when I askee him if he would delete the character. I think he decided to use a humorous one just to be funny. (Hopefully.) Whether I choose to be insulted by that or not is my view.

Which comes back to avoiding the flame war. Whatever his buddy might have said, you were right according to the GM, and you didn't cheat. I might have requested the GM to ask him to cut it out if he were complaining too much, but mostly ignored him. I was given a piece of advice (I seem to not use enough) when I got married, it applies in lots of situations, though. "You can prove you're right, or you can have peace, but rarely both." And the corollary is, 'How much of a fight is it worth to prove you're right, when *you* already know?'

Although, if I were GM, I would make sure there was a rule about not bringing outside stuff into the arena. Divining his weakness, researching a spell to target it, that would be fine to me, but opening  gate for remote assistance wouldn't. It's almost the same as calling in an artillery strike. Or an air strike. If it were unmanned aircraft, you could go fight with a remote control, and a big shield... So I really agree that it wasn't *fair*, but I also agree you didn't *cheat*, because the GM said you could do it.
silveroak
player, 27 posts
Sun 17 Aug 2008
at 15:12
  • msg #235

Re: Arena etiquette

Nope, no flame war, he just kicked me out for winning in a manner that his buddy considered unfair.
Now if the GM had decided that the arena judges had ruled it cheating that I could have accepted, but he just kicked me off.
Shirogane
player, 23 posts
Mon 18 Aug 2008
at 03:24
  • msg #236

Uh-oh....

After seeing the posts done by 2l8m8 and silveroak about their bad experiences in this site, now I'm beginning to have doubts on joining ANY RP game here.

And to think that I was just accepted into a BESM 3e game recently, even though my character sheet isn't technically finished...

2l8m8
player, 82 posts
Because somone else got
all the good names first.
Mon 18 Aug 2008
at 14:21
  • msg #237

Re: Uh-oh....

Well, don't let my bads influence you. *Most* of the GMs around here are pretty decent. Look no further than Sockpuppet, she's an excellent GM, although I haven't had the pleasure to actually be in her games for long.

You tend to know pretty quickly when you're going to have troubles. During character creation, if the GM starts getting anoyyed at you, then it's probable it will be worse during the game.

This arena game, I made a character with Weapon Master advantage. I was told that Trained by a Master is a pre-req for this. I was also told that the abilities that are in both, do not stack. I asked for clarification, because I couldn't wrap my mind around it. So, you could not learn cinematic skills without trained by a master, no matter what the rulebook said, and you only got 1/2 penalties even though you paid for 1/4 penalties and it does say in the rules that they stack. Getting this clarified apparently annoyed him into thinking I was argumentative, although really I was trying to figure out his house rules. I could tell he was annoyed, and if your GM is doing well with you, you're probably all right. I just happen to get the ones whose personalties seem to clash with mine, I suppose. Don't give up on this site, even if I am... Silveroak certainly hasn't. There will be bad things just like anything in life, but hopefully it's more fun than not. (That's why I decided to frequent some other site, the ratio has just tipped too much the other way.) However it *is* the GM's game to add rules, and that's fine with me, as long as everyone is treated the same. I remade the character, deleting all of the cinematic skills as well as the weapon master; it just wasn't worth the points to go from 20 to 50 on a character that was only 85 to start with. I still managed to max some of the skills to the limit he imposed for starting characters, I just didn't get the extra advantages.

Here's a few things just so you know what I'm talking about:
Trained by a Master: half the penalty for Rapid Strike, or to parry more than once per turn. The GM is free to set prerequisites for this advantage if he wishes. Common examples from fiction include Judo, Karate, Melee Weapon
skills, Philosophy, and Theology. (That these are skills, and we're talking one point of prereqs, not 20 - 45 points.)

Weapon Master: You also have half the usual penalty for Rapid Strike, or to parry
more than once per turn. You may learn any cinematic skill that names this advantage as a prerequisite.
silveroak
player, 28 posts
Mon 18 Aug 2008
at 14:24
  • msg #238

Re: Uh-oh....

PLease keep in mind that is 1 bad experience amongst hundreds of games. Sure I've also had games break up or go quiet from inactivity on me on the board. Happens even more in real life in my experience when you ahve to get everyone in the same room for several hours a week at the same time then somebody gets a ne job, or whatever.
I'm also running over a half dozen games here so please, stick arround, find what you like and if you hit a bad game do waht you would in teh real world, move on and find another game.
2l8m8
player, 83 posts
Because somone else got
all the good names first.
Mon 18 Aug 2008
at 14:27
  • msg #239

Re: Arena etiquette

In reply to silveroak (msg #235):

Ah well. Some people are just wrong. The GM I had problems with may be a bit arbitrary and have other things I don't like, but he did seem to be fair, and treat everyone by the same rules. Ones I don't argee with, and might need to have explained a couple of times because I was interpreting them my way, but he did enforce them equally for everyone I saw. Then again, I don't think he had any friends in the gmae to be prejudiced toward, it could have happened.

I just think the GM should never have allowed it, if it was such a bad thing. I mean, his buddy was going to get meared, that should have been obvious. But like I said, in an arena challenge, to me it's a given that outside stuff isn't allowed. If it were a knife fight, and someone handed a combatant a sword, that would be cheating, why would grabbing a *big* weapon from outside be any different? *If* I allowed you to do it, and I might but I'd warn you first (your character should know the rules even if you don't), I'd probably say you cheated and give you the in game penalties for that happeneing. Perhaps, if you killed the guy, paying for his ressurection. Making you indenturing to pay it off if you didn't have the money, even.
Shirogane
player, 24 posts
Tue 19 Aug 2008
at 13:14
  • msg #240

No Worries

No worries, guys. =^_^= I haven't given up on this site at all. =^_^=

Well what can I do? If I wanted to play using the GURPS system, I can only do it online, as my peers don't play GURPS at all, only DnD & Amber Diceless...

2l8m8
player, 84 posts
Because somone else got
all the good names first.
Tue 19 Aug 2008
at 21:15
  • msg #241

Re: No Worries

Honestly, if you don't mind the atitude, and perhaps explain you're a noobie and want to ask a lot of questions, the arena game might be a good place to learn. The worst that will happen is you get kicked out. ;-) And if you do, don't take it personally. Like I said, he is pretty fair, with the game, anyhow.

I don't know if you've played any arena games, but the rules tend be fairly strict, and there's obviously nothing but combat. There's a tiny bit of roleplaying in this game, but still it's a game meant to go fight, and nothing more. I would suggest uploading the map to your PC so you can look at it whenever you want, it's a bit handier that way.
Morennyn
player, 1 post
Fri 22 Aug 2008
at 00:55
  • msg #242

Re: Uh-oh....

In reply to 2l8m8 (msg #237):

This arena game, I made a character with Weapon Master advantage. I was told that Trained by a Master is a pre-req for this. I was also told that the abilities that are in both, do not stack. I asked for clarification, because I couldn't wrap my mind around it. So, you could not learn cinematic skills without trained by a master, no matter what the rulebook said, and you only got 1/2 penalties even though you paid for 1/4 penalties and it does say in the rules that they stack.

Just curious about the rules in 4th edition.  Im sure that weapon master does not require trained by a master as a prereq, but that is up to the GM for balance ultimately.  I am wondering however where you read that the penalty reductions stack?  Where it discusses the penalty reductions for multiple attacks says half the penalty from one or the other, not one and the other.
2l8m8
player, 85 posts
Because somone else got
all the good names first.
Fri 22 Aug 2008
at 08:13
  • msg #243

Re: Uh-oh....

It never says one or the other. It does only mention it one at a time, but does not exclude them.

I believe I was reading the SJ forums, and Dr. Kromm said they stack. I can't recall exactly, but I'm pretty sure that was where.

So technically, I believe you are correct, it does not say that in the rules. It was the GM's call that his game worked that way, you needed one to get the other, and the penalties did not stack. However, at an 85 point character, there just wasn't room for a minimum of 50 points for those two attributes. Not in my opinion, anyhow. And I don't believe it was worth it for the 30 points, either. I tried the 20 points (one weapon), but that's when I found out the 30 points was a pre-req. (It was mentioned somewhere, but like I said, I just didn't get it.)

It does mention the reductions stack for fencing, so I suppose if you have both plus fencing, you can have 1/8 penalties for rapid strike and multiple parries. Add dual weapon attack and off-hand training, you can get 5 attacks for -3, not bad. Of course it costs a lot, minimum of 56 points.

Hey, here's a question. I read in Martial Art about using multiple attacks with thown weapons. They mention using dual weapon attack, and getting a minus based on each hand, ie 2nd attack primary hand is -6, 2nd attack off hand is also -6 (not -12), for a total of 4 attacks (this doesn't count off hand, dual weapon, or other penalties). I interpreted the basic book 'trade one attack for a rapid strike' to mean you can only trade one of your two attacks. I guess this clarifies that to mean trade one attack, and then you can trade the other one, too, if you feel like it. Right? Or am I missing something somewhere?
silveroak
player, 29 posts
Fri 22 Aug 2008
at 13:17
  • msg #244

Re: Uh-oh....

Actually martial arts p. 48 says that the rapid strike divisors and rapid parries do *not* stack
Ceredyn
player, 20 posts
Fri 22 Aug 2008
at 13:41
  • msg #245

Re: Uh-oh....

Jeepers, 2l8m8. I didn't think it necessary to burden the other Loungers with our differences by airing them publically. But if it gives you some satisfaction to do so, at least I should respond...

In my defense, I have in the many years of participating on RPOL and Playbyweb, only booted 3 active players from my games. Certainly I have booted inactive players who were slowing down the games. I try to always make it quite clear what the posting rates are and the consequences of not sticking to them. But in the nearly 8 years of running games I can think of only 3 active players whom I removed from my games.

I do not boot players lightly.

I do not boot players for 'asking too many questions', either. I'm sure there are a number of active players in my games who can attest to that! lol  Does it sometimes get frustrating for a GM to have to answer gazillions of questions each and every turn? Sometimes. Not always. Often its only a matter of attitude that makes the difference.

In your case, your attitude and tone were adversarial and I realized very early on that you were not someone I wanted to play with and I exercised my option of making you a non-player.  Maybe there was some kind of breakdown in communication due to texting versus face-to-face interaction. Maybe you didn't 'mean' to communicate your tone in the manner I read it. But when comparing it to the other players' pleasant, cooperative, good-spirited interactions, I found yours to be unpleasant, whiny, argumentative. It was clear you didn't particularly like me or my GMing style. It was also clear neither of us was fulfilling the other's needs, so I felt compelled to put an end to our short lived relationship.

Without boring the Loungers with each and every thing you said that added to my ultimate decision to remove you, I can say that I was turned off immediately by your Request to Join.  It appeared to me you were joining for the sole purpose of getting the free PDF of Martial Arts I was offering. When I explained that I was offering the PDF only as a reward to existing players who, over time, earned enough points to add to Tactics Skill, you seemed miffed.

After Freddie parried the pouncing Pirate, and you cried foul, I did some research and concluded you were right and I was wrong. Yet, notwithstanding me catching the error, the dice still rolled that your staff broke. You seemed miffed by the fact that your staff broke, that the staff broke into two pieces, and that the staff was perceived (in my mind) to be a 6 foot staff.  In Gurps a staff is a 2 hex reach weapon. One hex is 3 feet and hence two hexes is 6 feet. That's how I determined the length. You wanted your staff to be 8 to 9 feet long. Even if your staff WAS 9 feet (ie, 3 hexes long), the Gurps rules say its a 2 hex (6 foot) long weapon. You even said there was "no reason" the staff broke into two pieces. I'm no technician in tensile strength of hardwood staffs, but I think its safe to say that if a staff broke from batting some great force into a flying body, it would probably break in two. Sure, I could have made it break in three pieces, or four or ten...but I just didn't think to do that. As it turned out, there was a 4 foot section of staff laying in the dirt that you could have wielded without penalty. I also, in pointing out my error, added the parrying damage to the Pirate to be fair.

I have no intention of extending this conversation any further from my point. I only did so to let the Loungers see my side of the story seeing you wished to argue publically.

Suffice to say there are some people who like my GMing and there are some who don't. That's the joy of having so many GM's available here on RPOL. There's something for everyone here.

I personally hold no ill will toward you. I'm just not interested in playing with you.
This message was last edited by the player at 13:47, Fri 22 Aug 2008.
2l8m8
player, 86 posts
Because somone else got
all the good names first.
Fri 22 Aug 2008
at 15:09
  • msg #246

Re: Uh-oh....

Well, that's fine. I hope there's no hard feelings. The thing that annoyed me the most was you taking the character over, kicking me out, and not even saying anything about it to me. You'd think you'd let me know if you have a problem, but I guess not.

Here's a few points that might have been mistaken, on both of our parts:
The 'no reason' was because I didn't realize he was doing a slam, whaich has quite a different modifier than a grapple (which the player stated he was doing, and may be completely correct for my third person view, so long as he told you privately the correct maneuver).
The PDF would have been nice, although I was interested in trading for it. I wouldn't say 'miffed' so much, as disappointed there was one & only one method you wished to share it. I have gotten that particular book, before the completion of that character's creation, in fact. Probably better anyhow, copyright rules and all.
I believe there was some breakdown in communication. I never complained about the length of the staff, I merely mentioned what I thought it was. At 4 feet, it could easily have been broadsword skill, which is what I was worried about. You were letting me use staff skill, and that's all that mattered, and I said so. I merely included some historical reference so you could see why I thought the staff was longer. As for reach, rapiers are not 6', yet have 2 heach reach. Halbers are not 12', yet have 3 hex reach. So while it is a rough idea, the weapon length is not tied exactly to the Reach stat.
Shirogane
player, 25 posts
Tue 26 Aug 2008
at 18:25
  • msg #247

More Character Creation Options

A rather basic question, but necessary nevertheless.

Exactly how do YOU create a character in GURPS? No, I don't mean the mechanics of character creation, how to spend your points, blah blah blah. What I mean is how do YOU really create a character that's fit to a campaign, and to yourself?

Because whenever I look back at my previous creation attempts, I finally realized that I'm spending my points willy-nilly with random result, and hope to play soon. Now I finally realized that there's still more depth to it than simply creating a "powerful" character.

But it gets too hard, as it's easy to lose yourself due to the LARGE possibilities available to you. In other game systems (d20, to be exact), it's rather easy. Pick a class, roll your stats, that's it. But it GURPS, there's no classes, nor even template guidelines for beginners (at least, that's what I saw in the book), so it gets really hard to create a character concept from there.
silveroak
player, 30 posts
Tue 26 Aug 2008
at 18:31
  • msg #248

Re: More Character Creation Options

You may not have a class, but you should have some sort of guideline- what they do, what people's first impression of them might be.. personally I use the GCA so it's easy to toss teh numbers arround as I see teh overall character coming into shape. It's a bit like artwork that way...
Boston_Jp
player, 16 posts
Tue 26 Aug 2008
at 20:17
  • msg #249

Re: More Character Creation Options

Game world...


It's 2008, but a 2008 different than in our world. Magic and technology co-exist. The world is divided into haves and have nots. Certain bloodlines allow people to do magic. Guilds like the corporations wield enormous power.


Let's see... my first step will be to come up with the hook.

I like the idea of someone that's magically null in a mana world. He's going to need an edge, so he'll probably be good in a fight.

From there, I've got the idea. He's a detective. He's good with with people in a rough-hewn sort of way.

Now it's just a matter of running the numbers.
2l8m8
player, 87 posts
Because somone else got
all the good names first.
Tue 26 Aug 2008
at 21:34
  • msg #250

Re: More Character Creation Options

Yeah, I like the 'hook' and 'first impression' ideas. I'm similar, but I tend to go at it backward, simply because it makes it easier.

Here's my (always modified as I rarely do it exactly the same) general way:
I figure out what sort of guy I want. Perhaps some hi-tech guy would be a mechanic / engineer type, or fantasy might be a mage, etc. That gives you a real general idea of what you're going to want.
I use GCA, like mentioned because you can see what's happening, spend time on creating instead of having numbers floating around that don't create a picture.
So you've already got some things you'll need. I start here with abilities and advantages, because they're the most expensive. Around this time, I start getting a little more idea of individualizing. Let's use the mage for an example from here on in. I'll need IQ, magery, and a decision whether to be a fighter or not. Buying IQ up to 14 or 16 (depending on campaign points, of course) is probably going to be too high, but I do it anyway so I have those 'reserved'. It's much easier to trim down, than pump up later. I think I'll go with a non-fighter, strictly spell casting. We'll go with a stereotypical Raistlin mage, excellent spell caster but lousy at just about everything else.

When you make that decision, it really narrows your focus. If you can narrow things down a lot like that, it makes it way easier. I pretty much eliminated all but the very basic combat skills, suddenly got a whole slew of disads I could pick, and have one major area to be an expert in, all in one fell stroke. You may not want to narrow down this much, but I find if you have a fairly balanced party, you can do it without much trouble.

So, we buy some health disads, sickly kind of guy might simply be a low HT, but there's all sorts of things. Even a dependence on a certain medicine / potion is appropriate. I like to get the disads in right when I'm firming up the individuality of the character, it helps to get the concept tighter in my mind.

Now, obviously there's some things you're going to want to do. I tend to go through the list (on GCA) and pick all of the advantages I might like, sort of a wish list. Then I do the same for skills. Checking back on the stats, I make sure the abilities are bringing the skills about where I them to be.

Now, I'm sure to be way over the point total. I start deleting things, I might get rid of that chemistry skill, since the GM would probably allow some sort of magery roll at a minus. I see what pre-reqs the spells need, and probably drop the IQ and magery, because as I've said, I always buy more. Now, it's time to decide: A lot of spells, or a few spells at a really good roll? I try to get a lot of spells, nd then see how high I can get the roll for all of them. If you have 30 spells, a +1 for each is 30 points. +1 IQ, which gives +1 for each, is only 20 points, and mgery giving +1 for each is only 10 points. Needless to say, I'm frequently asking the GM what the limit on magery is. (Standard in the books is 3 levels).

Eventullay, you'll bring the points down to where they need to be, and you'll be paying a lot of attention to what you really want / need, as opposed to what you think you want / need. That's mostly why I buy a lot, and boil it sown, so to speak. You tend to distill the character a lot. However, you need to be careful to want stuff out of your area, too. A mage who doesn't know how to read, can't throw anything (including a missile spell), and has absolutely no defense probably isn't a good idea.

Hope this helps. ;-)
silveroak
player, 31 posts
Wed 27 Aug 2008
at 00:14
  • msg #251

Re: More Character Creation Options

There are also some 'magic numbers' to keep in mind: 12 is competant, 14 professional when it comes to skills. 15 is the magic number for magic, which means IQ+magery of 17 is ideal (1 point in a spell gives you 15). So if I am making a mage and it is a low to medium point game *and* teh GM allows it I take IQ:12 (40 points) and magery:5 (55 points), however frequently GMs put a cap of 3 or 4 on magery so you have to buy up your IQ to compensate.
For stats ask yourelf 'what is he generally good at' and if teh answer is more narrow than a stat plan on buying a tallent as well- they are cheaper and more focused and most of them have a secret point break where a single skill they modify has multiple uses: such as engineering which has required specializations.
2l8m8
player, 88 posts
Because somone else got
all the good names first.
Wed 27 Aug 2008
at 12:50
  • msg #252

Re: More Character Creation Options

Also, I forgot to mention defaults. If I want a character to have some thiefly abilities, for example, but not be the specialist, I like to buy sleight of hand. Pick pockets and holdout both default to this, and an interesting thing is that holdout is IQ while sleight of hand is Dx based. That means you can get a good holdout with a lousy IQ that way.

Weapons are another one with lots of defaults. You want to be decent with broadsword, and ok with shortsword? Well, shortsword defaults to broadsword (I think it's -3). So you don't need to buy all of the skills you think you want to be marginal at, just take a look at defaults.
Ceredyn
player, 23 posts
Fri 29 Aug 2008
at 13:37
  • msg #253

Re: More Character Creation Options

Here at work without rulebooks.

Scenario:

Joe and Fred are 1 hex apart.
In round 1 Joe feints Fred successfully.

In round 2 Fred realizes he's been feinted so moves backward 3 hexes so he's now 4 hexes away from Joe. Joe runs 3 hexes forward and attacks.

Question:  Does the feint in Round 1 still have its effect against Fred's defenses in round 2?

Thanks for your help.
Morennyn
player, 2 posts
Fri 29 Aug 2008
at 13:44
  • msg #254

Re: More Character Creation Options

BS pg. 365

"If you make your roll, and your opponant fails, subtract your margin of success from the foes active defense if you attack him with Attack, All-out-Attack, or Move and Attack on your next turn."
Ceredyn
player, 24 posts
Fri 29 Aug 2008
at 13:50
  • msg #255

Re: More Character Creation Options

Right, but doesn't the rule usually say the feint is only good from 1 hex away?  Not sure where I saw that.

In other words, does a victim of a feint negate the feint by moving further than 1 hex away from the feinter?
Morennyn
player, 3 posts
Fri 29 Aug 2008
at 14:07
  • msg #256

Re: More Character Creation Options

Not sure, I don't remember reading anything like that.

The quote I just posted includes the move and attack maneuver which requires movement beyond a step.
Morennyn
player, 4 posts
Fri 29 Aug 2008
at 15:09
  • msg #257

Re: More Character Creation Options

Same page further down.

"However, if your foe runs away, turns his back on you, or loses sight of you in some way after you successfully feint, he will still suffer his defense penalty if you attack him on your next turn."
Ceredyn
player, 25 posts
Fri 29 Aug 2008
at 15:11
  • msg #258

Re: More Character Creation Options


Ah! That's perfect and exactly what I'm looking for. Thanks Morennyn!
Ceredyn
player, 26 posts
Fri 29 Aug 2008
at 16:38
  • msg #259

Re: More Character Creation Options

(sigh)...

I have a player wanting to try out a concept that challenges me.

He wants to name his character Mr. Potato Head.  He wields a potato-peeler as a weapon. He said his main tactic will be to peel the skin off his opponent's shins.

I am assuming a potato-peeler would be treated as a poor-quality knife (from a skill standpoint). I wonder what kind of damage a potato-peeler wielded in the above fashion, would inflict? 1d-10?
Ceredyn
player, 27 posts
Fri 29 Aug 2008
at 16:53
  • msg #260

Re: More Character Creation Options

Oh cripes! Now he wants to employ Dual Weapon Attack, using the potato peeler in his right (on hand) and a potato-masher in his off hand.
ToughCookie
player, 6 posts
Fri 29 Aug 2008
at 17:40
  • msg #261

Re: More Character Creation Options

1d-6 skinning and blunt bashing both, I'd say. Realistically speaking, potatoe peeler cuts are painful, but hardly damaging. I assume if you really skillfully removed most of the skin along the shin, there'd be a good sized wound, though.

I'm not even going towards how stupid that is, but we all had to improvise weapons in our roleplaying careers, didn't we? :P
Ceredyn
player, 28 posts
Fri 29 Aug 2008
at 17:45
  • msg #262

Re: More Character Creation Options

True, one Spy I played had to kill a man with a Barbie Doll leg.
Morennyn
player, 5 posts
Fri 29 Aug 2008
at 17:52
  • msg #263

Re: More Character Creation Options

Maybe if he were a submission wrestler of some sort he could pin his opponants and slowly skin their shins until they cry uncle. Some variant of arm lock and applying pain vs damage?
silveroak
player, 32 posts
Fri 29 Aug 2008
at 19:22
  • msg #264

Re: More Character Creation Options

Essentially a potato peeler is a poor quality very small knife with a safety guard to make it very difficult to hurt yourself *or* use it as a weapon. I'd say make them use knife skill at -9 and damage if they hit is 1d-5.
A potato masher is a cheap club...
2l8m8
player, 89 posts
Because somone else got
all the good names first.
Sat 30 Aug 2008
at 00:23
  • msg #265

Re: More Character Creation Options

Or, you could just tell him it's a *Potato* peeler, and really doesn't work well on skin. Tell him it'll do 1 point, minus armor or toughness. Maybe he'll get the idea it's a poor weapon choice? (Thats the same as 1D-5 or 6, isn't it? I think there's a min of 1.) Also, potato masher would be 'cheap' and light for purposes of parrying / breakage, I've bent them using them for actually mashing potatoes... (Is there an 'E' in that? Where's Dan when you need him?)
ToughCookie
player, 7 posts
Sat 30 Aug 2008
at 08:49
  • msg #266

Re: More Character Creation Options

Oh my damage selection is based on a mousebite (which I seem to remember to have found on a sidebar in the 3rd edition basic book somewhere).

I think the potatoe peeler will deal at least as much damage as a mousebite (minus the risk of rabies or whatnot, usually). Depending on the make and model, damage could be a lot worse.

With something like this http://www.falko.de/shop/popup...a7212bde70b4cb38d7ba I'm tempted to make it a funcion of basic thrust, really.

A strength 20 attacker could use that to kill someone - probably not using the normal "peeling" functionality, but it's a pointy metal object. Much like.. say.. a fountain pen or a letter opener.
pesterfield
player, 34 posts
Mon 8 Sep 2008
at 02:37
  • msg #267

Re: More Character Creation Options

Anyone have a supers game planned? I've been looking for something to use that 500 point super mage in. Actually with some tweaking the template would probable be good for standard fantasy as well.

Speaking of magic, does anyone have Thaumatology yet? What do you think of it?
This message was last edited by the player at 02:59, Mon 08 Sept 2008.
silveroak
player, 33 posts
Mon 8 Sep 2008
at 15:02
  • msg #268

Re: More Character Creation Options

I still have my playtest copy, not sure what has been changed since then. Most of it was pretty good, though there was a lot that was lifted from 3rd ed without enough effort being put into 4th ed adaptation when I looked at it. (my understanding is that unlimited mana was transplanted with no adaptation for energy pools or black contracts or other additions to the magic system in 4th edition, which opens up huge rifts of potential abuse... especially since the rules for black contracts are being expanded for non-demonic contracts of a similar nature (unless that got cut). But in general it is a good book.
I do have a couple of supers games running but nothing you could use the mage template in... it does assume a few varient rules in it's construction...
pesterfield
player, 35 posts
Mon 8 Sep 2008
at 16:47
  • msg #269

Re: More Character Creation Options

The only variant that really jumps out is the new wildcard, Magic!, what else?
2l8m8
player, 90 posts
Because somone else got
all the good names first.
Mon 8 Sep 2008
at 23:39
  • msg #270

Re: More Character Creation Options

There's one on PbW, but not only does it have a mage already, it's 3E. It *is* a 500 point supers game that allows mages, though...
silveroak
player, 34 posts
Tue 9 Sep 2008
at 14:51
  • msg #271

Re: More Character Creation Options

It assumes the GM allows power reserves for magic (power reserves are technically an alternate rule, though one fairly widely used)- I don't in most fantasy games, and that the mana level is normal, which is not true for most of my supers games. Plus the Magic! wildcard skill is a pretty big assumption.
pyrosorc
player, 5 posts
Tue 9 Sep 2008
at 19:07
  • msg #272

Re: More Character Creation Options

on the potato peeler: I'd probably say that it does actual damage (because you can scrape at someones leg with it for quite a while without really threatening their life).  However, roll.. perhaps 1d-4 and treat it as damage for purposes of pain/shock only.

Obviously, if somehow the character manages to get into a situation where the peeler becomes obviously lethal against all odds, then adjust accordingly.
Ceredyn
player, 29 posts
Mon 22 Sep 2008
at 13:50
  • msg #273

Re: More Character Creation Options

Does anyone know the email address to Dr. Kromm?
silveroak
player, 35 posts
Mon 22 Sep 2008
at 14:21
  • msg #274

Re: More Character Creation Options

seanm.punch@sympatico.ca
Ceredyn
player, 30 posts
Mon 22 Sep 2008
at 14:26
  • msg #275

Re: More Character Creation Options

Thanks Silv
Bai Shen
player, 27 posts
Tue 25 Nov 2008
at 00:20
  • msg #276

Setting reviews

I'm working on creating my own setting for GURPS Fantasy.  I was wondering if people were interested in taking a look at it and giving feedback?
Nyctomancer
player, 6 posts
Tue 25 Nov 2008
at 01:34
  • msg #277

Re: Setting reviews

Bai Shen:
I'm working on creating my own setting for GURPS Fantasy.  I was wondering if people were interested in taking a look at it and giving feedback?

Of course.  I'd be interested in seeing it and I'm sure other would as well.  What kind of community would we be if we weren't interested?
silveroak
player, 36 posts
Tue 25 Nov 2008
at 20:22
  • msg #278

Re: Setting reviews

thinking- do I want to see the setting or keep the option of being suprised if I play it?
Bai Shen
player, 28 posts
Wed 26 Nov 2008
at 02:59
  • msg #279

Re: Setting reviews

Cool.  I didn't want to just start spamming stuff in here if people weren't interested. :)  Right now my two biggest issues are names and maps.  I suck at both. :)

What would y'alls suggestion be to disseminate it?  I'm working on putting it up in a wiki right.  I don't wanna do a bunch of spammy messages here, so should I just give a link to the wiki?  What do y'all think?

TIA.

PS As for playing it, it wouldn't happen here, silveroak.  RPOL is a cool site and I'm glad it exists, but I've sadly come to the conclusion that any sort of play by post/email game is just not for me.  I've tried a lot of them, both as a player and GM, and they never work out.  I've moved to doing realtime games using voice chat.
silveroak
player, 37 posts
Wed 26 Nov 2008
at 13:10
  • msg #280

Re: Setting reviews

If I had more gamers where I live I might agree with that sentiment. So bring on the setting, let's see if we can help.
Mad Mick
player, 2 posts
Wed 26 Nov 2008
at 14:59
  • msg #281

Re: Setting reviews

Sure, give us a link.
Ryukendo
player, 1 post
Thu 27 Nov 2008
at 22:17
  • msg #282

Uhmmm...

H...hi, guys. =^_^=

As you can see, I'm new around here, and I just wanted to start off by saying that I came here to learn more about GURPS and roleplaying in general.

You see, GURPS is an interesting system for me, but none of my acquaintances here are willing to try it out, referring to their past experience that their GURPS game only lasted for...one day, before cutting it short.

DavePeev
player, 11 posts
Fri 28 Nov 2008
at 02:06
  • msg #283

Re: Uhmmm...

Well, I am a long time GURPs player, and back when I had local groups, we had individual games last 4 years, and the group in general last for 12 years. So its defenitely not intended to be a one night stand.

However, all said, it is a complicated and involved system, because it is modeled on realism. You train individual skills, rather than all going up at once based on 'levels'.

Given the very slow pace of forum play, it takes a hecka lotta patience and dedication to learn this way. Its much easier and more rewarding in a tabletop group.
Amara
player, 7 posts
A cute, cuddly , furry, 
black ball of Death
Fri 28 Nov 2008
at 09:25
  • msg #284

Re: Uhmmm...

Another long time GURPS player here and I agree tabletop is a great way to learn to play this system. However learning to play online is not impossible. With the right GM running a beginners game your knowledge of the system can grow quickly. Patience and dedication will come in handy but there should be lots of fun along the way.

As for learning more about role-playing, the fact you’re open to improvement is very encouraging. Things don’t always happen overnight here on RPoL. Just hang in, give it time and the right game will appear. Or if you want to give it a little push, drop an ad in the Wanted-GM's forum.
Bai Shen
player, 29 posts
Sun 30 Nov 2008
at 21:14
  • msg #285

Setting reviews

So I finally got some of my setting up and posted.  Unfortunately, it seems like what's in my brain doesn't like the transition to the wiki. :(  The link is here.

http://www.cyrrin.com/gaming

Click on the Kingdom of Heaven link under GURPS.  I'm not happy with the name, but I haven't come up with a better one.

Any suggestions relating to any part of it are welcome.  I'm adding more stuff as I can, but I'm trying to figure out the best organization of the information.
Bai Shen
player, 30 posts
Tue 2 Dec 2008
at 00:44
  • msg #286

Re: Setting reviews

Okay, it turns out I have a specific question I need answered.  I've worked out details for a half-celestial race(children of the gods, basically), but I'm having trouble figuring out ads/disads for them.  I'd like to have a decent selection and allow the player to pick 10-20 points out of the list, but I've run out of ideas for them.  I don't want to make them standard(which is what I have now), because then every half-celestial of that god will be rather cookie cutter. :(

Oh, and what supernatural/exotic ads would you recommend for the child of the goddess of feasts?  I'm thinking kind of like Dionisius but not focusing as much on alcohol.
silveroak
player, 38 posts
Tue 2 Dec 2008
at 13:28
  • msg #287

Re: Setting reviews

create food is an obvious one though I don't like the current rules when it comes to consumables (perhaps allowing them to get an income based upon create rather than having to invest and lose points), doesn't eat with a special effect that they always seem to be eating (pulling some food item from somewhere that doesn't require any real world orrigins), gizmo limited to food, detect (food) or other forms of detect for foodborne illness or poison...
Bai Shen
player, 31 posts
Tue 2 Dec 2008
at 19:55
  • msg #288

Re: Setting reviews

Create food, etc are spell, though.  I would prefer to avoid duplicating spells, since that would be the domain of the preists.
pyrosorc
player, 8 posts
Wed 3 Dec 2008
at 03:37
  • msg #289

Re: Setting reviews

i like the doesnt eat suggestion
silveroak
player, 39 posts
Wed 3 Dec 2008
at 13:21
  • msg #290

Re: Setting reviews

 The children of gods are forbidden powers that replicate the spells of their priests? Seems a bit arbitrary to me...
Bai Shen
player, 32 posts
Thu 4 Dec 2008
at 19:20
  • msg #291

Re: Setting reviews

Well, the priests get the food spells.  I want to avoid duplicating things.  Since if one were to be a child and a priest, then they would have the same thing twice.

Also, I think I'm gonna use threshold magic for priests.  I'm trying to figure out how to work holy symbols, etc in.  I'm thinking maybe a +1 skill if the caster has his holy symbol while casting?
silveroak
player, 40 posts
Fri 5 Dec 2008
at 16:45
  • msg #292

Re: Setting reviews

or buffer items can only be enchanted onto holy items.
Ninja D!
player, 1 post
Thu 18 Dec 2008
at 10:37
  • msg #293

Re: Setting reviews

I'm going to be running a Black Ops campaign early next year, using 4e rules. Would anyone here be interested in that?
DavePeev
player, 12 posts
Thu 18 Dec 2008
at 15:53
  • msg #294

Re: Setting reviews

In reply to Ninja D! (msg #293):

Yes - however I don't own the books for it. Just the Basics.
So if you are prepared to deal with a lot of the specialized things, I'm on.
Ninja D!
player, 2 posts
Thu 18 Dec 2008
at 18:46
  • msg #295

Re: Setting reviews

I'd bet a lot of the people that will want to play won't have the book since it is out of print. I will be posting a lot of background information because of that fact. Some will even come straight from the book.
pyrosorc
player, 10 posts
Fri 19 Dec 2008
at 17:00
  • msg #296

Re: Setting reviews

I'd be potentially interested, but I've never actually played 4e, only 3rd, so I might need a hand adjusting to the changes
silveroak
player, 43 posts
Sat 20 Dec 2008
at 16:34
  • msg #297

Re: Setting reviews

I've been in one game like that which fell appart rather quickly- I'd make sure you put some real time into the conversion from 3rd to 4th ed. I think the failure to do that was the first thing that went wrong with the other game.
Ninja D!
player, 3 posts
Sat 20 Dec 2008
at 19:33
  • msg #298

Re: Setting reviews

I am. It won't be exact but I don't want it to be, either. It will be less cinematic and I will be doing things my own way but I've worked out templates and things. I will also recruit plenty of players, knowing some won't last, and have NPCs fill any gaps.
Bai Shen
player, 34 posts
Sat 20 Dec 2008
at 23:54
  • msg #299

Re: Setting reviews

silveroak:
or buffer items can only be enchanted onto holy items.


Huh?  Not quite sure what you mean by this.
silveroak
player, 44 posts
Sun 21 Dec 2008
at 04:07
  • msg #300

Re: Setting reviews

In unlimited mana instead of power stones you have buffer items, if the buffer items have to be holy symbols...
Sockpuppet
GM, 28 posts
And to think I almost
put something witty here.
Thu 25 Dec 2008
at 04:19
  • msg #301

Re: Setting reviews

   HAPPY :)
  <3 HOLIDAYS!
          /\
      __  \/  __     _\/_              _\/   \/_
      \_\_/\_/_/      /\        _\/_    _\   /_
         \xx/                    /\       \_/
       __/xx\__                      ->->->_<-<-<-
      /_/ \/ \_\                         _/ \_
          /\            _\/_            _/   \_
          \/             /\     _\/_    /\   /\
                                 /\
       _
      (_)

               /`\
              // \\
              // \\                                /`\
              // \\               /`\             // \\
              // \\        /`\   // \\     /`\    // \\
              // \\       // \\  // \\    // \\   // \\
              //_\\       // \\  //_\\    //_\\   // \\
   ..;;..     .;;;.     ... _\\  ..;;..    .;;... //_\\
**`````````**```````***`````****````````**````````*****
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Veronica
Silvaraven
player, 1 post
Sun 4 Jan 2009
at 15:41
  • msg #302

Re: Setting reviews

Hello everyone,

I am Silvaraven, a GURPS 4e player and an aspiring GM. Nice to meet you all!
Irishman
player, 1 post
Sun 4 Jan 2009
at 17:14
  • msg #303

Re: Setting reviews

Hello Silvaraven. I'm another newbie to the group, so hi everyone.
Silvaraven
player, 3 posts
Sun 4 Jan 2009
at 20:06
  • msg #304

Re: Setting reviews

Hey Irishman, check my game, it may help you get a grip of GURP's combat system. Don't expect gritty realism though.
Ninja D!
player, 6 posts
Sun 11 Jan 2009
at 17:13
  • msg #305

Re: Setting reviews

If anyone may still want in, I am running a 4e GURPS Black Ops game.

link to another game
Ninja D!
player, 7 posts
Tue 13 Jan 2009
at 11:18
  • msg #306

Re: Setting reviews

Has anyone here run a GURPS Black Ops game before? If you have, what kinds of resources did you use outside of the GURPS Basic Set (and Compendia, for 3e) and the GURPS Black Ops book did you use? What did players like? What did they dislike? Did you have any ideas that you never tried but would share now? Did you keep any notes in a format that you could make them available to me now? I want to run the best game I possibly can.

Next, has anyone here played in a GURPS Black Ops game before? What did you like about it? What didn't you like? What would you have liked to see happen or be done differently?

Also, if anyone wants to join my game as a lurker, they are welcome to do so. There may even be the chance for lurkers to play NPCs, if they would like.
Irishman
player, 3 posts
Sun 25 Jan 2009
at 19:56
  • msg #307

Re: Setting reviews

I notice there is not much happening around here, so in the interest of starting some conversations, I'm going to pose this question to everyone.

What's your favourite GURPS supplement?

I'm going to go with the old GURPS Celtic Myth book, as the setting was different to what you would expect of the fantasy genre, and there was lots of research for portraying realistic Celtic societies as well as mythical heroes. And it's nice to Ireland featured so prominently in a role playing supplement.

To Ninja D: Sorry, I have no experience of Black Ops so I have nothing to offer about the setting.
DavePeev
player, 13 posts
Sun 25 Jan 2009
at 21:50
  • msg #308

Re: Setting reviews

I've played in Fantasy quite a lot (Yrth with Magic, Grimoire).
Also played a lot in Space (which needs Ultra-tech and Vehicles to pep it up).
I ran several alternate history timelines, which used HighTech and bits of Old West, one game also added bits of Rifts.
All those mentioned were tabletop campaigns lasting several years.

On-line, I guess I'm fairly dissatisfied. Burnt out. Hard to feel the vibe.
Ninja D!
player, 8 posts
Mon 26 Jan 2009
at 02:12
  • msg #309

Re: Setting reviews

My favorite supplement would have to be Black Ops. A distant second, I think, would be the Action! series, followed by Covert Ops.
Boston_Jp
player, 18 posts
Tue 27 Jan 2009
at 02:53
  • msg #310

Re: Setting reviews

I always liked Super Temps. That's always been my favorite silly supplement.
Ninja D!
player, 9 posts
Tue 27 Jan 2009
at 12:22
  • msg #311

Re: Setting reviews

In case you all hadn't heard about it, there is a group here on RPoL that has been created to teach new players the game. Some people are even running learning games in it. A noble cause, I would say.

link to another game
Digital Mastermind
player, 1 post
Thu 29 Jan 2009
at 02:03
  • msg #312

Searching for a home

I've been searching for a super hero based, or somewhat day to day living simulation with GURPS 4E.  Regardless of which or what genre/setting they're placed in, I had a few character concept ideas I'd like to work through in painstakingly rich detail.  The hero/villain/supporting role concept that won't get out of my head is the crippled scientist with no powers whatsoever but has such vision and engineering excellence implimented that the resulting technologies are more than influential, etc etc.  I can play solo, with others, on a team, etc, the concepts are all maleable.
Mad Mick
player, 4 posts
Thu 29 Jan 2009
at 03:34
  • msg #313

Re: Searching for a home

GURPS: Stephen Hawking!
Digital Mastermind
player, 2 posts
Thu 29 Jan 2009
at 15:00
  • msg #314

Re: Searching for a home

Almost.  Concept revolves around a neurosurgeon who's crippled in a tragic accident and returns to work with a zeal.  S/he advances the sciences of prosthetic replacements and the way they communicate with the body, in addition to brain manipulated electronics to restore control, sight, memory, etc.  During the process of this work the character has to delve into other sciences such as nanotechnology.  Mind you the scientist is holding two careers actively, one where public work is done on important cases around the country but mostly in New York, but more secretly, working for the Department of Defense on new remote controlled/neurally controlled interfaces etc etc.
Boston_Jp
player, 19 posts
Fri 30 Jan 2009
at 13:06
  • msg #315

Re: Searching for a home

Sounds interesting.
kurlumbenus
player, 1 post
Fri 30 Jan 2009
at 19:50
  • msg #316

GURPS DnD

I've got a thread up in Game Proposals about this, but I thought I'd bring it up here for some more in depth GURPS discussion of the subject.

Basically I'm looking to run a game set in one of TSR's old settings - mostly to get some use out of all the books in my garage.  I've done this twice before, setting the game in Greyhawk and the Forgotten Realms, and have a full set of rules/conversions written up.

I'm not using Dungeon Fantasy, because even when I ran DnD back in the day, that wasn't the 'feel' I went for.

This time around I'm looking to either reprise Greyhawk/Forgotten Realms, or move into a new setting.

Ravenloft, Dark Sun, Mystara, Al Quadem - I suppose I could also manage a GURPS Planescape game, but I'm a little planescaped-out at the moment.
This message was last edited by the player at 19:50, Fri 30 Jan 2009.
Mad Mick
player, 5 posts
Fri 30 Jan 2009
at 23:26
  • msg #317

Re: GURPS DnD

Hey, don't worry about the Planescape setting, man.  If you ever feel like returning to it, though, let me know.

I'd put in a vote for Ravenloft or Dark Sun, actually.  I never played a campaign in either (our games were always homebrew worlds back in the day), but the settings always intrigued me.
Ninja D!
player, 10 posts
Sat 31 Jan 2009
at 02:12
  • msg #318

Re: GURPS DnD

I think a Dark Sun game would be great.
Digital Mastermind
player, 3 posts
Sun 1 Feb 2009
at 16:40
  • msg #319

Re: GURPS DnD

Anyone know about any games that have something similar to a Heroes (The tv show) theme going on?
Mad Mick
player, 6 posts
Sun 1 Feb 2009
at 17:21
  • msg #320

Re: GURPS DnD

There are a number of superpower-themed games going on right now.  If you search through the active games that are currently requesting players, there are three GURPS games that you could join.

I don't know if any are specifically like Heroes, though.
Ninja D!
player, 11 posts
Sun 1 Feb 2009
at 17:23
  • msg #321

Re: GURPS DnD

I don't know of any like that but I know once the second mission starts, my Black Ops game would be a suitable home for the character you described in your Wanted - GMs thread.
Digital Mastermind
player, 4 posts
Mon 2 Feb 2009
at 05:02
  • msg #322

Re: GURPS DnD

Hey Ninja, if you wanted to throw together your templates into the base character sheet my concept would aim towards, I'd give it a looking over to see if it fit my playable agenda.   As I've mentioned before, I've had your game in my list from previous perusal.
Ninja D!
player, 12 posts
Mon 2 Feb 2009
at 17:57
  • msg #323

Re: GURPS DnD

The Black Op Template with the Tech Op lens and Gadgeteer lens (probably with the addition of Quick Gadgeteer) would be what I would think. When I get the time, I can try to put together an idea a bit more detailed than that.
Digital Mastermind
player, 5 posts
Mon 2 Feb 2009
at 18:27
  • msg #324

Re: GURPS DnD

Thanks. :)
silveroak
player, 47 posts
Sat 21 Feb 2009
at 23:06
  • msg #325

Re: GURPS DnD

How many people have Thaumatology for 4th ed?
kurlumbenus
player, 3 posts
Sat 21 Feb 2009
at 23:23
  • msg #326

Re: GURPS DnD

I do.
navanod
player, 1 post
Sun 22 Feb 2009
at 00:03
  • msg #327

Re: GURPS DnD

Me too.
The_Wrathchild
player, 2 posts
Sun 22 Feb 2009
at 06:47
  • msg #328

Re: GURPS DnD

I'm a proud owner :-)
The_Wrathchild
player, 3 posts
Sat 14 Mar 2009
at 17:42
  • msg #329

Re: GURPS DnD

So - are you working on starting any new games soon? Is there something we can look forward to?

Or is there something you wish you could get going, but it just doesn't seem feasible right now?
kurlumbenus
player, 4 posts
Sat 14 Mar 2009
at 17:47
  • [deleted]
  • msg #330

Re: GURPS DnD

This message was deleted by the player at 19:20, Sun 03 May 2009.
kurlumbenus
player, 9 posts
Sun 3 May 2009
at 19:21
  • msg #331

Re: GURPS DnD

Alright.  Fantasy arena game focused on and utilizing GURPS Magic.  Thoughts?  Restricting which spells may be used is an obvious.
2l8m8
player, 99 posts
Because somone else got
all the good names first.
Sun 3 May 2009
at 23:44
  • msg #332

Re: GURPS DnD

Well... thi is just a thought, and not really a fully-formed idea, but one-spell wonders? Seems to me there's plenty of spells that could be devastating if you were really good at them, and you don't need to be a generalist in an arena.

Make it 2 or 3 instead, and you're golden. (Maybe.)
kurlumbenus
player, 10 posts
Sun 3 May 2009
at 23:49
  • msg #333

Re: GURPS DnD

Well, all the really cool spells have a number of prerequisites.  I wonder, though - could a wizard-character compete against non-wizards?   Would they have an edge?   Would spellsword be superior to full mage or full warrior?

I'm seeing 100 point characters, advantages and disadvantages limited to what'd matter in an arena setting, using Characters, Martial Arts, and Magic.  Thrown weapons okay, but no purely missile weapons.  Variable tactical maps, but 8x8 hexes being standard.
Morennyn
player, 8 posts
Mon 4 May 2009
at 00:22
  • msg #334

Re: GURPS DnD

With 100 point characters it would seem reasonable to limit magery to 1. It would serve to limit the spell options without much work as well. A mortal combat sort of area sounds like fun, focusing on unarmed cinematic combat with some minor spell effects as "chi powers". Each fighter could have a special fatality magic attack.

As special rewards for events perhaps access to spells normally allowed only to magery 2+ of the GM's choosing.
2l8m8
player, 100 posts
Because somone else got
all the good names first.
Mon 4 May 2009
at 10:19
  • msg #335

Re: GURPS DnD

Well, the knacks have been changed to be almost useless. They're the same as if you were a mage now, basically, except you don't get to cast the prereqs you had to pay for. (Useless IMO except as special effect). But there's some sort of min-max way to tweak it, I'm sure, so long as you keep an eye out for that, it might be fun. (Unless I'm doing the tweaking... :P )
steelsmiter
player, 1 post
Sun 10 May 2009
at 02:51
  • msg #336

Re: GURPS DnD

In reply to silveroak (msg #325):

I got it, I'm using a conglomeration of alternate rules for my runecasting system from thaumatology, in my game which I'm just about to advertise in the other thread.
Bai Shen
player, 38 posts
Mon 11 May 2009
at 03:35
  • msg #337

GURPS: Nightbane?

Anybody know of any GURPS conversions for Nightbane?  I really like the setting, but lately the Palladium ruleset has begun to wear on me.  I'm looking at converting things to GURPS, but I'd like to find out if anyone has started on this before.

TIA.
Dragon Shiryu
player, 1 post
Mon 11 May 2009
at 22:05
  • msg #338

Re: The Lounge

Just a curious question.

I wonder if GURPS can also be used as a system for an anime-themed campaign, or even something that is based on video games.

I tried looking here, but it seems like there's none of them.

steelsmiter
player, 3 posts
Mon 11 May 2009
at 22:20
  • msg #339

Re: The Lounge

GURPS can be used for EVERYTHING! but I don't really like it when it is used to run Supers
Dragon Shiryu
player, 2 posts
Mon 11 May 2009
at 23:05
  • msg #340

Re: The Lounge

In reply to steelsmiter (msg #339):

Eh? Why is that?
steelsmiter
player, 4 posts
Tue 12 May 2009
at 14:00
  • msg #341

Re: The Lounge

I don't know just something I don't like about how the points break down...
Dragon Shiryu
player, 3 posts
Wed 13 May 2009
at 05:04
  • msg #342

Re: The Lounge

In reply to steelsmiter (msg #341):

Hmmmmm...

After seeing the rules of GURPS, maybe you're right on that. It's best if the Hero System is used in a supers game.

But...I dunno.

kurlumbenus
player, 11 posts
Wed 13 May 2009
at 12:08
  • msg #343

Re: The Lounge

GURPS can run gritty supers very well, but the thing to understand is that GURPS shines the brightest at the 250 point level.

For Superhero games that feel like comic books, I would recommend Mutants and Masterminds.
steelsmiter
player, 5 posts
Thu 14 May 2009
at 16:10
  • msg #344

Re: The Lounge

250 is nice, it gets hard to decide on things after that, then again it takes about 53 points to make a broken universe shattering ability...
kurlumbenus
player, 12 posts
Thu 14 May 2009
at 16:11
  • msg #345

Re: The Lounge

That's why games have GMs. :D
steelsmiter
player, 6 posts
Thu 14 May 2009
at 16:18
  • msg #346

Re: The Lounge

I know, it's usually in my House Rules that M.U.N.C.H.K.I.N. is not allowed...
2l8m8
player, 101 posts
Because somone else got
all the good names first.
Thu 14 May 2009
at 19:46
  • msg #347

Re: The Lounge

steelsmiter:
a broken universe shattering ability...


What, pray tell, is that? Something that could destroy everything, if it only worked...?
navanod
player, 6 posts
Thu 14 May 2009
at 19:51
  • msg #348

Re: The Lounge

Munchkin's Universe-shaking Nondirectional Cosmic Hyperluminal Kinetoelectromagnetic Interference Neurodisrupter (M.U.N.C.H.K.I.N.)
(+5190%):

Toxic Attack 1 point (Affects Insubstantial, +20%; Area Effect, 2475880078570760549798248448 yards (about 74 gigaparsecs), +4550%; Cosmic, Irresistible attack, +300%; Emanation, -20%; Rapid Fire, RoF 300, +300%; Selective Area, +20%; Underwater, +20%) [53].


Notes: It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural
system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away from Earth. Also note that an Area Effect attack with Emanation involves no to-hit roll and simply affects anyone in the area. Furthermore, it allows victims only to dive for cover, and actually there's no effective cover since this Cosmic, Irresistible attack ignores DR. In conclusion, the user can attack every living thing in our entire universe, with 1 point of damage, 300 times per second. Have fun. 53 points.

From GURPS Advantages, found here -> http://www.geocities.com/atrey.../GURPSAdvantages.pdf
steelsmiter
player, 7 posts
Fri 15 May 2009
at 01:24
  • msg #349

Re: The Lounge

it's also on the SJGames forums if you search M.U.N.C.H.K.I.N.
kurlumbenus
player, 13 posts
Fri 15 May 2009
at 10:53
  • msg #350

Re: The Lounge

Re: Arena game with magic:

The difficulty as I see it is balancing the magic using characters against the non-magic using characters.  I want to present magic as a viable option, not as a must-use tactic.

Anyone have any thoughts?
This message was last edited by the player at 10:54, Fri 15 May 2009.
Morennyn
player, 9 posts
Fri 15 May 2009
at 14:14
  • msg #351

Re: The Lounge

Two thoughts on that.

First, dont allow direct success/resist spells without the use of throw spell or touch. This way non mages can defend normally with a block or dodge, then make a reistance roll if hit. It also forces the mage to get good at a spell throwing or melee skill, unless he relies on self targeting spells.

Second thought is to not allow more than magery 1 without an aspect like single college.
steelsmiter
player, 8 posts
Fri 15 May 2009
at 16:10
  • msg #352

Re: The Lounge

I like syntactic magic since it usually costs more and takes longer, on the other hand it allows for more versatility.
kurlumbenus
player, 14 posts
Fri 15 May 2009
at 20:00
  • msg #353

Re: The Lounge

The more I think about it, the more I think I might just enjoy running GURPS X-Crawl. Anyone try this?
Dragon Shiryu
player, 4 posts
Sat 16 May 2009
at 02:41
  • msg #354

Re: The Lounge

I was browsing through some PDFs for GURPS, and came across these two books...

Casey and Andy
Caravan to Ein Arris.

But when I opened them up, I only saw a comic strip or something like that. Can anyone shed me some light on these two "books"?

Also, is there some sort of a Monster Manual for GURPS?

Mad Mick
player, 10 posts
Sat 16 May 2009
at 02:59
  • msg #355

Re: The Lounge

Caravan to Ein Arris is a GURPS adventure, available for free at e23:  http://e23.sjgames.com/item.html?id=SJG37-0031

Casey and Andy is a sourcebook based on the webcomic of the same name.  It's available here (but it's not free):  http://e23.sjgames.com/item.html?id=SJG37-0601

As for some kind of Monster Manual equivalent, there's Creatures of the Night, Fantasy Bestiary, and Fantasy Folk, but none are as comprehensive as D&D's Monster Manual.
This message was last edited by the player at 03:05, Sat 16 May 2009.
2l8m8
player, 102 posts
Because somone else got
all the good names first.
Sat 16 May 2009
at 13:34
  • msg #356

Re: The Lounge

Yeah, mostly in GURPS, you just start with a 'character' that's all stat 10, add whatever you think would be higher (players need a chalenge? Bump all the stats up 2 points or more), maybe ST for a gorilla, IQ for that merchant they're haggling with, and then add whatever advantages seem appropriate.

It's fairly easy to come up with generic NPCs / easy monsters that they're almost a waste to even look up, let alone print in a book. The ones you need stats for are either something you'd want to do (ie unique and not going to be in a compilation anyhow), or so tough the PCs would have trouble with them. Wherein comes things like Creatures of the Night...
kurlumbenus
player, 16 posts
Tue 9 Jun 2009
at 12:42
  • msg #357

Re: The Lounge

Hey, anyone up for a Dungeon Fantasy game?
Mad Mick
player, 11 posts
Tue 9 Jun 2009
at 15:41
  • msg #358

Re: The Lounge

Depends.  Is everyone going to be able to talk to each other this time?  =)

I would, man, but I probably have enough right now.  If real life takes another GM away, I might be down.
pyrosorc
player, 11 posts
Tue 9 Jun 2009
at 15:56
  • msg #359

Re: The Lounge

I'm in a fairly similar position: I'm interested, but I've pretty much got my hands full with an Exalted 2e game I have just launched.  I'll keep my eye on it though.
LandWalker
player, 5 posts
Tue 9 Jun 2009
at 17:03
  • msg #360

Re: The Lounge

Mad Mick:
Depends.  Is everyone going to be able to talk to each other this time?  =)


Dare I ask what that refers to?

Cheers.
kurlumbenus
player, 17 posts
Tue 9 Jun 2009
at 17:15
  • msg #361

Re: The Lounge

Ran a GURPS Ravenloft game.  Everyone came from different worlds, so everyone spoke a different language.

If I run that again, I'll have everyone come from the same base setting.  :)
LandWalker
player, 6 posts
Tue 9 Jun 2009
at 17:18
  • msg #362

Re: The Lounge

Would this be TL3 DF, or something else?  Although I don't know off the top of my head, and am too lazy to check for myself, whether or not the Dungeon Fantasy books even account for other tech levels...

Cheers.
kurlumbenus
player, 18 posts
Tue 9 Jun 2009
at 17:23
  • msg #363

Re: The Lounge

TL3+, to account for the odd rapier or saber.
Mad Mick
player, 12 posts
Tue 9 Jun 2009
at 18:41
  • msg #364

Re: The Lounge

Hey, I liked the grunting and pointing, but when interpreters don't interpret, things can get confusing.
kurlumbenus
player, 20 posts
Tue 9 Jun 2009
at 18:50
  • msg #365

Re: The Lounge

Yeah, the problem was that the few characters who could translate... didn't.
kurlumbenus
player, 21 posts
Thu 11 Jun 2009
at 16:25
  • msg #366

Re: The Lounge

Man, I've got 1 submission for my Dungeon Fantasy game.  :|  Lame.
LandWalker
player, 7 posts
Thu 11 Jun 2009
at 16:28
  • msg #367

Re: The Lounge

kurlumbenus:
Man, I've got 1 submission for my Dungeon Fantasy game.  :|  Lame.


Yeah, I had a really hard time getting recruits for the game I'm about to start.  If you'd like, I can point some of the people who weren't able to get spots in your direction. (Edit: By which I mean there were maybe two of them.  Like I said, submissions were scarce.)

Cheers.
This message was last edited by the player at 16:28, Thu 11 June 2009.
kurlumbenus
player, 22 posts
Thu 11 Jun 2009
at 17:19
  • msg #368

Re: The Lounge

Go ahead; anything will help.
kurlumbenus
player, 23 posts
Fri 12 Jun 2009
at 00:43
  • msg #369

Re: The Lounge

Maybe I'd have more luck if I switched from DF to regular GURPS?
2l8m8
player, 103 posts
Because somone else got
all the good names first.
Fri 12 Jun 2009
at 02:03
  • msg #370

Re: The Lounge

Probably. The ones who aren't simply confused, probably don't have it. I got it after I joined the Giant game, and understand what you're talking about now. Perhaps calling it 'house rules' based on DF which you don't need to play...? I think most of those rules are empowering, rather than limiting, so no one should really mind.
kurlumbenus
player, 24 posts
Fri 12 Jun 2009
at 02:27
  • msg #371

Re: The Lounge

That'd work, though I can't re-advertise for a week.  If I get enough interest here, I won't need to.

Okay, it's now a non-DF GURPS fantasy game.
kurlumbenus
player, 26 posts
Fri 19 Jun 2009
at 19:14
  • msg #372

Re: The Lounge

I need one more player for GURPS Mystara, dammit.
steelsmiter
player, 11 posts
Fri 19 Jun 2009
at 19:24
  • msg #373

Re: The Lounge

I didn't see your preferred sheet format.
kurlumbenus
player, 27 posts
Fri 19 Jun 2009
at 19:30
  • msg #374

Re: The Lounge

I don't have one.  As long as I can find your stats, I can work with anything.
steelsmiter
player, 12 posts
Fri 19 Jun 2009
at 19:53
  • msg #375

Re: The Lounge

RTJ'd if you approve one of my concepts I'll go ahead and use the sheet I'm using for my game.
Ceredyn
player, 39 posts
Tue 23 Jun 2009
at 01:49
  • msg #376

Re: The Lounge

Here's a question for you experts in Gurps 4E Magic.

A Wizard with skill level 16 in Shape Earth, 2 remaining Fatigue Points and a powerstone worth 2 points, wants to crush a bad guy by casting Shape Earth on the mortared stone ceiling (which is 12 feet overhead)such that it detaches from the surrounding ceiling and drops straight down upon the bad guy.

How many Fatigue Points + Hit Points will the Wizard have to expend to dislodge, say, 500 pounds of stone?  What would the Wizard's ultimate modified skill roll be?

Anyone's help in this matter would be greatly appreciated.
kurlumbenus
player, 28 posts
Tue 23 Jun 2009
at 02:03
  • msg #377

Re: The Lounge

Depends on the stone in question.  Different stones weigh different amounts.

A single cubic yard of granite or limestone weighs 495 lbs, so to move 500 lbs of stone you only need to move 1 cy.

Now, the base cost to move a single cy is 1, but the minimum base cost is 2.  Since this is worked stone, that gives a x6 multiplier to cost, for a total cost of 12 to move that stone.  Since his skill is 16, we chop 1 off the end cost for net cost of 11.

Since he has 2fp and 2 in a powerstone, it'll cost 7hp to move the stone.  It's 3 yards from him, so he has a -3 to cast the spell.  He has an additional -7 for the 7hp he's burning (spending hp to cast reduces your skill), for a total of -10. His modified skill is a 6.

If the ceiling was only 12' off the ground (and thus 6' away from him) he'd still have a -9 to cast, and a skill of 7.
This message was last edited by the player at 02:06, Tue 23 June 2009.
Ceredyn
player, 40 posts
Tue 23 Jun 2009
at 02:05
  • msg #378

Re: The Lounge

Excellent analysis! Thanks! Please accept 1 Hero Point!  :)

I guess the Wizard will have to try something else...
kurlumbenus
player, 29 posts
Tue 23 Jun 2009
at 02:07
  • msg #379

Re: The Lounge

I made a small error; the distance reduction in skill is in yards not feet.  He has a net skill of 6.
2l8m8
player, 105 posts
Because somone else got
all the good names first.
Tue 23 Jun 2009
at 02:34
  • msg #380

Re: The Lounge

Also, depending on how picky you want to be, figuring a 6 foot person, he's 2 yards from the ceiling, only 1 yard if he raises his hand. The cost is still prohihibitive, however. A staff, if he has one, could bring to touch the ceiling easily.

For an interesting diversion- you *can* cast it only on the mortar. You need to use the full area you want to affect, but you can be selective in what inside that area is actually affected by just about any spell (per Kromm.) Also, you can modify the shape of the area, instead of the standard circle, you may make rectangles or whatever shape you would like, providing it's the same square footage (yardage?). This was used in one of my games to give a ship a breathable Dome effect. (Atmosphere Dome, I think it was.) I can't recall exactly how it was worded, but sensibility should reign, and the realization that the intent is to allow variable shapes for huge spells. Things like exploding missle spells can't be done this way.
kurlumbenus
player, 30 posts
Tue 23 Jun 2009
at 02:38
  • msg #381

Re: The Lounge

Note that even just casting on the mortar the spell still has a minimum casting cost of 2... x6 for worked stone = 12.
Ceredyn
player, 41 posts
Tue 23 Jun 2009
at 02:41
  • msg #382

Re: The Lounge

Thanks guys. Yeah, it seems this option will not help the Wizard out of this predicament. Too cost prohibitive to squish the bad guy with falling rock.  Oh well, on to Plan B.
2l8m8
player, 106 posts
Because somone else got
all the good names first.
Tue 23 Jun 2009
at 12:52
  • msg #383

Re: The Lounge

Yes, cost would be the same. The only real benefit is that there's a movement rate in the spell, and you only need to move the mortar a fraction of an inch to get everything to fall down. That, and you retain the shape of the actual stones, perhaps saving some carvings or something. But as said, it was mentioned more for a diversion than a solution to the problem.

Has anyone noticed, the Shape Stone spell in Fantasy is exactly like the Shape Earth spell, except youo can't shape earth with it, and it costs twice as much to shape stone? With a pre-req of Shape Earth, can anyone see a reason to even learn that spell? (Besides needing 6 earth spells or something like that.)
kurlumbenus
player, 31 posts
Tue 23 Jun 2009
at 13:03
  • msg #384

Re: The Lounge

GURPS Fantasy was released before GURPS Magic.  The spells in GURPS Magic were intended to help gamers get by until GURPS Magic came out.

Note that Shape Stone was not reprinted, and replaced by Shape Earth?

They are not meant to be used in the same campaign.
kurlumbenus
player, 33 posts
Thu 2 Jul 2009
at 23:37
  • msg #385

Re: The Lounge

Still need another cosmonaut or two.
2l8m8
player, 107 posts
Because somone else got
all the good names first.
Fri 3 Jul 2009
at 03:30
  • msg #386

Re: The Lounge

Come on... you can be a cosmo-nut, we already have a psychiatrist... :P
dennisjwheeler
player, 1 post
Sat 4 Jul 2009
at 16:11
  • msg #387

Re: The Lounge

Howdy howdy everyone!  It said this is for introductions so I guess I should write a blurb about myself.

How goes?  I'm a GURPS fan who learned of it years ago for a brief stint, for a semester campaign in college, and my last semester (dec-may) another campaign happened.  I think the first was 3rd, and I know the second was fourth.  I liked the system a lot, and being my absolute enrapture with the Wheel of Time world, I pushed on to work on my own bit for that book world.  It's not nearly complete, but I do have a large amassing of material for it.
kurlumbenus
player, 34 posts
Sat 4 Jul 2009
at 16:16
  • msg #388

Re: The Lounge

If you're not familiar with them, check out these GURPS Wheel of Time conversions:

http://www.ajs.com/~ajs/WoT/WoT.html

http://qraid.tripod.com/GURPSWoT.html

They might give you ideas and such.
This message was last edited by the player at 16:16, Sat 04 July 2009.
dennisjwheeler
player, 2 posts
Sat 4 Jul 2009
at 16:26
  • msg #389

Re: The Lounge

I actually have contacted both, and asked permission to use their resources (as well as a third, don't have the link off hand, nor ever got a responce, but it was Mari Sedai's GURPS Wheel of Time.  They're all for 3e.  It has been useful, but is comical how different they all are at some things.
kurlumbenus
player, 35 posts
Sat 4 Jul 2009
at 16:43
  • msg #390

Re: The Lounge

The comparison is a good point.  Fans have wildly different ideas of how things "should be" and seldom agree.
dennisjwheeler
player, 3 posts
Sat 4 Jul 2009
at 16:46
  • msg #391

Re: The Lounge

Yeah.  I guarentee people who look at mine will find some radically crazy.  In fact I'm curious if anyone has any interest in looking at mine, telling me what they think.  If they do they can feel free to do so.

I am also running a campaign so the files are shared (maps and the WoTGurps pdf), but the most recent rules file I keep I try to post at www.mediafire.com/WoTGurpsFiles

If anyone feels like giving any kind of feed back, feel free.
kurlumbenus
player, 37 posts
Thu 23 Jul 2009
at 20:54
  • msg #392

Re: The Lounge

I'm going to run a generalized time-travel game, not in the Time Patrol setting/framework.  I was thinking accidental/uncontrolled travel (at first), with the players playing 75 point versions of themselves.

I've done the 'play yourself' schtick with my local players before, but I know them all well enough to keep it 'real'.  I'll just have to trust RPOLers.

Thoughts?   Suggestions?  Requests?
2l8m8
player, 108 posts
Because somone else got
all the good names first.
Thu 23 Jul 2009
at 21:43
  • msg #393

Re: The Lounge

Vaguely interesting. I'd need to see what I thought I could really do...
Not sure how much time I have for it, though.

edit: Hmm.. First time I ever tried doing myself in GURPS. I need to look up thing like lift and IQ, perhaps figure a succes percentage to see how high I'd put DX (although apparently something I bought requires a 12 DX). First draft, though, is almost 140 points, and that's with a handful of disads.
This message was last edited by the player at 22:24, Thu 23 July 2009.
Boston_Jp
player, 21 posts
Thu 23 Jul 2009
at 22:57
  • msg #394

Re: The Lounge

Playing themselves is always tough. With tabletop players there's some munchkinism. I've found that gets magnified with online gamers. One thing that helps is forcing them out of themselves and giving them something strange and different quickly, whether a super power or a knack or whatnot and keep posting fast and focused.
pesterfield
player, 37 posts
Thu 23 Jul 2009
at 23:18
  • msg #395

Re: The Lounge

If you're doing a game that starts with normal people it's best to have whatever change is going to happen either happen before posting starts or with only a short build up.

Especially online what would be a quick prologue around a table can really drag things down.
kurlumbenus
player, 38 posts
Thu 23 Jul 2009
at 23:27
  • msg #396

Re: The Lounge

Yes, I'd have to explain in the character creation thread that no matter how amazing they REALLY are they'll have to fit it all into 75 points.

kromm:
ATTRIBUTES

* Most people have ST, DX, IQ, HT, Will, and Per at 10; a Basic Speed of 5.00; and a Basic Move of 5.

* If an ordinary Joe is stronger, more agile, smarter, healthier, stronger-willed, or more perceptive than average, odds are good that he has an 11 instead of a 10. If his edge is so great that his friends talk about it, he might rate a 13. People in the middle are at 12.

* If an ordinary Joe reacts more quickly than average, he probably has Basic Speed 5.25. If he runs more quickly, he might rate Basic Move 6.

* I would seriously think about rating greater apparent competency using skills, not attributes. A really good hunter probably has all of Guns, Stealth, and Tracking at Attribute+1 or perhaps +2, and that sets him above his pals with only one or two of those skills at Attribute level. He almost certainly doesn't have DX 12 and Per 12!

* If an ordinary Joe is weaker, clumsier, duller, less healthy, weaker-willed, or less perceptive than average, he likely has a 9 instead of a 10. If his lack is so great that his friends talk about it behind his back, he might rate a 7. People in the middle are at 8. Likewise, if he reacts less quickly than average, he might have Basic Speed 4.75. If he can't keep up on the run, he probably has Basic Move 4.

* Don't mistake Incompetence at a skill for low attributes! Every workplace has some poor guy who -- let's face it -- sucks. My money is on him having Incompetence at a needed skill, not DX 7 or IQ 8.

ADVANTAGES AND DISADVANTAGES

* Play physical and mental advantages by ear, but note that those that come in levels rarely go past one level for ordinary folks. In general, few ordinary humans have a non-social advantage worth 15 points or more, and most would be lucky to have one worth 5 points. Plenty of people have good-sized lists of 1- and 2-point advantages, though -- an hour less sleep here, slightly better hearing there, etc.

* Play mental disadvantages by ear, too. Those that come in levels rarely go past one level. Those with self-control numbers will mostly be at 15 if the flaw is a "tendency," or 12 if the flaw annoys or worries others. Save 9 for people who need help to live a productive life, and 6 for felons and committed lunatics. Mental disads rarely go past -5 points for productive folks, -10 for absolute eccentrics. Everything else is quirks.

* Social advantages and disadvantages, and physical disadvantages, are big exceptions. They are what they are. Someone really is President, and has Administrative Rank 8. Some poor souls really are Dead Broke. And plenty of people have bad eyesight or are overweight -- and unfortunately, lots of folks are deaf, have MS, etc.

SKILLS

* Most people have their skills at Attribute+0 level. Their job skills, dedicated hobbies, etc. will be at Attribute+2. Few ordinary citizens will go past that level without intensive, military-style training or a lifetime dedication to study. I'd hazard to say most workers hit Attribute+2 and stop learning their job skills thanks to a lack of challenges.

* That said, most people will have Attribute-2 to Attribute level at many odd skills, picked up over their lifespan. You'd be surprised how many people know Morse code, can ride a bike, can shoot a gun, etc. at least well enough to be better than default.

* The "exceptions" who seem very skilled are usually operating at +4 to +5 for routine situations. If you have a good idea of someone's skill -- say, you can measure it on a shooting range or through a classroom test -- subtract 4 or 5 from that score to get their actual "adventure-useful" level.

* Don't mistake "I did this once" for "I have this skill." Doing something once is only a step above seeing someone else do it on TV. At best, it justifies having a default roll. People have defaults because they grew up seeing others do something, watched mass media, and maybe had a hands-on experience once on that trip to Mexico. Less-fortunate souls just don't get a default. Take me: I've shot a couple of times, so I have a Guns default, but I didn't spend the 200 hours on the range needed to justify having Guns skill. I've taken two classical history courses, so I have a History default in that area, but I didn't spend anything like 200 hours on it to justify the skill.


Being entirely honest with myself, I worked out to a 39 point character - can't argue with nearsighted and poor, overweight and unfit, can I?
This message was last edited by the player at 00:23, Fri 24 July 2009.
kurlumbenus
player, 40 posts
Sat 25 Jul 2009
at 14:51
  • msg #397

Re: The Lounge

Thoughts on the above benchmarks?
This message was last edited by the player at 14:52, Sat 25 July 2009.
silveroak
player, 51 posts
Sat 25 Jul 2009
at 16:06
  • msg #398

Re: The Lounge

I think saying someone who comes out above a given benchmark should be out having adventures instead of roleplaying them is certainly insulting and dishonest. Adventures, in case you haven't noticed tend to get one killed, especially in the real world. Most of what we call adventure sin games are called crimes in the real world and if I have a higher point value it means I would be more effective at avoiding or short circuiting adventures not in going out and finding them, as I would be less likely to require adventurous behavior to survive or succeed.
I'm sure Bill gates is worth more points than a street adict but who do you think is ore likely to be living an 'adventurous' life?
kurlumbenus
player, 41 posts
Sat 25 Jul 2009
at 16:10
  • msg #399

Re: The Lounge

What are you talking about?
This message was last edited by the player at 16:14, Sat 25 July 2009.
The_Wrathchild
player, 7 posts
Sat 25 Jul 2009
at 18:05
  • msg #400

Re: The Lounge

So!

What kind of games is the community looking for at the moment. What are you pining for?

Not that I am offering anything - my own plate is rather full right now ;-).
kurlumbenus
player, 42 posts
Sat 25 Jul 2009
at 18:12
  • msg #401

Re: The Lounge

Epic character driven low-powered (75 to 100 points) zeroes to heroes fantasy covering the lifespan of the characters involved.
2l8m8
player, 109 posts
Because somone else got
all the good names first.
Sat 25 Jul 2009
at 20:33
  • msg #402

Re: The Lounge

I used to have adventures. Some of them were quite fun, until I got arrested. Silveroak is right (sort of), the adventurous life is one we tend to avoid, and Kurlumbenus is right also (sort of)- I'd be out having adventures if I had a lot of adventuring skills.

Thing is, it's a chicken and egg argument. You only get adventuring skills adventuring, usually, or trying to get ready to do so. I'm about the only one I know who went exploring tunnels carrying a sword. Now, I guess they have these LARPS where they stole my idea, and actually added an element of it being legal, but where's the fun without the looming threat of a trespassing charge?

Anyhow, about the actual benchmarks themselves- They sound fairly decent, except when you have any advantages at all. For example, someone who walks up to the junkyard fence to pet the dobermans, probably has animal empathy. That's 10 points, and actually a fairly minor advantage. Price is minor in a hero-to-super power game, but in a 75 pointer, it's over 13% of the budget. Add in Absolute Direction for someone who always knows the way home, and your character is almost finished already.
pesterfield
player, 38 posts
Sat 25 Jul 2009
at 20:42
  • msg #403

Re: The Lounge

One recent game was Supers in the modern world. One guy was a super inventory. Already come up with an AI, nanomachines, was planning to raise part of the Indian Ocean to make a country.

Unfortunately it ended before he could get very far, that kind of large scale impact game would be interesting.
kurlumbenus
player, 43 posts
Sat 25 Jul 2009
at 21:25
  • msg #404

Re: The Lounge

2l8m8, in many cases, people mistake "domesticated animals like me" for animal empathy, and "good sense of direction" for "always know which way is north".

Consider the truly "average" person thusly:

Attributes:
ST 10
DX 10
IQ 10
HT 10
fp: 10
hp: 10
wil: 10
per: 10
speed: 5  move: 5

Advantages:
None.

Disadvantages:
None.

Skills:
Area Knowledge (My Hometown)   IQ    [1] 10
Hobby Skill or Games or Sports IQ    [2] 10
Computer Operation/8           IQ    [1] 10
Current Affairs (any)          IQ    [1] 10
Driving                        IQ    [2] 10
Professional Skill             IQ    [2] 10
Housekeeping                   IQ    [1] 10

There.  10 points, and you're totally average, with all the skills needed to function in society.  Now, the "average" person isn't really average - everyone is good at some things and worse at others.  With even a 25 point game, "Joe Average" has a 12 point allowance for disadvantages, and can put up to 27 points into other skills and advantages or improved attributes.

In a 75 point game, "Joe Average" can take up to 37 points of disadvantages, and thus has 102 points available for whatever they can do.
silveroak
player, 52 posts
Sat 25 Jul 2009
at 21:51
  • msg #405

Re: The Lounge

Sorry, but exploring sewer drains with a sword isn't really an adventure. Consider Mark Twains works- fleeing down the Mississippi with a runaway slave compared to exploring empty tunnels. In the modern day adventures tend to be things like drug running, gold smuggling. Or the other side- anyone ripped off a drug dealer and left them with the evidence for the cops to find? Or disappeared someone that was a public menace? I've known people who have done those things and am happy to say I have never been that desperate.
scahill
player, 13 posts
Sun 26 Jul 2009
at 01:41
  • msg #406

Re: The Lounge

pesterfield:
One recent game was Supers in the modern world. One guy was a super inventory. Already come up with an AI, nanomachines, was planning to raise part of the Indian Ocean to make a country.

Unfortunately it ended before he could get very far, that kind of large scale impact game would be interesting.


I'm trying to get a game started that begins as a "Secret Powers" type game but is open to the PCs makeing world-spanning changes.

I've got a couple of players finnishing up their PCs. Let me know if you'd like me to rMail you the link. I should be bumping it soon in "Wanted - Players" soon as well.
pesterfield
player, 39 posts
Sun 26 Jul 2009
at 01:52
  • msg #407

Re: The Lounge

Yes please, let me know what the link is.
kurlumbenus
player, 44 posts
Sun 26 Jul 2009
at 11:04
  • msg #408

Re: The Lounge

It's the last post in the Game Advertisement's thread, I think?
scahill
player, 14 posts
Sun 26 Jul 2009
at 14:04
  • msg #409

Re: The Lounge

Sent, and we're wofking on the character now.
LandWalker
player, 8 posts
Tue 11 Aug 2009
at 22:21
  • msg #410

Re: The Lounge

On my drive home from work today I was thinking about the GURPS game I'm currently running.  At the moment, the characters are in the middle of combat, and given the nature of the adventure, they'll probably be in combat fairly often for its duration.  To be upfront, I have never played any table-top RPG at an actual table-top -- all of my RP experience has been of the play-by-post variety -- so I don't actually know the answer to my own question, but it is:

To what extent might play-by-post players be more or less inclined to, without realizing it, play combat situations as strictly-mechanical "challenges" as opposed to role-playing the encounters the way their characters would react to them?  For example, if someone were playing a headstrong or reckless character, would they be more inclined in play-by-post combat to, say, dive behind a bar or table (or doing whatever the mechanically "smart" action is) as opposed to charging the enemy (or whatever the mechanically sub-ideal action is)?  Have any of you noticed anything like this?  How might one address?

This concludes today's random musings.

Cheers.
silveroak
player, 53 posts
Tue 11 Aug 2009
at 22:35
  • msg #411

Re: The Lounge

In my experience roleplayers are far more likely to get their characters killed showing bravado than real life tough guys who tend to drop the bravado when things get tough.
2l8m8
player, 110 posts
Because somone else got
all the good names first.
Tue 11 Aug 2009
at 22:39
  • msg #412

Re: The Lounge

I've seen it. Personally, I try to play the character as a personality, including what they'd do in combat. Sometimes, I get bored and do something reckless anyhow, but because of that, I tend to make impulsive characters, who are decent at combat.

It all depends on the player, really. More fun and maturity, I think, comes from doing what your character would- after all, it's a game not a reenactment. Some players just won't get that into combat, I had trouble in one of my games getting the PCs to do anything. They all made 'follower' type characters, and were waiting for someone to lead them. I ended up making an NPC for that, but it just got quickly into 'lead them by the nose' mode.

So be careful what you wish for; a little out-of-personality isn't too horrible. Diving behind the desk isn't bad for the reckless guy, so long as he comes out from behind it shooting. Think John McClain in Die Hard... he hid behind everything he could, but no one would ever call him a pacifist.
Digital Mastermind
player, 6 posts
Publisher of D&D content
Supporter of GURPS design
Wed 14 Oct 2009
at 04:52
  • msg #413

Re: The Lounge

While waiting on another to be revised and put into motion, I'm wondering if there're currently any GURPS "living campaigns" out there?  IE, open worlds with nonlinear approaches, etc etc.
Amara
player, 8 posts
A cute, cuddly , furry, 
black ball of Death
Wed 14 Oct 2009
at 20:30
  • msg #414

Re: The Lounge

None that I know of. But it sounds intriguing.
2l8m8
player, 127 posts
Because somone else got
all the good names first.
Thu 15 Oct 2009
at 23:15
  • msg #415

Re: The Lounge

I'm currently gathering the remains together from a dead game. I expect to be getting input from the PCs a lot, but how 'living' the campaign will be is as yet unclear. It's possible to include lots of player created ideas, though. (Is that what you mean, even? I'm unsure of the concept.)
The_Wrathchild
player, 11 posts
Fri 16 Oct 2009
at 14:10
  • msg #416

Re: The Lounge

Yes, tell us a bit more about what you are looking for, Mastermind :-).
Digital Mastermind
player, 7 posts
Publisher of D&D content
Supporter of GURPS design
Fri 16 Oct 2009
at 18:18
  • msg #417

Re: The Lounge

Well as mentioned, the orientation is "nonlinear", meaning that the progression of plots and activities is done on an opportunistic flow.  IE something like randomly having NPCs capable of unfolding into any number of events small or large, but not having a vast guiding hand of an "adventure" towing the tide of the game for the most part, but hell, if the adventure is approachable from a hundred angles of direction/involvement/etc, then that's even doable as well.  Mainly the type of game world where you could just as well set up shop and tend to it with local activities, or run a band of mercenaries/bandits/etc, be a river boat captain on trading runs, etc.  Everything evolves through each action and you don't have to tug a player's focus back onto a topic critical for the campaign because you're focused on the development of the world and the characters, not the completion of an adventure.
kurlumbenus
player, 52 posts
Fri 16 Oct 2009
at 18:26
  • msg #418

Re: The Lounge

Oh, I thought you meant live as in RPGA live, wherein a bunch of different groups across the country play in the same extended campaign.

But, yeah, I've run character driven plotless games before, where my notes consisted of little more than a list of names and vague goals and I just reacted to player actions.  Takes REALLY pro active players, though, and in general is a lot of work.  Easier in GURPS than in some other systems, because it's easier to make things up on the fly.
This message was last edited by the player at 18:28, Fri 16 Oct 2009.
Digital Mastermind
player, 8 posts
Publisher of D&D content
Supporter of GURPS design
Fri 16 Oct 2009
at 20:59
  • msg #419

Re: The Lounge

Yeppers, the customization of GURPS allows for such depth of definition of characters that by the time you get a proper character made, you've already got a past in mind and a potential progression plotted in the player's head.  Might as well let that player run with what suits them and narrate along the way.  Those're the most rewarding games for everyone involved, and really, all you need is a campaign world, and if ya ask me, with my years of experience in the fields, it's far more approachable to build a world than it is to do strictly aligned adventures which may as well be written as novels seeing as how they can barely be deviated from and still retain their form.

Nonlinear campaigns are GREAT for solo players as well, which lets people move at their own pace, which is perfect for player driven games.  ALL games should be player driven in the first place, so this shouldn't be an issue.  If someone can't make their gaming flow openly when given the reins, how can we expect them to play in games where they don't even have control of the direction?  I personally don't expect them to, and that's why the vast majority of games on Rpol stagnate.  Adventures, blech :P  You can still have them, but at the player's discretion.
2l8m8
player, 128 posts
Because somone else got
all the good names first.
Sun 18 Oct 2009
at 20:22
  • msg #420

Re: The Lounge

Anyhow, that's pretty much what I was hoping for. Thing is, as mentioned, you need really imaginative and active players. I think I'm going to be coming up with a direction to steer the PCs in shortly, but even that, for now, is more becasue I need to be the one steering, as opposed to mapping out a route.

I've GMed a few games, and one entire campaign this way, and it's the best fun. I don't know how well it'll work on PbP, but I guess we'll see. One of my problems, I admit, is I'm less descriptive than I am in RL. Somehow, I guess I got used to visual aids like pulling out a map which I always had around. I'm getting a bit better at posting visuals, though.
Digital Mastermind
player, 9 posts
Publisher of D&D content
Supporter of GURPS design
Mon 19 Oct 2009
at 06:24
  • msg #421

Re: The Lounge

Your very last sentence nicked my first response :P  Hehehe, if you're able to translate those materials, you'll do even better becaus eof the static nature of making them available within the playing space.  My "Roleplaying Database" contains a visual aid archieve of all sorts of things/people, etc.  My old database was absolutely massive, it got to the point where, for a few years, there was practically no picture I'd see on the interwebz that I didn't feel I hadn't already seen before lol.

So I take it you're approaching this conversation from the GM angle, what were you looking towards genre-wise?
kurlumbenus
player, 56 posts
Tue 3 Nov 2009
at 00:41
  • msg #422

Re: The Lounge

My last game idea fizzled out.  Not enough players, sadly, but it was sort of niche anyway.  Pity.

I've got a good deal of free time for the first time in months, so I'm thinking of running a Banestorm game - either a city based game in Tredroy, or something more picaresque.  I've got time to plan things out fairly well, so go ahead and toss out questions or suggestions if you might be interested in playing.
2l8m8
player, 129 posts
Because somone else got
all the good names first.
Tue 3 Nov 2009
at 00:50
  • msg #423

Re: The Lounge

OK, so your standard stuff? (20 stats, 25 skills, all that sort of thing.) What's the points?

Not real enthused right now, but I'll likely join when I get more out of the doldrums, if you'll have me.
kurlumbenus
player, 57 posts
Tue 3 Nov 2009
at 00:57
  • msg #424

Re: The Lounge

In reply to 2l8m8 (msg #423):

Yeah, following normal characteristics maxima (to borrow a Champions term).  Not sure on the skill cap, but it won't be the kind of game where a tremendously high skill level is required; a PC warrior is more likely to be a good swordsman rather than the best swordsman.  Five skills at 14-16 will be far more helpful than one skill at 20.

I tend to scale the opposition towards the party's skill levels anyway.  If the median skill is 18, that's what kind of skill level your serious opponents will have, and the 'Dangerous' guys will be balanced to challenge the party.

Not sure regarding point value yet, either, but I'm fond of the 150-250 point range.
This message was last edited by the player at 01:00, Tue 03 Nov 2009.
steelsmiter
player, 18 posts
Tue 3 Nov 2009
at 00:58
  • msg #425

Re: The Lounge

In reply to 2l8m8 (msg #423):

so I wonder if anyone wants to be a PVP character
2l8m8
player, 130 posts
Because somone else got
all the good names first.
Tue 3 Nov 2009
at 12:53
  • msg #426

Re: The Lounge

PVP as in some sort of arena type thing? Or in his game, or what? (Er... that *does* mean Player Versus Player, right?)

To clarify: I'm not enthused about RL, nothing to do with the GM or game in discussion. Work sucks, Mom just got out of hospital, kids' school has flu (probably swine) running rampant, and I'm sore from overwork on both the Honeydew list, and the exercise I've started. Looking forward to the kids getting the flu so they can bring it home and let me catch it, and be bedridden and miserable. Oh hooray. That's what I'm less than enthused about, and while it might affect my general attitude, I didn't mean anything against anyone here in any way. :)
kurlumbenus
player, 58 posts
Tue 3 Nov 2009
at 12:56
  • msg #427

Re: The Lounge

That's rough!  I hope things get better for you in the near future!
2l8m8
player, 131 posts
Because somone else got
all the good names first.
Tue 3 Nov 2009
at 15:18
  • msg #428

Re: The Lounge

Oh, it's mostly better now, thanks. I'm just making sure you knew when I wasn't enthused, I wasn't insulting you at all. Just hope the flu thing is overblown... sigh...

They tried to change shifts on me next week, only to change back the week after. I circumvented that, though, with judicious application of vacation time, used up a bit of the little I have left, and then scheduled the rest from right after T-day so I have something like a 6 day break. Nice, if you can get it. :) Of course, the new rule is use it or lose it, so might as well get it next to a holiday to maximize.
Mad Mick
player, 17 posts
Tue 3 Nov 2009
at 15:40
  • msg #429

Re: The Lounge

Hope things get better for you, 2L8m8.  Sounds like you need a serious vacation, man.
steelsmiter
player, 19 posts
Tue 3 Nov 2009
at 17:07
  • msg #430

Re: The Lounge

In reply to 2l8m8 (msg #426):

yeah PVP means Player Versus Player, I'm looking at the possibility of adding either another character to my party or adding someone to play the final boss for S+G.
steelsmiter
player, 20 posts
Tue 10 Nov 2009
at 00:12
  • msg #431

Re: The Lounge

so any takers on either playing the final boss or perhaps playing a halfling? One of my players is Jonesing for a Hobbit and halflings are the closest thing I got.
silveroak
player, 66 posts
Sat 14 Nov 2009
at 07:39
  • msg #432

Re: The Lounge

a concept I am starting to develop is a setting which is semi-sandbox using GURPS 4th edition- teh basic setting is a city called Nexus which is actually an interlinked metropolis on 7 different worlds. The concept is that inside teh city is a sandbox situation where people can roleplay and drive tehir own plots through interaction, but to also have a sort of clearinghouse for 'excursions' where players can be hired for short adventures within teh context of teh larger game, or might even wind up commisioning their own team...
thoughts, ideas, opinions?
kurlumbenus
player, 60 posts
Sat 14 Nov 2009
at 09:53
  • msg #433

Re: The Lounge

You ever see the rpg Nexus?  It's essentially what you've described (A city at the center of the multiverse), and might give you some ideas if you track down a copy.
silveroak
player, 67 posts
Sat 14 Nov 2009
at 12:43
  • msg #434

Re: The Lounge

hmm... wasn't aware of that, it looks like it's a bit more 'anything can happen' than what I was going for with the city changing as gates open and close, plus the city itself is described as infinite which I prefer to play with finite things... still an interesting reference point.
I was hoping for more along teh lines of what point levels people would find usefull, or how much sandbox versus branch-guided adventure they would be interested in...
kurlumbenus
player, 61 posts
Tue 24 Nov 2009
at 20:15
  • msg #435

Re: The Lounge

Just dipping a toe in the water here, but would there be any interest in an early Banestorm game, set when the first storms were bringing Newcomers to Yrth?  Set in the 11th century, the players would be transported to a land plagued with Orcs without much material support.  I'm thinking a French or German fiefdom, a small one, but really it could be anything.

It'd be as much a 'colonizing a new world' game as anything else.
LandWalker
player, 14 posts
Tue 24 Nov 2009
at 22:00
  • msg #436

Re: The Lounge

I can't say I'm a guaranteed player or applicant, but I'd certainly be interested in hearing/seeing more.

Cheers.
Psychonaught_omega
player, 1 post
Tue 24 Nov 2009
at 22:34
  • msg #437

Re: The Lounge

*Chuckles*

Hey LW, Kurl; it's been a while. Any interesting games that you guys have been involved in of late?
LandWalker
player, 15 posts
Tue 24 Nov 2009
at 22:58
  • msg #438

Re: The Lounge

Hey hey. I was just thinking about you the other day. Probably in the context of "Where is this person on my contact list from, again?" =P

I'm playing in a Banestorm game at the moment. From what I gather, it's a collection of past modules retrofit to 4th edition. We've only just gotten started, though, so we'll see where things go. I'm also, very, very slowly working on putting together things to run a sandboxy / player-driven (rather than "HERE IS YOUR GM-MANDATED ADVENTURE NOW GO DO IT") campaign. Emphasis on the "slowly."  And also on "very."

Cheers.
Psychonaught_omega
player, 2 posts
Tue 24 Nov 2009
at 23:03
  • msg #439

Re: The Lounge

Lol, good to hear that you've kept busy. Other than a pair of GURPS Traveler games that I'm in I've mostly been playing freeforms. Keep me informed on that sandboxy thing you're working on though; I may be interested XD
silveroak
player, 68 posts
Wed 25 Nov 2009
at 00:17
  • msg #440

Re: The Lounge

Hey landwalker, seems we're both working on something sandboxy- maybe things would move more quickly if we colluded?
Digital Mastermind
player, 10 posts
Publisher of D&D content
Supporter of GURPS design
Wed 25 Nov 2009
at 11:15
  • msg #441

Re: The Lounge

I be helpin' Landwalker with that creation process and various components, though, naturally, this is a long slow quiet collaboration for the most part.  It's a daunting thing to approach when you actually do it right, but every once and awhile we hit a stride and ramble at each other for a whole day.  The worst part of it being that we both have full schedules as it is, no need to elaborate.
silveroak
player, 69 posts
Wed 25 Nov 2009
at 13:35
  • msg #442

Re: The Lounge

Do you mind if I inquire as to the setting genre? I've already stated that the 'world' I'm developing is a multi-world city between 7 universes...
one is TL:9, no to low mana, one is steam punk, one high seas  pirates, one a dimention of dark magic, one a fairly typical fantasy realm, one a primative wilderness, and one is 'godshame' a plane with medieval technology and super powers.
LandWalker
player, 16 posts
Wed 25 Nov 2009
at 13:48
  • msg #443

Re: The Lounge

It's not so much developing a setting, and more making that setting "ready" for GURPS. The setting itself is already in existence: the Iron Kingdoms, a steampunkish world from Privateer Press that is the home of their miniatures war game (Warmachine) and their depressingly-secondary RPG line. The ultimate goal is to make the transition to GURPS for a very open-ended player-driven campaign in the city of Five Fingers ("The Port of Deceit"), something of a cross between Tortuga, New Orleans, and Compton. =P

Unfortunately my genre interests are pretty narrow. Supers is never something I have had the remotest interest in, and higher TLs have never called out to me either. And if "world-hopping" could be considered a genre as well, well, that's another that I tend to avoid.

Cheers.
Psychonaught_omega
player, 3 posts
Wed 25 Nov 2009
at 20:25
  • msg #444

Re: The Lounge

DMM!

*Glomps*

Haven't spoken with you in bloody forever! How have you been?
Digital Mastermind
player, 11 posts
Publisher of D&D content
Supporter of GURPS design
Thu 26 Nov 2009
at 04:36
  • msg #445

Re: The Lounge

Vexed by my lameass rig, perplexed by my inability to focus enough to commit to an rpol game at the moment, or more specifically, commit to reading everyone's posts and rememorizing a game system over and over again lol.  Alas, I still have my creative capacities and have been lending those to Landwalker who's more focused and organized than myself right now, and together we make a good team.  Eventually we'll launch something again lol :P  Perhaps the platapussy will join us :P
silveroak
player, 70 posts
Thu 26 Nov 2009
at 04:54
  • msg #446

Re: The Lounge

I've ben giving this some thought and I'm considering starting the game a bit early but also looking for help- basically asking for co-authors and co-GMs- the co-GMs would run their adventures in each of the worlds while the authors would be able to contribute to the larger setting. Would anyone be interested in either of those roles?
Psychonaught_omega
player, 4 posts
Thu 26 Nov 2009
at 11:16
  • msg #447

Re: The Lounge

*Chuckles*

Perhaps he shall...

XD
Digital Mastermind
player, 12 posts
Publisher of D&D content
Supporter of GURPS design
Thu 26 Nov 2009
at 15:30
  • msg #448

Re: The Lounge

Excellent, muhahaha *Drums his fingertips upon one another with a calculating leer in his keen eyes as he rests back and ponders the future*
The_Wrathchild
player, 12 posts
Sat 5 Dec 2009
at 10:55
  • msg #449

Re: The Lounge

THREE GURPS 4e games posting ads simultaneously! With three different GM's!

Go, Go, GURPS Community! :D
Mad Mick
player, 18 posts
Sat 5 Dec 2009
at 16:20
  • msg #450

Re: The Lounge

Quantity over quality, I always say.  =)  I keed, I keed.
silveroak
player, 72 posts
Sat 16 Jan 2010
at 18:19
  • msg #451

Re: The Lounge

I have a snadbox style game that right now is rated adult, primarilly because I didn't want to have to police it for inappropriate content. This has been far from a problem and I need more players, I'm wondering what people think I might get response wise if I change the game to simply mature...
Digital Mastermind
player, 13 posts
Publisher of D&D content
Supporter of GURPS design
Sat 16 Jan 2010
at 21:52
  • msg #452

Re: The Lounge

Things over at Fantasy Adventures are picking up and carrying forth, looking for to that.  Still eagerly awaiting a steampunk world and another banestorm iteration.  Hell there's at least 2 other iterations of Banestorm I could stomach in the north and in the southeast/east though that has yet to be proposed.
steelsmiter
player, 23 posts
Sat 16 Jan 2010
at 22:59
  • msg #453

Re: The Lounge

In reply to silveroak (msg #451):

People have shied away from my game on account of being adult, the same might be happening to your own game. Never know. I've had pretty brutal descriptions and foul language all through out.

Edit: Also you're running Nexus... that's a lot of detail, I think part of the thing that scared me away from adding my world to yours was that my world had so much in the way of house rules. Actually I was thinking of creating a Nexus link anyway. People on my end would have characters of the same value as allowed in your game but their points would calculate differently... I'm thinking that a way to solve this problem would be to allow characters to have abilities that only work on my world since most of the cost changes are cheaper there.

They'll have a few points left over because of my changes in cost on a few things. I'm not sure what the cost of the limitation for only working on my world would be but I'm thinking that any such thing that the character would purchase wouldn't necessarily even have to show up on their sheets in your own world...

Also I use Magical Power Talent instead of magery and advantages instead of spells... I'm not sure how to limit magic in your world in such a way as to reflect that it doesn't work on the Ringworld.
This message was last edited by the player at 23:21, Sat 16 Jan 2010.
silveroak
player, 73 posts
Sun 17 Jan 2010
at 12:26
  • msg #454

Re: The Lounge

Actually Nexus has very few house rules. What it has is a lot of different rules options from the books and a lot of background material, but with teh exceptio of technology being limited in operation by what universe it is in there are no house rules, everything is by the book.
The game you tried to link to on the other hand has a ton of house rules.
steelsmiter
player, 24 posts
Mon 18 Jan 2010
at 04:27
  • msg #455

Re: The Lounge

Yeah I know, that's why I only mentioned about my game having all the house rules. People shy away from my game definitely because of the house rules and maybe because of the rating, and another maybe because of my game being 430 CP starting.

For you, the tedium is only in the details of the worlds how they're all separate and distinct, and how they intermingle, that and maybe your rating, but the jury's out on that one. I know that you've got it written somewhere that someone really only needs to pay attention to the part that's relevant to them but they don't know which part that is until they read it all and sort of digest the parts they need specifically.
Psychonaught_omega
player, 5 posts
Mon 18 Jan 2010
at 05:23
  • msg #456

Re: The Lounge

If it counts for anything, I've been toying with the idea of making an Aberrant PC for Nexus Silver. XD

I just have a lot on my plate at the moment, so I haven't been able to really get anything going >.<
silveroak
player, 75 posts
Mon 18 Jan 2010
at 13:41
  • msg #457

Re: The Lounge

I've been hoping to get an Abberant character in soon, since they are the only ones with psionic abilities...
Digital Mastermind
player, 14 posts
Mon 18 Jan 2010
at 14:21
  • [deleted]
  • msg #458

Re: The Lounge

This message was deleted by the player at 14:24, Mon 18 Jan 2010.
LandWalker
player, 18 posts
Tue 19 Jan 2010
at 02:14
  • msg #459

Re: The Lounge

So, I'm working on setting up a prospective game, and one of the things I like to include is a Sample Combat. The intention is two-fold: First, to give players who might not be as familiar with GURPS an opportunity to see some of the basic combat options in action; second, to give the game's players a good idea of the format and "style" of combat scenes in the game—both in terms of how it will be handled (posting customs, etc.) and how their posts and actions should be formatted.

For those of you with too much spare time on your hands, I have an older Sample Combat that I worked up a while back for a game that didn't pan out, and I would greatly appreciate any advice anyone could offer on the thread. Does it do what everything it should? Does it do it well? How could it be improved? Any suggestions are welcome. I just want to make sure that everything is clear and informative.

link to a message in another game

Cheers.
Psychonaught_omega
player, 6 posts
Tue 19 Jan 2010
at 02:21
  • msg #460

Re: The Lounge

Aww, Burnt Offerings...

I miss Elwyyn. =(

XD
Digital Mastermind
player, 15 posts
Tue 19 Jan 2010
at 13:53
  • [deleted]
  • msg #461

Re: The Lounge

This message was deleted by the player at 13:54, Tue 19 Jan 2010.
Psychonaught_omega
player, 7 posts
Wed 20 Jan 2010
at 00:05
  • msg #462

Re: The Lounge

Out of curiosity, how would all of you handle appearance for a character who is monstrous yet attractive? IE, a woman with the lower body of a snake, snake-like eyes, an elongated tongue, and fangs, who while monstrous in visage is still beautiful in form (IE, if she were a normal human she would be beautiful)? Would you just say purchase the appropriate level of beauty as well as the the Monstrous appearance, and add the two modifiers to get the actual modifier? Or is there a different way that you would handle that?
LandWalker
player, 19 posts
Wed 20 Jan 2010
at 00:12
  • msg #463

Re: The Lounge

I'd say the appropriate level of attractiveness (e.g. Beautiful) and Social Stigma: Monster (B.155). Neither Unnatural Features (B.22) nor Supernatural Features (B.157) are really appropriate, and Social Stigma: Monster covers pretty much everything you would expect in that situation: "Hated or feared regardless of actual appearance or disposition," a -3 to reaction rolls, and the likelihood of being persecuted or hunted, but also a bonus to being scary as hell, because you are.
Psychonaught_omega
player, 8 posts
Wed 20 Jan 2010
at 00:15
  • msg #464

Re: The Lounge

What if part of the raciel template is the -20 point appearance disadvantage? Same situation, or something else in order to adhere to the template?
silveroak
player, 76 posts
Wed 20 Jan 2010
at 01:20
  • msg #465

Re: The Lounge

Someone who appears monsterous doesn't simply look like a monster, they look so deformed or twisted that the firt instinct upon seeing them is fight or flight. Which is not to say they can't have relationships, but they should definitely be carefull about sneaking up on friends. They could have non-appearance based charisma, but there is simply no way you could go 'dear god what is that thing!' and be reaching for your sword in horror while another part of your mind is going 'you know, she ain't half bad for a hideously deformed mutant.'
Psychonaught_omega
player, 9 posts
Wed 20 Jan 2010
at 01:28
  • msg #466

Re: The Lounge

Alrighty, thanks Silveroak, LW.
Psychonaught_omega
player, 10 posts
Wed 20 Jan 2010
at 01:43
  • msg #467

Re: The Lounge

Also, what options, if any, are there for replacing the "kick" attack for a character such as the one I described (No legs, who slithers like a snake or naga)?
kurlumbenus
player, 68 posts
Wed 20 Jan 2010
at 01:50
  • msg #468

Re: The Lounge

Constriction attack?
Psychonaught_omega
player, 11 posts
Wed 20 Jan 2010
at 01:52
  • msg #469

Re: The Lounge

Perhaps, although I was also wondering if there is any precedent for tail strikes or sweeps.
kurlumbenus
player, 69 posts
Wed 20 Jan 2010
at 01:53
  • msg #470

Re: The Lounge

You could buy a Striker (Tail) I guess.
LandWalker
player, 20 posts
Wed 20 Jan 2010
at 01:59
  • msg #471

Re: The Lounge

Psychonaught_omega:
Perhaps, although I was also wondering if there is any precedent for tail strikes or sweeps.


That would be Striker, but Constriction Attack is independent of things like "having a tail." If the creature has "musculature [that] is optimized for crushing your opponents," you can have Constriction Attack. If you also happen to have a tail of sufficient size and strength, there's not really any reason why you can't incorporate that flavor into it.

If you want to smack somebody with your tail, though, Striker: Tail, Crushing (B.88).
Psychonaught_omega
player, 12 posts
Wed 20 Jan 2010
at 02:00
  • msg #472

Re: The Lounge

Would a Naga-esk tail qualify for the "Long" enhancement as well? And if so, how many levels would you think appropriate to the size of such a creature? I'm thinking +1 or +2 SM at most, but I'm curious what you all think.
LandWalker
player, 21 posts
Wed 20 Jan 2010
at 02:02
  • msg #473

Re: The Lounge

Psychonaught_omega:
Would a Naga-esk tail qualify for the "Long" enhancement as well? And if so, how many levels would you think appropriate to the size of such a creature? I'm thinking +1 or +2 SM at most, but I'm curious what you all think.


I guess that depends on what "kind" of Naga you're talking about. What's the source material for your Naga?

Cheers.
Psychonaught_omega
player, 13 posts
Wed 20 Jan 2010
at 02:09
  • msg #474

Re: The Lounge

Well, what I'm making is an Abberant for Silveroak's game, and I wanted her to have snake-like features, including being basically a snake from the waist down. Calling it a Naga is just the easiest way to describe it XD

However, I did find a picture that is fairly in line with what I had in mind for her...



Now, looking at the picture, it would appear that her "tail" is about 2/3 of the total "length" of her body. Does that help LW?
kurlumbenus
player, 70 posts
Wed 20 Jan 2010
at 02:13
  • msg #475

Re: The Lounge

The striker bit is just the bit that actually moves when you need to hit someone.  How much of her "tail" is actually used to keep her upright and balanced when she's hitting someone?  What's the part that stays in contact with the ground?

O
|
\__|

If the above was a naga, only the last two bits _| would actually count as the striker, even though the entire lower half \__| was tail.
Psychonaught_omega
player, 14 posts
Wed 20 Jan 2010
at 02:15
  • msg #476

Re: The Lounge

Exactly. I was thinking that the middle third (The portion of her "tail" visible in the image) would be needed for balance, thus leaving the last third for use as a striker. Does that seem feasible/reasonable, and if so how many levels of "Long" do you think that would count for on the striker?
This message was last edited by the player at 02:16, Wed 20 Jan 2010.
kurlumbenus
player, 71 posts
Wed 20 Jan 2010
at 02:17
  • msg #477

Re: The Lounge

Well, it depends on her SM.
Psychonaught_omega
player, 15 posts
Wed 20 Jan 2010
at 02:21
  • msg #478

Re: The Lounge

Well, her torso/human part would be "normal sized" for a human, so would that effectively make her SM equivalent to a humans?
LandWalker
player, 22 posts
Wed 20 Jan 2010
at 02:22
  • msg #479

Re: The Lounge

Depends on how much of that tail has to be dedicated to "standing" and moving around, versus how much of it is "free" to do things like punch people in the gonads.

But based on normal human torso-leg proportions (about 3:4), that would mean her "free" tail space is less than the length of her torso. For example, if her torso is 2'4", her "waist" to ground height is a little over three feet. (Her head is a little over nine inches, so her total "height" is about 6'2" or 6'3". Her total tail length would only be 4'8", and subtracting her "standing tail" length would give her a "free tail" length of just over one and a half feet. Hardly enough to go around and beat people with.

So based on "tail is twice length of torso", that wouldn't even really be enough for Striker (Tail), let alone Constriction Attack.

Cheers.
kurlumbenus
player, 72 posts
Wed 20 Jan 2010
at 02:23
  • msg #480

Re: The Lounge

Yeah, I was looking around at the Naga template in GURPS Dragons and they don't really have a tail attack.  Makes sense, as that's not what snakes do.  Generally speaking, without legs to brace yourself you wouldn't really have the leverage to do much at all.
Psychonaught_omega
player, 16 posts
Wed 20 Jan 2010
at 02:24
  • msg #481

Re: The Lounge

So basically nix the striker due to lack of proper leverage and length? Should I still look into the Constriction Attack though?
This message was last edited by the player at 02:25, Wed 20 Jan 2010.
kurlumbenus
player, 73 posts
Wed 20 Jan 2010
at 02:29
  • msg #482

Re: The Lounge

If you want it!  Your naga doesn't have to have it if you can't picture it trying to crush people.  Maybe it's more of a cobra than a python?
LandWalker
player, 23 posts
Wed 20 Jan 2010
at 02:30
  • msg #483

Re: The Lounge

Constriction Attack would be iffy, but I think it would be possible. The challenge is that she can't "stand" and constrict at the same time. I'd probably put an Accessibility limitation on Constriction Attack or something like that, since she will need to be very low to the ground in order to free up enough tail to make the attack.

Honestly, I would axe Constriction Attack altogether and instead give her the Leg Grapple technique from Martial Arts (MA.76). This seems to more accurately reflect both her anatomy and abilities.

Edit: Whoops, totally misread that technique. Please hold.

Cheers.
This message was last edited by the player at 02:31, Wed 20 Jan 2010.
Psychonaught_omega
player, 17 posts
Wed 20 Jan 2010
at 02:30
  • msg #484

Re: The Lounge

Lol, I was more asking if the Constriction attack would still be feasible given her physiology. And if I'm loosing my kick I may want to take it. Where would I find the Constriction Attack in the books?
This message was last edited by the player at 02:30, Wed 20 Jan 2010.
Psychonaught_omega
player, 18 posts
Wed 20 Jan 2010
at 02:31
  • msg #485

Re: The Lounge

Ah, or that option as well. Thank you LW.
kurlumbenus
player, 74 posts
Wed 20 Jan 2010
at 02:32
  • msg #486

Re: The Lounge

Basic Book, under Advantages, "Constriction Attack".
LandWalker
player, 24 posts
Wed 20 Jan 2010
at 02:34
  • msg #487

Re: The Lounge

Constriction Attack is B.43.

The maneuver that I was thinking of above is just "grappling with your legs," which is somewhat discussed on MA.79. I'd probably allow her to buy off the DX penalty with a Hard technique, defaults to Wrestling-2, cannot exceed Wrestling.

Cheers.
Psychonaught_omega
player, 19 posts
Wed 20 Jan 2010
at 02:38
  • msg #488

Re: The Lounge

If I wanted to increase her strength just in regards to constricting, would I buy Leg ST?
silveroak
player, 77 posts
Wed 20 Jan 2010
at 02:41
  • msg #489

Re: The Lounge

I haven't mentioned it specifically but the basic skelatal structure is still fundamentally that of a primate for abberants, so a snake tail is out, unless it is in conjunction with legs... Also a second head in place of a hand is out...
LandWalker
player, 25 posts
Wed 20 Jan 2010
at 02:42
  • msg #490

Re: The Lounge

I'd be a little hesitant about that on a cost-to-benefit concern, but it could be mechanically possible. There's not a "Leg ST" advantage, but it could be reverse-engineered pretty easily from Arm ST.

Cheers.

Well, all of our ruminations may have been in vain for the game, but at least we got some good "exercise". =P
This message was last edited by the player at 02:42, Wed 20 Jan 2010.
Psychonaught_omega
player, 20 posts
Wed 20 Jan 2010
at 02:43
  • msg #491

Re: The Lounge

Huh? A second head? And darn, out goes the snake lady. Maybe I can make it more of a lizard...

*Walks off to ponder and tweak*

XD
Psychonaught_omega
player, 21 posts
Wed 20 Jan 2010
at 02:44
  • msg #492

Re: The Lounge

Yep, the exercise was good to get. XD

Force knows I don't get enough exercise...>.<
silveroak
player, 78 posts
Wed 20 Jan 2010
at 02:47
  • msg #493

Re: The Lounge

Okay, on second glance she's holding a snakes head, it looked like her arm ended in a snake head initially...

I suppose technically they could be vestigal legs...
Psychonaught_omega
player, 22 posts
Wed 20 Jan 2010
at 02:56
  • msg #494

Re: The Lounge

Lol, it's cool Silver. I'm already getting all sorts of fun ways to tweak the concept XD
Ninja D!
player, 13 posts
Tue 26 Jan 2010
at 07:58
  • msg #495

Re: The Lounge

I haven't had any kind of game for a long time. I don't suppose anyone has a slow paced 4th edition game I could join to keep fresh?
silveroak
player, 79 posts
Tue 26 Jan 2010
at 13:04
  • msg #496

Re: The Lounge

Nexus is pretty slow paced right now, and it's intended to be play at your own pace when you are in the town proper- individual sub-adventures may varry in pace once those get started...
The_Wrathchild
player, 14 posts
Tue 26 Jan 2010
at 17:38
  • msg #497

Re: The Lounge

Have two games going:

Arena of Champions: Come get the combat rules-fu up. Fast pace as long as battle is on, but some waiting periods as all battles of a round settels. Not pure combat, som RPing and a lot of rules debating going on.

Against the Giants: Slower paced Dungeon Fantasy-esqeue with 500 point monster PC's going at a GURPS adaptation of the D&D classic. While technically full atm we could probably squeeze in another soul :-).
Digital Mastermind
player, 16 posts
Publisher of D&D content
Supporter of GURPS design
Wed 27 Jan 2010
at 07:06
  • msg #498

Re: The Lounge

500 points *Shudders* Tech Level +5 + 1 trillion dollars ='s Deathstar hovering above party XD
The_Wrathchild
player, 15 posts
Wed 27 Jan 2010
at 07:25
  • msg #499

Re: The Lounge

Well, I get the feeling that when the [CENSORED] hits the fan, the Giants will feel just about like a Death Star hit them ;-)

And still - we've had one big fight, and if that was anyhting to go by, it told the story that the Crit system and tactical realities will keep the PC's honest. One PC got surrounded while cut off and suffered badly, and another suffered a critical strike with a high-damage impaling weapon. Both got taken out, and that was a wee skirmish where the PC's had the drop on the opponents.
Digital Mastermind
player, 17 posts
Publisher of D&D content
Supporter of GURPS design
Wed 27 Jan 2010
at 08:07
  • msg #500

Re: The Lounge

GURPS is so brutal without super hero powers :p
2l8m8
player, 135 posts
Because somone else got
all the good names first.
Wed 27 Jan 2010
at 14:45
  • msg #501

Re: The Lounge

Yeah. One crit can do you in, no matter how big you are. And remember, no defense against crits, so it doesn't matter how good you are, either. Extra armor and a retatiltory death-ray strike... That's what you need. ;)

(BTW, it was me that got smoked, and the GM is being quite fair and I'm still having lots of fun.)
kurlumbenus
player, 75 posts
Wed 27 Jan 2010
at 14:50
  • msg #502

Re: The Lounge

Luck and Defensive luck make an excellent defense against crits in games that allow them.
2l8m8
player, 136 posts
Because somone else got
all the good names first.
Wed 27 Jan 2010
at 15:04
  • msg #503

Re: The Lounge

Hmm... yeah, never really thought about that, but if they re-rolled, there's such a small chance they'd crit again, it wouldn't happen to anyone besides me. ;)
steelsmiter
player, 25 posts
Thu 28 Jan 2010
at 07:10
  • msg #504

Re: The Lounge

Luck combined with a really strong one skill warrior would be quite fun.
Ceredyn
player, 51 posts
Thu 1 Apr 2010
at 11:44
  • msg #505

Re: The Lounge

Does anyone know Dr Kromm's email address?
The_Wrathchild
player, 17 posts
Thu 1 Apr 2010
at 12:09
  • msg #506

Re: The Lounge

I'd try kromm at sjgames.com, or a PM via the sjgames forums. PM's get good attention.
This message was last edited by the player at 12:09, Thu 01 Apr 2010.
Ceredyn
player, 52 posts
Thu 1 Apr 2010
at 13:35
  • msg #507

Re: The Lounge

Thanks so much! This guy is so great about guiding me through the labryinth of new combat rules with 4E!
The_Wrathchild
player, 18 posts
Sat 3 Apr 2010
at 05:34
  • msg #508

Re: The Lounge

Yeah, Kromm is usually quite free with his comments, and usually fast as well.
kurlumbenus
player, 78 posts
Sat 10 Apr 2010
at 19:23
  • msg #509

Re: The Lounge

Interest in a Banestorm game (Probably set in Caithness)?
LandWalker
player, 26 posts
Sat 10 Apr 2010
at 19:25
  • msg #510

Re: The Lounge

If by "interest" you mean "planning to run one myself, which also happens to be based around the Caithness civil war," then yes. =P
kurlumbenus
player, 79 posts
Sat 10 Apr 2010
at 19:28
  • msg #511

Re: The Lounge

The civil war is the backdrop, but this isn't a wargame in particular... the game I'm setting up takes place in newly re-colonized Blythe, full of refugees FROM the war, between the Great Desert and the Great Forest.
LandWalker
player, 27 posts
Sat 10 Apr 2010
at 19:35
  • msg #512

Re: The Lounge

Hrm, could be interesting, depending on what direction you intend to go with it. What's the "objective" of the game and of the characters? To overcome threats to Blythe (in the form of reptilemen, orcs, and/or elves)? To secure resources and connections that would facilitate its reconstruction and repopulation? As a simple home base for miscellaneous treasure-hunting / dungeoneering / exploration? Who are the characters?

There are a lot of options out there, especially for Caithness. Filling in some of the blanks would not be unhelpful.
kurlumbenus
player, 80 posts
Sat 10 Apr 2010
at 19:52
  • msg #513

Re: The Lounge

In reply to LandWalker (msg #512):

Here's the premise as it's worked out so far:

Four years ago Blythe was awarded to a knight in the service of King Conall VI, along with the right to recruit colonists to re-settle the land (for those of you not in the know, Blythe was overrun by what is believed to be Reptile Men in 2001).  The past four years have been spent establishing a viable colony, going from communal huts and a crude palisade to a village surrounding a small tower.  Continual refugees from the north and expanding farmland has even been urging Sir Evan towards a second settlement.

Just before the game begins, Conall sends a missive to Evan, asking him for military assistance.  He takes his men-at-arms and guards to sally forth and assist the crown.  Sir Evan's dilemma was that while he had a duty to King and Country, he could not easily leave Blythe undefended.  As a compromise, while he did bring his personal men-at-arms and squire with him, he deputized the most combat-ready freemen in the village to protect things while he was gone.

Maybe they're handy with an axe, or proficient hunters, or are just plain big guys.  Maybe they're the village wrestling champs, or fought off an orc once.  Whatever it is, they're good enough to protect the village (or at least make the colonists feel protected), but not so useful the knight feels compelled to bring you off to war with him.

Play will focus on defending the village, clearing out monster lairs, and exploring strange ruins.  He leaves a baliff behind to handle the mundane day-to-day administrative tasks, but the PCs will certainly be able to direct the growth of the fief if they're interested in getting involved in social politics or whatever.
LandWalker
player, 28 posts
Sat 10 Apr 2010
at 20:04
  • msg #514

Re: The Lounge

What sort of point allocation are you thinking of for character creation? What sort of advancement rate? I'm guessing by your characterization of what's presumably the PCs (the "combat-ready freemen") that it'll be a pretty low initial build?
kurlumbenus
player, 81 posts
Sat 10 Apr 2010
at 20:07
  • msg #515

Re: The Lounge

125/-60, advancement dolled out by the encounter/scene at a rate that has yet to be determined, probably from 1/3 to 2 points per scene depending on what happens in it.
2l8m8
player, 140 posts
Because somone else got
all the good names first.
Thu 15 Apr 2010
at 12:27
  • msg #516

Re: The Lounge

I'm trying hard to figure out a way to word this nicely. There is no offense meant here, just a simple warning based on my experience.

Kurlembenus seems to be an excellent GM. However, despite having been in several of his games, I cannot say for certain, due to the fact that they do not seem to last long. He averages deleting more than one game per month, and has done so  for January and March, while the February game is listed as still active (I don't understand how RPoL lists games with the last post 2 months ago as active, but that's just me).

No hard feelings, I hope. I am just disappointed to be doing a lot of work for games that don't last when I have limited time resources to deploy, and want to avoid others having the same problems. The little I did play in his games was quite entertaining, and if he had enough time to continue a game, I would likely join in. I certainly understand real-life issues condensing the available time.
kurlumbenus
player, 83 posts
Thu 15 Apr 2010
at 12:41
  • msg #517

Re: The Lounge

To be fair, MOST of my games are limited engagements, designed to run a few months, and then end.  Given that until recently I had been running close to the maximum number of games and they were almost all "one shots", yes.  I have deleted a lot of games.

I admit that many of my games die off before finishing, due to a lack of interest, tpk, or external non-rpol issues.  Sometimes the players gradually stop posting.  The game above - Razorfist - is inactive because it is an arena game with two players.

What I'm saying is that there are a lot of reasons games get deleted, and I've used just about all of them.  Not enough active players to sustain my interest is a common one.  If you want a long indefinite campaign that will last until the stars go out, don't play in any of mine, because they aren't intended to last that long.

All that being said, 2l8m8 is an excellent player and has never been a problem.
silveroak
player, 84 posts
Thu 15 Apr 2010
at 12:46
  • msg #518

Re: The Lounge

Speaking of eternal plots, I have recently concieved a game that is a form of supernatural conspiricy that would literally be designed to be never ending (working title: The Gordian Plot) where not only is the story arc not predetermined but it tends to twist back in on itself and would be partially under the direction of the players, with plent of room for shifting cast and divergent threads.
If everything goes right it may be one of those games where the *players* have to make occasional sanity checks...
Would anyone be interested in this kind of game?
2l8m8
player, 141 posts
Because somone else got
all the good names first.
Thu 15 Apr 2010
at 15:15
  • msg #519

Re: The Lounge

Thank you.

And yes, the games I was in that ended what I considered prematurely, were not all K's fault, the players did abandon him first sometimes. Sometimes, he never got interest up enough to even get to a dozen posts. So there are, indeed, several reasons for these things, and I apologize if I made it sound like he was the delete-a-game ogre.

I would, indeed, appreciate knowing if he was running a longer game. There was at least one that had vague mentions of return at a later date, time permitting. I'd still be interested, for one, if that date were soon.

I hesitated to mention anything, but I do know most of yours that do follow to conclusion are short(ish) one-shots, and wanted to make sure Landwalker understood this. He was asking about experience and advancement, and in one-shots that usually isn't a great payoff. That's pretty much where I'm coming from, not trying to dis you at all, K.
LandWalker
player, 29 posts
Fri 23 Apr 2010
at 22:19
  • msg #520

Re: The Lounge

In light of the racial balance issues that I've seen in the Arena of Champions game, I'm wondering how one can have a multiracial setting without unbalancing the situation. The RAW states that racial disadvantages do not count against the disadvantage limit, which ultimately means that races with any racial disadvantages are basically getting "free points," even though they are presumably being made to pay (IC) for their racial disadvantages just as much as they should be paying for their other ones.

I'm working on setting a game up now, and would like to get people's opinion on a house rule that is along the lines of something like this:

  • Characters are created on 100/-50
  • Races with more than -20 in racial disadvantages are built on 100/-40


The objective is to make taking racial templates less of a "gimme" by mitigating the tendency to get "extra points" via racial disadvantages without completely tossing the RAW and saying that all racial disadvantages count towards the limit—my beef with that approach is that it makes racial template characters rather less customizable in the disadvantage department.

So, for example: A character built on the Dwarf template from GURPS Fantasy would still be built on 100/-50, because the Dwarf template only has [-7] in racial disadvantages. The Dwarf from Banestorm would be built on 100/-40, because the template has [-37] in racial disadvantages.

Does this change go too far? Not far enough? Is there a better way to handle it (for example, changing it from 100/-50 to 90/-50 instead of 100/-40)?
steelsmiter
player, 26 posts
Fri 23 Apr 2010
at 23:36
  • msg #521

Re: The Lounge

actually I'd suggest that you include in the paperwork that the races can trade racial disadvantages (buying off one and starting off with the other) to reflect ways in which an individual differs from the race...

some race might have

Bought off Intolerance [0]
Traded for Bloodlust [-10]

That particular member might not have the general hatred of other people but more of a specific "I want to FREAKIN KILL YOU!" hatred of their enemies.
LandWalker
player, 30 posts
Fri 23 Apr 2010
at 23:47
  • msg #522

Re: The Lounge

steelsmiter:
actually I'd suggest that you include in the paperwork that the races can trade racial disadvantages (buying off one and starting off with the other) to reflect ways in which an individual differs from the race...

some race might have

Bought off Intolerance [0]
Traded for Bloodlust [-10]

That particular member might not have the general hatred of other people but more of a specific "I want to FREAKIN KILL YOU!" hatred of their enemies.


That's not a bad idea... Maybe when I write up the racial templates, I'll play around with that and see how it looks.

As long as I can be confident that I won't end up with a party of six non-humans in a setting that is heavily dominated by humans, I'll be content with whatever works.
kurlumbenus
player, 84 posts
Fri 23 Apr 2010
at 23:51
  • msg #523

Re: The Lounge

You could figure out a perceived value for the nonhumans advantage over humans and then charge an unusual background to even it all out.
steelsmiter
player, 27 posts
Fri 23 Apr 2010
at 23:53
  • msg #524

Re: The Lounge

Dropping subtle hints like "the world consists of about 70% humans" tends to lend to just about half of the players being human in my experience. I don't have a single human in my GURPS game because I didn't care what they made... They're supposed to be exceptional I don't have a problem with the exceptional people deviate from the norm a bit.
This message was last edited by the player at 23:55, Fri 23 Apr 2010.
LandWalker
player, 31 posts
Fri 23 Apr 2010
at 23:55
  • msg #525

Re: The Lounge

steelsmiter:
Dropping subtle hints like "the world consists of about 70% humans" tends to lend to just about half of the players being human in my experience.


Whereas saying "the world consists of about 20% humans" will probably net you a party full of them. =P

Edit: In any case, I'm less worried about the party makeup functioning as a microcosm of the world at large, and more about making certain racial templates objectively "better" for a PC to take than others. More a goal of balance than of social composition.
This message was last edited by the player at 23:59, Fri 23 Apr 2010.
steelsmiter
player, 28 posts
Sat 24 Apr 2010
at 00:09
  • msg #526

Re: The Lounge

yeah... well I can't help you there because they're not balanced in terms of points. If your race has any disadvantages at all, and you don't account for them in advance, (such as by making players reduce their allowed disads by the amount in their template) those players always get more leeway.
2l8m8
player, 142 posts
Because somone else got
all the good names first.
Sat 24 Apr 2010
at 22:38
  • msg #527

Re: The Lounge

Just my non-sensible take, but I like allowing some of th disads to be bought off or some of the ads to not be taken. You don't get extra points to spend, the package just costs less, if you omit ads. You do not get to replace the disads as a racial thing (although you may certainly buy any disad as a non-racial one).

This way, they don't tend to tweak the disads to their specific character- that's not what they're for- but they do get a little leeway if they really hate some of the stuff on there.

As for discouraging non-humans, I've found the only way to do that is to make it more expensive, IE unbalanced. Th packages are pretty well balanced even though you get 'extra' points, because most of the official ones have a lot of stuff that you wouldn't necessarily pick on your own that you must pay for. To make it more, simply charge an unusual background cost. Perhaps on a sliding scale, 10 points of extra perceived value being less than 40 points of same. Players hate paying for nothing. ;) They'd have to really want it to even pay one point for it.
kurlumbenus
player, 99 posts
Mon 31 May 2010
at 13:29
  • msg #528

Re: The Lounge

You may or may not have seen my GM-Wanted posting:

quote:
'd like to play in some kind of modern GURPS game.  Anything from the 19th century to now would do - old west, cliffhangers, modern conspiracy/horror, black ops.  Something tactical where I can make a character who can play with guns would be preferred.

Maybe a cop drama?  Or a heist game?  Ideally 150-250 point characters.  Either cinematic or realistic is fine.  Horror cops (police officers investigating increasingly shocking and possibly supernatural crime) is the most interesting idea I can come up with off the top of my head, but really I'm good for anything.  Or GURPS Unknown Armies; that'd be neat too.


Anyone else up for something along those lines?  Anyone interested in running something like that?
Witchycat
player, 17 posts
Furry Kitty with
a witch's hat
Tue 1 Jun 2010
at 02:20
  • msg #529

Re: The Lounge

I have been pondering a Shadowrun type game becuase I love magic and guns.
steelsmiter
player, 31 posts
Tue 1 Jun 2010
at 13:02
  • msg #530

Re: The Lounge

I had considered running a game, somewhat realistic, but with Path/Book magic starting in 1803. The idea is that up until then the history is normal but a  divergence point happens when a banestorm is created a when Sioux cast Malaise on Seargeant Charles Floyd giving him the appendicitis that he died from. I've run into a bit of difficulty though and if I did pick the idea back up it would be a slow paced game and I'm not sure how long I'd be able to sustain it.
2l8m8
player, 144 posts
Because somone else got
all the good names first.
Wed 2 Jun 2010
at 12:27
  • msg #531

Re: The Lounge

While I'm on vacation and the game is currently on hold for (hopefully) less than a week, I am running a Serenity game on another site. Check it out if you want, Darkandmoodyforums.com
kurlumbenus
player, 100 posts
Wed 2 Jun 2010
at 12:31
  • msg #532

Re: The Lounge

Yeah, I'm thinking more modern-tactical than sci fi or historical fantasy.  Closer to Call of Cthulhu than Deadlands, if you want to go the fantasy route.
Mad Mick
player, 22 posts
Wed 2 Jun 2010
at 17:19
  • msg #533

Re: The Lounge

A GURPS Shadowrun game would be cool.  I doubt I have the time for it right now, though.
kurlumbenus
player, 101 posts
Wed 2 Jun 2010
at 21:34
  • msg #534

Re: The Lounge

I'm going to run a post apocalyptic game set during and after the fall.  Anything anyone want to see (in the game)?

The nature of the fall (how and why it went down) is very much part of the game's plot.  I'd personally prefer focusing on reconstruction and exploration, but I'll leave it up to the PCs for the most part.
steelsmiter
player, 32 posts
Thu 3 Jun 2010
at 08:53
  • msg #535

Re: The Lounge

I had one running IRL where a hacker had broken NORAD... well sort of... and caused nuclear war. The times after saw the invention of a true AI computer that worked off of the Grand Observer theory to change the world according to the requests of users by examining all the quark and subquark particle changes required to make the request possible and then making those changes.

The players eventually discovered that this computer was actually what broke NORAD. The idea came from all the things that I saw wrong with The Matrix. I've never really been in a truly good post apoc game, so at this point, and the only thing keeping me from running one is that it hasn't at this point sparked much interest.
Mad Mick
player, 23 posts
Mon 7 Jun 2010
at 19:50
  • msg #536

Re: The Lounge

Hey, guys, I submitted LandWalker's GURPS 4E character sheet to Heaven, if you ever want to use it.  It's in the thread called Character Sheets, oddly enough.  =)
Mad Mick
player, 24 posts
Mon 7 Jun 2010
at 19:56
  • msg #537

Re: The Lounge

Double post!  =)

I originally posted this in Wanted-GMs, and I received a few suggestions in the Savage World direction, but I's really like to play this in GURPS or FUDGE (but mainly GURPS).


Fantasy/ Scifi XCOM-esque game

I'd love to play a game in the XCOM tradition that combines base-building, character growth, and tactical combat.  We could go the whole alien threat route of the XCOM franchise with some abstractions.  I don't want it to be about resource management, but we could have a monthly operating budget through which we purchase equipment, hire reseachers and engineers, and expand the base.  This could easily be set in space, too, and be given different lenses, like a Star Wars Imperials or a Starfleet base.

As a fantasy game, the focus could be on recruiting magical and martial talent, building a keep, and sending out the guards to deal with Orc incursions or bandits.  As in XCOM, the base could be attacked by enemy mercenaries or even a dragon.

This game could work as a single-player or multiplayer game.  If more people wanted in, each could control one or more of the armed force sent out to deal with aliens/Rebel scum/rampaging goblins.  For base management, one person could play the lord/commander, and others could fill in other roles, like lead researchers, the head of the religious order, etc.

For game system, I'd prefer GURPS, but I'd give FUDGE a shot, too (although I've never played a FUDGE game).  I'd be happy to handle behind the scenes stuff like construction costs and time, or GM a game in reciprocation.

So, any takers?
dennisjwheeler
player, 5 posts
Tue 8 Jun 2010
at 03:03
  • msg #538

Re: The Lounge

It sounds fun to me.  I'd be willing to give it a whirl.  Never played XCOM but from your description sounds cool.  I think I'd prefer Fantasy, but I'd give any a shot.
Mad Mick
player, 25 posts
Tue 8 Jun 2010
at 03:55
  • msg #539

Re: The Lounge

Would you like to play or GM, dennis?
dennisjwheeler
player, 6 posts
Tue 8 Jun 2010
at 13:01
  • msg #540

Re: The Lounge

I'd rather play.  I'm not sure how well I could manage mass resource management in GURPS.  I'd be willing to help DM though to learn more how to do it while helping out, if that'd be useful.
silveroak
player, 86 posts
Tue 8 Jun 2010
at 18:34
  • msg #541

Re: The Lounge

The resource management part wouldn't be a problem from my perspective, the issue is working out how everyone fits into a roleplaying aspect of such a game and how to manage the time frame. In teh computer resource management games tend to be either singl player or competetive rather than cooperative...
2l8m8
player, 145 posts
Because somone else got
all the good names first.
Wed 9 Jun 2010
at 08:00
  • msg #542

Re: The Lounge

GURPS has a mass combat supplement, anyone know if resources are covered in there?
silveroak
player, 87 posts
Wed 9 Jun 2010
at 12:14
  • msg #543

Re: The Lounge

no, resoures there are reduced to prices. Heck it doesn't even cover logistics and supply trains.
kurlumbenus
player, 102 posts
Wed 9 Jun 2010
at 12:17
  • msg #544

Re: The Lounge

Yeah, it's good for mass combat but not like a complete war game or anything.
kurlumbenus
player, 103 posts
Thu 10 Jun 2010
at 19:10
  • msg #545

Razorfist Arena

I'm going to retool Razorfist into something a bit simpler.  I'm going to drop all the cinematic stuff, maybe ratchet up the realism, and drop the excess 'pro wrestling' inspired stuff about heat and promos and everything.

I'd need at least 4-6 players willing to give it a shot - it died the last time because I had what, three?

Other issues that I am requesting input on:

1. Keep the store with a constantly rotating equipment selection, or just go steady?  Or have a constant alotment of 'basic' cheap weapons, with better weapons showing up periodically?

2. Drop the junktech weapons and armor entirely and go unarmed?

3. Get rid of lulls and flurries?
dripton
player, 4 posts
Thu 10 Jun 2010
at 20:07
  • msg #546

Re: Razorfist Arena

I don't really like lulls and flurries.  I find them kind of artificial (why can't I just go in and smash if I want to?)  And some players create them voluntarily without needing a game mechanic.

Armed gives more variety than unarmed.  You could certainly have some unarmed matches.

Rotating equipment supply gives old hands another advantage over newbies.  I'd at least keep basic stuff in stock, and maybe just rotate the occasional treat.

Just my opinion.  Not sure if I'd play in another arena game regardless, just due to time constraints.  But I like the idea of a simpler non-cinematic one being available.
LandWalker
player, 35 posts
Thu 10 Jun 2010
at 21:56
  • msg #547

Re: Razorfist Arena

I'm with dripton regarding the lulls and flurries. It just seems silly. A fight might last six seconds and take six turns, or it might last sixty seconds and take six turns, but it's lasting six turns regardless. No reason to break them into artificially-imposed chunks.

Edit: After re-reading the rules about lulls and flurries, I'm now on the fence. They still seems a bit silly and artificial, but they also make Tactics (and thus, to a very limited degree, IQ) worth having. And that creates more diversity.

On the other hand, a character who is spending CP on Tactics is one who isn't spending that CP on direct combat skills—and you can probably guess which one of those two would be the natural candidate for wanting to extend a flurry.


One of the reasons I didn't apply to Razorfist the last time around is because of the equipment. In fact, this was a huge factor. The equipment list that was provided really drove me away, both because of the contents and because of its breadth (or lack thereof). Many of the contents weren't just junktech—they were junk. Borderline useless things like car antennae. The equipment-by-skill was also odd (and unappealing)—I recall there being at least one weapon skill (I think it was Two-Handed Sword) that only had two weapons, one of which was completely worthless, and one of which was $1,000 in a game where starting wealth was a tenth of that.

Ultimately, I just didn't feel like a character had a very compelling range of choice in terms of how to build and equip themselves, and I love options and diversity, and if a game doesn't have those, I lose interest awfully fast. In fact, one of my biggest complaints about Arena of Champions is that the Dwarven weapon enhancement from DF1 basically makes it mechanically pointless to ever wield a broadsword, since you can just get a Balanced Fine Dwarven axe for the same cost and twice the efficacy. That reduces options at a practical level (at an impractical level, broadswords are still an option, but only if you accept that using one will handicap you). Reduced options make me a sadface.

In fact, pretty much the only reason Lurrt wields a spear is because, at the time I created him, a spear was "different." It's still suboptimal, of course—if I wanted optimization he'd be toting one of those Superaxes—but it's not a severe handicap and it makes him just a bit unique.

As far as rotating vs. static equipment selection, I admittedly don't see the point of a rotating supply except to frustrate players who are trying to save up for an item only to have it rotate out right before they get enough money (or having another character buy it first). Static stores don't penalize players who aren't on as constantly as other players, or who managed to save up the required funds but not quite quickly enough—and then they're left with a lot of cash and nothing to do with it that they actually wanted to do.
This message was last edited by the player at 22:40, Thu 10 June 2010.
RedSabaron
player, 1 post
Fri 11 Jun 2010
at 02:38
  • msg #548

Re: Razorfist Arena

I might give it a go if you take LandWalker's advice.  I don't have anything to add that he didn't say already.
kurlumbenus
player, 104 posts
Fri 11 Jun 2010
at 14:14
  • msg #549

Re: Razorfist Arena

It was a thematic choice based on the scarcity of the setting, but I'll change it if it's unappealing.  Not like it had any huge effect on game balance.
LandWalker
player, 36 posts
Fri 11 Jun 2010
at 22:09
  • msg #550

Re: Razorfist Arena

I realize it's just a sort of window dressing to put the mechanics of arena combat in some sort of setting context, but do you mind if I ask why you specifically want to have a post-apocalyptic arena? What makes it preferable to some other setting context?
kurlumbenus
player, 105 posts
Fri 11 Jun 2010
at 22:13
  • msg #551

Re: Razorfist Arena

It was window dressing for an armed arena game that isn't medieval.
This message was last edited by the player at 22:14, Fri 11 June 2010.
kurlumbenus
player, 106 posts
Sun 13 Jun 2010
at 14:16
  • msg #552

Re: Razorfist Arena

Alright, I've reworked Razorfist a bit.

link to another game

I still need to go through Gurps Gladiators and see if there's anything from it I'm inclined to use, but go ahead and tell me what you think so far.
LandWalker
player, 37 posts
Sun 13 Jun 2010
at 14:53
  • msg #553

Re: Razorfist Arena

A couple of quick-glance rules-specific questions:

You mention that "No supernatural or exotic advantages are permitted (except where otherwise allowed by Special Training or Trained by a Master), but neither Trained by a Master or Weapon Master appear on the allowed advantages list.

Also, why can IQ not be lowered? It has much more of an impact in this game than it does in RPOL's other GURPS arena game, due to the forced-relevance of Performance, Tactics, Observation, Body Language, and Diplomacy. With that, plus the usual hazards of Kiai and other "chi skills," having a low IQ can certainly be a disadvantage.

I understand the intent of finishing moves, but not their application. I just can't visualize a situation in which they would ever happen. If your opponent is unconscious, the match is already over. If they're stunned and Doing Nothing, they'll likely yield after your Ready action anyway, at which point the match is over. So I don't see how they will actually come into play in practice.


And now, more general-level questions/observations about the game:

It certainly seems to be very heavily WWE (or whatever they're calling it nowadays) influenced. I like the idea of non-combat skills having a role to play, I'm just not sure I'm creative or interesting enough to necessarily play out things like "press conferences." Of course, I don't think that 'professional wrestlers' (or for that matter, MMA fighters or professional boxers, either) are creative or interesting enough to play out press conferences, and they do it all the time anyway. But since generating Heat (and thus, revenue) depends just as much on the player's skill (and this player is operating at Default + Incompetence), as it does on the character's, I can see how that might dissuade some potential players who just want to get in an arena and bust some heads.

It also seems a little odd (to me, at least) for the game to adopt the attitude and function of something that is as larger-than-life and over-the-top as professional wrestling, but to avoid similarly larger-than-life rules, abilities, and character-defining advantages and disadvantages. Why can't Faces have Code of Honor (or Heels have Sadism or Callous)? Why can't they use Extra Effort to do "larger-than-life" actions?

Of course, I know why these things are disallowed from a mechanical standpoint—because they give characters disadvantage points for things that may not have a clear way to impact the actual mechanics of the arena, and because they may skew the "balance" of combat maneuvers (see: Heroic Charge) in an undesired way. It's not the rules decisions themselves, but the rift between the rules and the flavor (at least, the flavor as I interpret it, which I freely admit may be incorrect) that I'm not 'getting.'

This rift also shows up in other places. Extra Effort is disallowed, even with a Will roll, but highly-cinematic skills like Kiai are not (at least, based on the exhibition match). Harsh Realism for Unarmed Fighters is used, but the game also allows Iron Body Parts (which means Iron Arms—Strikers, which means no repercussions for parrying unarmed or being parried in turn). It just all seems to be sending mixed signals as to what the tone of the game is about.


/ramble
kurlumbenus
player, 107 posts
Sun 13 Jun 2010
at 15:16
  • msg #554

Re: Razorfist Arena

LandWalker:
A couple of quick-glance rules-specific questions:

You mention that "No supernatural or exotic advantages are permitted (except where otherwise allowed by Special Training or Trained by a Master), but neither Trained by a Master or Weapon Master appear on the allowed advantages list.


I used to allow TBAM and Weapon Master.  Forgot to cut that part out when I made the game less cinematic.

quote:
Also, why can IQ not be lowered? It has much more of an impact in this game than it does in RPOL's other GURPS arena game, due to the forced-relevance of Performance, Tactics, Observation, Body Language, and Diplomacy. With that, plus the usual hazards of Kiai and other "chi skills," having a low IQ can certainly be a disadvantage.


There are no Chi skills, and with what's left it isn't really worth 20 points a level.  Maybe I'll change that though.

quote:
I understand the intent of finishing moves, but not their application. I just can't visualize a situation in which they would ever happen. If your opponent is unconscious, the match is already over. If they're stunned and Doing Nothing, they'll likely yield after your Ready action anyway, at which point the match is over. So I don't see how they will actually come into play in practice.


It's a clumsy mechanic, but if you pull it off, the overall match heat increases and both fighters earn more.   I might change it to something simpler and one-turn-ish.

quote:
And now, more general-level questions/observations about the game:

It certainly seems to be very heavily WWE (or whatever they're calling it nowadays) influenced. I like the idea of non-combat skills having a role to play, I'm just not sure I'm creative or interesting enough to necessarily play out things like "press conferences." Of course, I don't think that 'professional wrestlers' (or for that matter, MMA fighters or professional boxers, either) are creative or interesting enough to play out press conferences, and they do it all the time anyway. But since generating Heat (and thus, revenue) depends just as much on the player's skill (and this player is operating at Default + Incompetence), as it does on the character's, I can see how that might dissuade some potential players who just want to get in an arena and bust some heads.


It really just comes down to the performance roll.  Well written or entertaining posts will get a slight (+1? +2?) mechanical bonus TO the performance roll, but without the skill it doesn't matter how well written it is.

quote:
It also seems a little odd (to me, at least) for the game to adopt the attitude and function of something that is as larger-than-life and over-the-top as professional wrestling, but to avoid similarly larger-than-life rules, abilities, and character-defining advantages and disadvantages. Why can't Faces have Code of Honor (or Heels have Sadism or Callous)? Why can't they use Extra Effort to do "larger-than-life" actions?


The game is about the pomp and circumstance of combat as performance.  The audience responds to 'over the top' behavior, but behind the scenes you're just a guy, not a superhero.  You're a gladiator, but you're also a performer.

It's entirely legit to ignore the performance angle and just make a stone cold professional warrior.  The fans may or may not like you as much as the flamboyant guy next to you, but if you can beat him to death with a tire-iron it doesn't matter that he can afford a house and you live in a trailer.

quote:
Of course, I know why these things are disallowed from a mechanical standpoint—because they give characters disadvantage points for things that may not have a clear way to impact the actual mechanics of the arena, and because they may skew the "balance" of combat maneuvers (see: Heroic Charge) in an undesired way. It's not the rules decisions themselves, but the rift between the rules and the flavor (at least, the flavor as I interpret it, which I freely admit may be incorrect) that I'm not 'getting.'


The flavor is not that you're an actual face or heel, but rather a professional warrior pretending to be a face or a heel because that's what the fans respond to.  Simple, larger than life caricatures.

You CAN be callous or honorable or whatever, just like you can have red hair or brown eyes.  Just play your character that way.  You won't get any points for it.

quote:
This rift also shows up in other places. Extra Effort is disallowed, even with a Will roll, but highly-cinematic skills like Kiai are not (at least, based on the exhibition match). Harsh Realism for Unarmed Fighters is used, but the game also allows Iron Body Parts (which means Iron Arms—Strikers, which means no repercussions for parrying unarmed or being parried in turn). It just all seems to be sending mixed signals as to what the tone of the game is about.


The exhibition match was before I stripped out the cinematic stuff.  Kiai is not allowed.  Iron body parts are allowed, but anything cinematic building off of them is not.  Some strikers are well established in reality (muay thai's ankle kicks), but life is not fair.
This message was last edited by the player at 15:17, Sun 13 June 2010.
kurlumbenus
player, 108 posts
Sun 13 Jun 2010
at 21:14
  • msg #555

Re: Razorfist Arena

Maybe I should make it entirely unarmed, and use "winnings" more as a function of score rather than character upgrades.

Or have the Arena provide equivalent weapons and armor for different matches some times.  Gladiators seldom owned their own equipment.

Thoughts on this?
RedSabaron
player, 2 posts
Sun 13 Jun 2010
at 21:19
  • msg #556

Re: Razorfist Arena

I think that might work better.  $100 means it's going to be a staff party.
LandWalker
player, 38 posts
Sun 13 Jun 2010
at 21:24
  • msg #557

Re: Razorfist Arena

kurlumbenus:
Maybe I should make it entirely unarmed, and use "winnings" more as a function of score rather than character upgrades.

Or have the Arena provide equivalent weapons and armor for different matches some times.  Gladiators seldom owned their own equipment.

Thoughts on this?


I don't know about making it entirely unarmed, or about making it "random equipment", but I agree with RedSabaron—$100 starting wealth is basically an advertisement for staff specialists. Cheap weapon, decent damage, +2 Parry (plus it's a long weapon, so it suffers improved range and reduced penalties for parrying multiple attacks in a round).
kurlumbenus
player, 109 posts
Sun 13 Jun 2010
at 21:25
  • msg #558

Re: Razorfist Arena

If I go with personal gear I'd up the starting wealth to possibly $700-$1000.
kurlumbenus
player, 110 posts
Mon 14 Jun 2010
at 19:08
  • msg #559

Re: Razorfist Arena

As an alternate to an arena game:  Run n' Gun.

The players are loose in a maze or labyrinth with a pistol.  The object of the game is to run in, grab as many prizes/loots as they can, and escape alive.  They earn points by sniping their fellow Runners, though that's not the primary goal.  There could also be traps and sentries or whatever.

This could be a fantasy game with melee weapons and magic, or a futuristic "smash TV" type game with guns and technology.

Each player would have their own thread, with turns every 24 hours (or full update schedule).

Difficulties: Modern/future might be very lethal if players take headshots.  Maybe disallow (as part of the game rules, not a house rule) headshots?  Death still possible without them, but that's okay.

Sometimes your turn might just be "run down a long hallway" for three days in a row if there's nobody around, and people who get 'eliminated' first might have to just watch.

Comments?  Suggestions?
2l8m8
player, 146 posts
Because somone else got
all the good names first.
Mon 14 Jun 2010
at 19:14
  • msg #560

Re: Razorfist Arena

Something to stop 'sniping' per se. Sitting at a spot, and waiting for opportunity fire forever, makes great tactics but lousy games. See it a lt in paintball, and even the guy doing it gets bored.
pesterfield
player, 40 posts
Mon 14 Jun 2010
at 19:18
  • msg #561

Re: Razorfist Arena

While you're sitting there sniping what are the contestants that came through other entrances doing?

If the prizes are better weapons, armor, or just more ammo the sniper is going to want to try getting some of it eventually.
kurlumbenus
player, 111 posts
Mon 14 Jun 2010
at 19:19
  • msg #562

Re: Razorfist Arena

The goal isn't to 'snipe', it's to grab loot and get out.  Taking out your fellow players is a bonus.

Maybe a time limit?  Make it too dangerous to hide indefinitely?  Or maybe there's a collar that shocks you if you wait in one place (one hex) for too long - say more than 5 seconds.

edit: Yes.  The prizes are better gear for one - similar to FPS power ups.  Cash prizes are less important, but act as your "score".
This message was last edited by the player at 19:20, Mon 14 June 2010.
Ceredyn
player, 83 posts
Tue 15 Jun 2010
at 01:02
  • msg #563

Re: Razorfist Arena

kurl, I'd be into an Arena/Labryinth game that has a modern edge to it, ala, Running Man, etc., where the 'contestants' have a certain time limit to negotiate some maze or whatever. Small arms with limited ammunition, occasional melee weapons, and of course brutal martial arts.

I always liked the 'convicted felons' angle, like Running Man, where the contestants are offered their freedom to succeed.

If you kept it non cinematic, I'd be there in a heartbeat.
kurlumbenus
player, 112 posts
Tue 15 Jun 2010
at 01:10
  • msg #564

Re: Razorfist Arena

That's actually a really neat idea - convicted felons trying to earn their freedom.
Ceredyn
player, 84 posts
Tue 15 Jun 2010
at 01:14
  • msg #565

Re: Razorfist Arena

A year or so ago someone tried to run a game like that, was it rubberduck? I really loved the idea. It didn't get very far but the concept was great. I even remember my psychopathic killer convict character, Devon Williams. He had been imprisoned as a 16 year old high school student for cannibalizing his Social Studies teacher, Mrs. Pantelokas.
kurlumbenus
player, 113 posts
Tue 15 Jun 2010
at 03:12
  • msg #566

Re: Razorfist Arena

Somehow, you done messed up.  You done messed up bad, and got yourself put in a very bad place.  The judge, the jury, the media - they were all in agreement.  You had to be put away, kept away from humanity for the magnitude of your sins.  Maybe you didn't even break the law, but were framed for angering the wrong man, or were just a convenient patsy.  It doesn't even matter.

They threw you away to this dark, dank place, this prison, and forgot about you the best they could, but you survived.  And now - now there's hope.  A group of very rich men - don't bother asking who, it doesn't matter - have set up a game pitting men against men.  The most savage and desperate criminals from around the world are flown to hidden locations, pitting their lives against the chance for freedom.

While they drink and gamble and bet on your death, you're put through the most fiendish gauntlet these rich old men can afford.  Traps.  Attack dogs.  Perilous drops, and worst of all - each other.  Only one of you can be awarded your freedom.  The rest of you go back behind bars - if you survive.


Something like that.  The prisoners enter empty handed, but there are plenty of weapons scattered around.  Maybe no firearms.

The Prize is the big stumbling block at the moment.  The surviving losers return to the pen until the next game - losing anything they've found, but keeping any earned CP (and as this is a mega-event rather than "matches", the CP awards will be large) but the "winner" goes free, and is removed from the game.

(Don't complain about the disparity in CP values between new characters and survivors - it's a Realistic game, and the traps and whatever are going to be deadly enough that even the best characters will eventually fall)
Ceredyn
player, 85 posts
Tue 15 Jun 2010
at 10:28
  • msg #567

Re: Razorfist Arena

Your idea shows much promise.  :)
steelsmiter
player, 33 posts
Tue 15 Jun 2010
at 10:53
  • msg #568

Re: Razorfist Arena

sounds like it would be fun... too bad I can't really guarantee a posting rate
2l8m8
player, 147 posts
Because somone else got
all the good names first.
Tue 15 Jun 2010
at 12:55
  • msg #569

Re: Razorfist Arena

It might be nice to add in another caveat, that once the character is free, they may decide to continue competing for lots of money... After all, that way you can both keep the character, and provide a way for future upkeep since the convicts likely will be dead broke anyhow.
kurlumbenus
player, 114 posts
Tue 15 Jun 2010
at 12:57
  • msg #570

Re: Razorfist Arena

Good idea.
Ceredyn
player, 86 posts
Tue 15 Jun 2010
at 13:19
  • msg #571

Re: Razorfist Arena

Or it can simply be a one-shot adventure deal, ala Running Man.  Either way is cool.
2l8m8
player, 148 posts
Because somone else got
all the good names first.
Tue 15 Jun 2010
at 13:23
  • msg #572

Re: Razorfist Arena

I don't think I'll be playing, but it sounds neat. Maybe even the freed winner can use his money to buy gear to use...?
Ceredyn
player, 87 posts
Tue 15 Jun 2010
at 13:37
  • msg #573

Re: Razorfist Arena

Once my controversial Orcslayer campaign is over, I'm going to take another stab at a Death Labryinth. It'll be a one shot deal and the winner will receive a prize mailed to them. Nothing expensive, maybe a Fig or a PDF Gurps supplement game of their choice, sort of thing. I guess I'd find out from the majority if they'd prefer it in Medieval Fantasy or Contemporary genre.

But that's down the road a bit...
RedSabaron
player, 3 posts
Tue 15 Jun 2010
at 19:03
  • msg #574

Re: Razorfist Arena

What?!  I love figs.  I'm going to win your Death Labyrinth if it's the last thing I do!

Seriously, sounds like fun.  I like kurlumbenus' idea too.
steelsmiter
player, 34 posts
Wed 16 Jun 2010
at 10:15
  • msg #575

Re: Razorfist Arena

There was a Pyramid I wanted at some point but can't remember the issue... oh well, I'm not in that game anyhow.
kurlumbenus
player, 115 posts
Wed 16 Jun 2010
at 12:09
  • msg #576

Re: Razorfist Arena

None of us are.  Ceredyn's game doesn't exist yet.
steelsmiter
player, 35 posts
Wed 16 Jun 2010
at 12:32
  • msg #577

Re: Razorfist Arena

when it comes out I doubt I'll be in it then either.
Ceredyn
player, 88 posts
Wed 16 Jun 2010
at 13:58
  • msg #578

Re: Razorfist Arena

No, I was just discussing a possible game I might run in the future. I'm all ears for Kurlum's game, though, should he choose to run one!
Ceredyn
player, 89 posts
Tue 22 Jun 2010
at 18:38
  • msg #579

Re: Razorfist Arena

Couple things:

1. Where can I find the PDF for the expanded Gurps 4E Mass Combat rules?

2. Is there currently a Gurps 4E book that covers all the templates, advantages, etc. for Robots, Androids, etc? If so, does anyone have a link to find the PDF for same?
RedSabaron
player, 4 posts
Tue 22 Jun 2010
at 18:49
  • msg #580

Re: Razorfist Arena

http://e23.sjgames.com/item.html?id=SJG37-0131  Mass Combat

For your second request, I don't know that such a thing exists in 4e.  There are quite a few robots statted up in Ultra-Tech but it is not a comprehensive guide to playing robots.  If you don't mind converting between 3e and 4e, GURPS Robots would fit the bill.

http://www.warehouse23.com/item.html?id=SJG6511 <- Not a PDF though.
This message was last edited by the player at 18:49, Tue 22 June 2010.
Ceredyn
player, 90 posts
Tue 22 Jun 2010
at 18:51
  • msg #581

Re: Razorfist Arena

Excellent Thanks!
steelsmiter
player, 36 posts
Tue 22 Jun 2010
at 19:36
  • msg #582

Re: Razorfist Arena

The only thing I know of that has templates is one that covers forum member made templates and not official ones. That PDF can be found by searching tags, but for official ones, anyone else's guess is as good as mine.
kurlumbenus
player, 116 posts
Wed 23 Jun 2010
at 22:50
  • msg #583

Oubliette

I've got some tentative rules and chargen stuff set up for the prisoner-escape-gauntlet game.

Check it out.  I'm not recruiting yet, but I'd like to get your input and suggestions.

link to another game
This message was last edited by the player at 22:51, Wed 23 June 2010.
pesterfield
player, 41 posts
Wed 23 Jun 2010
at 23:24
  • msg #584

Re: Oubliette

Could I suggest some writing up a few ready made fighters people could take.
kurlumbenus
player, 117 posts
Wed 23 Jun 2010
at 23:24
  • msg #585

Re: Oubliette

That's a good idea.
kurlumbenus
player, 124 posts
Tue 20 Jul 2010
at 16:41
  • msg #586

Banestorm

A while ago I tried to run a Banestorm game set during the initial human appearance in Yrth, going for a strong degree of historical accuracy.  I didn't get enough interest to go forth with it, and I'm wondering what kind of set-up might get more interest.

The original was a sleepy English fief between the leaving of the Danes and the arrival of the Normans, with the players as the craftsmen and farmers forced to survive in a strange land.  Are any of the following setups more compelling?

1. The players are a longboat of Danes (Vikings) on a trading and raiding mission when they are transported to Yrth.  Difficulty: They aren't farmers, have no crops or livestock, and lack the base infrastructure to build a community.

2. The players are Crusaders in the Holy Lands, camp followers, and Muslim prisoners.  Difficulty: Any craftsmen are likely to be the prisoners, leading to a fundamental power dynamic that may be difficult to overcome.

3. #2, but reversed - Muslim warriors protecting their homelands and the Christian prisoners (crusaders, traders, etc) that they're guarding or transporting.

4. Norman party of nobles out on a hunt.  Similar problems to the Vikings, but with a different skill set.

Any other interesting set-up ideas?  Would anyone be interested in any of these?  I'd like to keep the time period between 1050 and 1125.
silveroak
player, 92 posts
Tue 20 Jul 2010
at 20:50
  • msg #587

Re: Banestorm

1066 French invasion of England?
Mad Mick
player, 26 posts
Tue 20 Jul 2010
at 21:13
  • msg #588

Re: Banestorm

The Viking raiding party is intriguing.  Do they continue to loot and pillage, or try to settle down and carve out some kind of settlement for themselves in this new land?
kurlumbenus
player, 125 posts
Tue 20 Jul 2010
at 21:30
  • msg #589

Re: Banestorm

In reply to silveroak (msg #587):

The original game I had set during 1050, so it was before the Norman invasion, but a game set during the invasion (or during the aftermath) would be more recognizably 'England'.

quote:
Do they continue to loot and pillage, or try to settle down and carve out some kind of settlement for themselves in this new land?


Entirely up to the players.  There will be no NPC supervisor.  If I get enough players, there will be no NPCs with the party at all.
This message was last edited by the player at 22:29, Tue 20 July 2010.
LandWalker
player, 39 posts
Tue 20 Jul 2010
at 23:10
  • msg #590

Re: Banestorm

kurlumbenus:
1. The players are a longboat of Danes (Vikings) on a trading and raiding mission when they are transported to Yrth.  Difficulty: They aren't farmers, have no crops or livestock, and lack the base infrastructure to build a community.


Although not having any crops or livestock is less than favorable, the skill set isn't really a problem, since viking raiders were almost universally only in that "business" part-time, and spent the rest of their time as, well, farmers. And sometimes craftsmen. Half the reason raiding was so popular was so that you could get enough wealth and prestige to acquire your own land from the limited available arable space back home.

So if the players wanted to try to establish a farming community, they certainly could (although they'd have to acquire some "local" produce first to get things started). And if they wanted to raid some village or try to set themselves up as local lordlings, heck, they could do that too. It's basically what the vikings did do for three hundred years.
kurlumbenus
player, 126 posts
Tue 20 Jul 2010
at 23:19
  • msg #591

Re: Banestorm

True.  Most were fishermen, farmers, and craftsmen - even the huskarls were trained in a trade of some sort before gaining their positions, and the jarls might have any given skill set.

Doing a bit of research I see that Sigurd I of Norway sent a bunch of men to fight for New Jerusalem in the first Crusade.  Perhaps the PCs are a longboat that never made it to Byzantium...
Irishman
player, 6 posts
Fri 23 Jul 2010
at 22:15
  • msg #592

Re: Banestorm

The first crusade was very much a peasant pilgrimage. Many people even brought their children along (though there were professional knights on the crusade as well).
kurlumbenus
player, 128 posts
Fri 23 Jul 2010
at 22:21
  • msg #593

Re: Banestorm

Not from Norway there weren't.  Just 5000 hairy dudes in 60 ships.  After the crusade he gave all his ships to Byzantium, and the whole motley group rode HORSES all the way back home over the next three years.
Ceredyn
player, 92 posts
Sun 1 Aug 2010
at 00:02
  • msg #594

Re: Banestorm

Folks, is there anyone here proficient in the use of Maptools that can direct me to, or preferably send me, a numbered Hex Overlay that I can stick over my grid squared Maps?

I vow my next fight scenario Desert Interlude is going to have a good, working, no fuss map.
LandWalker
player, 40 posts
Sun 1 Aug 2010
at 00:07
  • msg #595

Re: Banestorm

Ceredyn: If you have the patience to figure out how to use it, do a google search for mkhexgrid — it's a command-prompt program that generates said grid overlays as .pngs, which you can then just add to the MapTools library and drag them straight onto the map (in the Background or Objects layer, generally).

If you don't have the patience for it, I'd be happy to e-mail you the one I use.

Unfortunately, MapTools itself can't generate these grid labels, so using outside-generated overlays as background objects is about as good as we're about to get, as far as I know. Mkhexgrid is what's used in Arena of Champions, for example.

Cheers.


Edit: Alternatively, just let me know how big you want it and I'll see if I can generate it. I don't usually use anything bigger than 25x25, but I don't know what your scenario calls for.
This message was last edited by the player at 00:08, Sun 01 Aug 2010.
The_Wrathchild
player, 22 posts
Sun 1 Aug 2010
at 09:07
  • msg #596

Re: Banestorm

Yes, mkhexgrid is your friend here. I'll also voluteer to create stuff if you need it.
LandWalker
player, 41 posts
Mon 9 Aug 2010
at 02:28
  • msg #597

Deleted Games

This may seem like an odd place for an odd question, but I've noticed that when some GMs delete games that they are running, they "purge" them — delete all the threads and messages, all of the characters, etc.

I'm sure there's a rationale behind it, but even as a GM myself I can't figure out what it is. Is there any light out there to be shed on this?
2l8m8
player, 153 posts
Because somone else got
all the good names first.
Mon 9 Aug 2010
at 08:13
  • msg #598

Re: Deleted Games

Anal posessiveness?
kurlumbenus
player, 129 posts
Mon 9 Aug 2010
at 12:15
  • msg #599

Re: Deleted Games

OCD.
silveroak
player, 93 posts
Mon 9 Aug 2010
at 12:35
  • msg #600

Re: Deleted Games

The only thing I could think of is if they are planing to move the game elsewhere and have downloaded teh threads to their own system, then they may purge either a) to eliminate evidence the game was ever here, or b) as a way to keep track of which threads they have and have not downloaded (download- delete, repeat). Of course in teh case of b) they may not be moving it, but obviously they have some future use of the game (else why download teh threads) and are not planning on ressurecting it (or they would try and not purge it).
Gurpser
player, 9 posts
Sun 29 Aug 2010
at 00:37
  • msg #601

Anyone tried a...

Anyone running a Magical Arena game?

Or a "sandbox" GURPS game,       any genre?

By th way I think I'm using "sandbox" right, almost like solo but
the players has more control over the flow of the game, right?

Edit: Ah, Sandbox=non-linear. Provide the enviroment for the
players. A-la old D&D Box sets a Dungeon crawl vs. a Wilderness
adventure. . .

So now I'm even more confused. Isn't that the reason we play with people rather
than with Computers? What's with the sudden increase (for me at least)
in seeing term?
This message was last edited by the player at 01:03, Sun 29 Aug 2010.
MazVN
player, 2 posts
Sun 29 Aug 2010
at 06:27
  • msg #602

Re: Anyone tried a...

In reply to Gurpser (msg #601):
Magical arena.
Nope I haven't tried or seen it, it could be interesting if you like the magic system. But I think it would then have to be a "wizards only" arena", so some big brutal ogre doesn't just swoop in an grapple the mage.

Sandbox game

I don't really understand how you reach the conclusion that "none-linear" = "like playing computer"?.

...in any case I think the increased use in the term is because it's become such a popular term in computer games. Where it's "the thing", so all games try to be "sandbox"... coincidently that might be why you associate the word with "like playing computer".

Sandbox games can be really fun. Depending on how it's done it can lead to less PC-PC interaction and more GM-PC interaction but it's easy to avoid by simply giving the players more direct control.



An example of a sandbox game could be a super-hero game where the game centres entirely in a single city and there are several known issues, it's up to the players to decide what issue to tackle and how. Things might happen depending on what hey do or do not do, but it's not that they HAVE to do X for the game to proceed.
The_Wrathchild
player, 24 posts
Sun 29 Aug 2010
at 07:14
  • msg #603

Re: Anyone tried a...

A magical arena could be either Powers or Magic based - I'd personally prefer the former, I think, not for any dislike of the Magic system, but that one I know well, less so all the rules aspects of Powers.

I do have a feeling that such combat is going to be tactically less interesting than the melee arenas, though.

But anyhow, a Magical arena doesn't have to be about spell-slinging only, of course. Buffing mages could be the rage also.

Did you have a particular style in mind, Gurpser?
Gurpser
player, 10 posts
Sun 29 Aug 2010
at 18:51
  • msg #604

Re: Anyone tried a...

MazVN:
In reply to Gurpser (msg #601):

Sandbox game

I don't really understand how you reach the conclusion that "none-linear" = "like playing computer"?.


Sorry, seems like you might have mis-read or perhaps I wasn't clear. I associate linear play with computer games. Non-linear with playing with live people over a computer or not.

The_Wrathchild:
In reply to Gurpser (msg #601):
Did you have a particular style in mind, Gurpser?


Not really, although I hear a lot of complaints about the GURPS Magic system and my experience with Arena games are that they help to clarify the rules and ignite the imagination to look for different applications of skills and techniques, and a Mage's Arena might do the same thing. So I'd be inclined to seeing the system of rules and spells as presented in Magic rather than Powers used. I'm just not sure how practical that would be.
kurlumbenus
player, 130 posts
Sun 29 Aug 2010
at 19:03
  • msg #605

Re: Anyone tried a...

S John Ross had a 3e arena type setup for magic on his Gunmetal Blue site a few years back.  I'd google that if you wanted to give it a try.
The_Wrathchild
player, 25 posts
Tue 31 Aug 2010
at 11:04
  • msg #606

Re: Anyone tried a...

Hey, that's right - let's check out the Blue Room. It's been a while :-).

edit: Did you think of this setup: http://www.io.com/~sjohn/gladmage.htm

If I am not mistaken the no-magic version of those rules were the basis of the arena gaming we have going on. The map provided is the infamous Pit of Doom ;-)
This message was last edited by the player at 11:10, Tue 31 Aug 2010.
2l8m8
player, 154 posts
Because somone else got
all the good names first.
Tue 31 Aug 2010
at 19:32
  • msg #607

Re: Anyone tried a...

Just a comment on arena magic:

The real utility of mages would be completely bypassed in an arena game. Some clever might find use for a few spells, but mostly it would be all combat. Offense, defense, and... move something less than one pound at 2MPH? Not bloody likely unless pre-reqs were being used.

This is great for some basic understanding of magic, and great understanding of magical combat, but like the great revelation of a PC in D&D aeons ago- "The Enlergae spell is the best. Because if you memorize the reverse, yo can shrink enemies, things you want to smuggle, and sticky doors so that they never even trip any traps." There is no real use of the magic system, *as defined*, I guess is what I'm trying to say, and odd things might happen.

Besides, I don't think it'd be a lot of fun playing a mage who can't even fly or light a cigarette with magic. ;)

(I know, everyone is gonna come up with ways both of those are excellent battle spells, but you get the idea, anyhow.)
MazVN
player, 3 posts
Tue 31 Aug 2010
at 19:50
  • msg #608

Re: Anyone tried a...

Gurpser:
Sorry, seems like you might have mis-read or perhaps I wasn't clear. I associate linear play with computer games. Non-linear with playing with live people over a computer or not.

Ah yes, sorry I did indeed misread.

Most of the game I have played and GM'ed are however more or less linear. I've found that most players by far like pretty linear play. they like the "we have a quest, to complete it we have to go to X and get Y. Of course a lot of stuff can happen on they way and the line may even be changed. I agree that that is the great thing about RPG as opposed to computer games :)

Re Magic arenas, I think a "Supers" arena using powers/imbuements would be more interesting than a magic system. I mean, I just watch Marvels Hulk Vs. XXX, that would be fun ;)
Gurpser
player, 11 posts
Tue 31 Aug 2010
at 20:12
  • msg #609

Re: Anyone tried a...

I wonder what the interest level in a Powers Arena would be?

It seems that a lot of ground rules would need to be set. Some
guidelines on how to spend points maybe. What happens when
a character is killed? Things like that.

Arena of Champions seems to have done very well, but the can of
worms adding Powers to an environment like taht is daunting.

That was the main reason I was leaning toward RAW Magic to start
with since it is something a bit or structured in form than Powers. Wasn't
there an e23 PDF about Magical Styles? Anyone have that? From
what I remember it was similar to Martial Arts but for Magic.
MazVN
player, 4 posts
Tue 31 Aug 2010
at 21:31
  • msg #610

Re: Anyone tried a...

In reply to Gurpser (msg #609):

Heh yeah, Free form power-design would be a disaster. It would just be race to find the most broken attack power... M.U.N.C.H.K.I.N. would probably win.


But I'm not sure RAW Magic is much better. I mean, sure if you stick to only attack/defense spells it's pretty simple (but also very boring with no tactical options) but if you include all spells I think you will get a lot of grey area where the GM would constantly have to rule which spell overrules which and how a target is affected when multiple spells are in effect.

In my experience the RAW Spells aren't that well defined.



Power-design would need to be extremely strictly controlled for it to work. Maybe imbuements is better (I don't really know much about them). An option could be to only allow the premade powers in GURPS:Powers, there is a lot of them, but it would still take some of the fun out of it.
The_Wrathchild
player, 26 posts
Wed 1 Sep 2010
at 05:34
  • msg #611

Re: Anyone tried a...

In reply to Gurpser (msg #609):

When (if!) AoC comes to a close (no, there are no current plans to end it! ;-), I'd GM one. Before that I'll play, research and debate :-).
Gurpser
player, 12 posts
Wed 15 Sep 2010
at 17:28
  • msg #612

Re: Anyone tried a...

While ruminating on how and why to run a Magic Arena campaign I came to realize that that isn't quite the kind of game I'm interested in. What originally attracted me to the idea was a chance to see the GURPS Magic system and permutations in the Thaumatology book run through their paces. I wanted to see where it was broken and what solutions would shake out during play. I'm beginning to think an Arena type game would only scratch the surface (and maybe not be as much fun as I thought). As has been pointed out here and in other places as well GURPS Magic is not really a tactical spell-caster system but operates on both a grander and more subtle scale.

When the elements  of the game I'd really like to run/play began to gel they looked like this:
  • The game should use multiple options from Thaumatology, each player should be able to design their own "magical style" to exploit the options that most appeal to them.
  • The PCs should have the ability to effect massive change on the game world: cripple economies, topple regimes, lay waste to country sides, or prevent these things from happening.
  • The time scale should be flexible in the extreme with occasional large leaps forward in time. Month to month turns might be more common than second to second.
  • The number of players should be low, 3 to 4 max. with the possibility for multiple characters (maybe) but the primary character should remain a powerful spell-caster of some sort.


With that in mind I'm thinking the characters should be a cabal of highly powerful wizards, perhaps guild-masters, court magicians, or the like. Loyal but competitive amongst themselves perhaps manipulating entire kingdoms for their own amusement, or to see who possesses the right to some artifact for the following year.

I'd more than likely use an established game world for the backdrop, most likely Yrth.

Does this sound like fun to anyone besides me?
kurlumbenus
player, 131 posts
Wed 15 Sep 2010
at 18:27
  • msg #613

Re: Anyone tried a...

It would be interesting in a format similar to Midsummer Knight's Dream, though perhaps focused more on the actual spellcasting.

Maybe the players are all members of the same Chantry?  Or each is the 'head' of a competing magical school/style?
Gurpser
player, 13 posts
Wed 15 Sep 2010
at 18:37
  • msg #614

Re: Anyone tried a...

Haven't caught that game, I'll check it out.

Members of the same Chantry or competing heads of rival schools would both work.

I was also thinking representatives of several races night work or each character being the head of one faction of a shadowy conspiracy guiding the nations of the Yrth to their own ends. A kind of Magical Buildenburgers.
kurlumbenus
player, 132 posts
Wed 15 Sep 2010
at 18:48
  • msg #615

Re: Anyone tried a...

Well, the Ministry of Serendipity is sort of like a Yttaria-spanning magical conspiracy as it is.  There seem to be equivalents in every nation.

GURPS Cabal might be another resource to check out.
silveroak
player, 96 posts
Wed 6 Oct 2010
at 23:07
  • msg #616

Re: Anyone tried a...

I'm considering running a game where a major banestorm resurgance would seriously put the Ministry of Serendipity to the test- like an event with 100's of well armed and well supplied troops crossed over, would it be more interesting to play members of the conspiricy or members of the submarine crew? Or maybe run the two in parallel- if it could get enough players...
2l8m8
player, 156 posts
Because somone else got
all the good names first.
Thu 7 Oct 2010
at 11:36
  • msg #617

Re: Anyone tried a...

Personally, I'm a gadget-man. I'd love to have all of the high-tech gear and be the Yankee in the Court... Then again, it would be pretty cool to capture the gear, too... ;)
Mad Mick
player, 27 posts
Fri 8 Oct 2010
at 03:08
  • msg #618

Re: Anyone tried a...

Ooo, sounds like 1632!  If you don't run this game now, silveroak, I'll take it up at some point.

http://www.goodreads.com/book/show/16967.1632
silveroak
player, 97 posts
Fri 8 Oct 2010
at 15:58
  • msg #619

Re: Anyone tried a...

I'm putting it together, seems like we are going to be going with teh submarine crew angle...
silveroak
player, 98 posts
Fri 8 Oct 2010
at 16:49
  • msg #620

Re: Anyone tried a...

And here it is: link to another game
Digital Mastermind
player, 19 posts
Publisher of D&D content
Supporter of GURPS design
Mon 18 Oct 2010
at 03:48
  • msg #621

Re: Anyone tried a...

Mad Mick:
Ooo, sounds like 1632!  If you don't run this game now, silveroak, I'll take it up at some point.

http://www.goodreads.com/book/show/16967.1632


Landwalker n' I were doing a game based on old Earth world cultures/peoples being transported through a rift into a Banestorm'ish world.  Hectic schedules n' all at the turn of the year..
Digital Mastermind
player, 20 posts
Publisher of D&D content
Supporter of GURPS design
Mon 18 Oct 2010
at 03:55
  • msg #622

Re: Deleted Games

LandWalker:
This may seem like an odd place for an odd question, but I've noticed that when some GMs delete games that they are running, they "purge" them — delete all the threads and messages, all of the characters, etc.

I'm sure there's a rationale behind it, but even as a GM myself I can't figure out what it is. Is there any light out there to be shed on this?

I personally find it odious to this degree or that.  All those people's work, content, etc.. To just erase it from the world =\  Meh..
Mad Mick
player, 28 posts
Mon 18 Oct 2010
at 15:09
  • msg #623

Deleted GMs

Did anyone else see this?
quote:
Delusional, as a new account from a banned user, is also banned.  You may also know them as Ceredyn.

2l8m8
player, 157 posts
Because somone else got
all the good names first.
Mon 18 Oct 2010
at 15:14
  • msg #624

Re: Deleted GMs

Hmm, how about that. (Ceredyn, I mean.)

As for deleting things- there are reasons, although most of them I can think of have to do with the players asking for it. I presume you're annoyed at a GM deleting stuff you wanted kept?
Digital Mastermind
player, 21 posts
Publisher of D&D content
Supporter of GURPS design
Mon 18 Oct 2010
at 15:23
  • msg #625

Re: Deleted GMs

Ack, we lost Ceredyn?   I just checked GMed games and his are shut down :( What happened? Anyone know?
2l8m8
player, 158 posts
Because somone else got
all the good names first.
Mon 18 Oct 2010
at 15:30
  • msg #626

Re: Deleted GMs

Isn't he the one who asked for his account to be banned because he was spending too much time playing?
Digital Mastermind
player, 22 posts
Publisher of D&D content
Supporter of GURPS design
Mon 18 Oct 2010
at 15:32
  • msg #627

Re: Deleted GMs

Ahhh, I remember someone doing that. =\
Linkdead
player, 4 posts
Mon 18 Oct 2010
at 15:40
  • msg #628

Re: Deleted GMs

Part of his reasoning is that Ceredyn has dreams of writing a novel, or more than one.  Rpol has been too much of a distraction.
Mad Mick
player, 29 posts
Mon 18 Oct 2010
at 16:03
  • msg #629

Re: Deleted GMs

Right, he described himself as a wino who keeps going back to the bottle.  I for one miss him.  =)
Gurpser
player, 14 posts
Mon 18 Oct 2010
at 18:19
  • msg #630

Re: Deleted GMs

Linkdead:
Part of his reasoning is that Ceredyn has dreams of writing a novel, or more than one.  Rpol has been too much of a distraction.


Don't we all? I know I for one am constantly toying with the idea of fleshing out a game into a novel.

On that note has anyone checked out the self-publishing ebook services that Amazon and Barnes and Noble are doing now?
silveroak
player, 100 posts
Mon 18 Oct 2010
at 19:38
  • msg #631

Re: Deleted GMs

Hadn't heard of those- but really do you want to deprive yourself of an editor's input?
Personally I have written about half a novel (rough draft) so far and believe me it is not easy...
Digital Mastermind
player, 23 posts
Publisher of D&D content
Supporter of GURPS design
Fri 5 Nov 2010
at 19:15
  • msg #632

Re: Deleted GMs

Curious if anyone's interested in running a solo/small detail oriented campaign/sandbox world for a literate and enthusiastic player?
2l8m8
player, 161 posts
Because somone else got
all the good names first.
Sat 6 Nov 2010
at 02:07
  • msg #633

Re: Deleted GMs

Hmm... what did you have in mind?
Digital Mastermind
player, 24 posts
Publisher of D&D content
Supporter of GURPS design
Sat 6 Nov 2010
at 02:16
  • msg #634

Re: Deleted GMs

Just wanting to get something rolling some day.  I'm rather flexible with character designs and genres, so really it'd be a matter of each party listing their preferences and filtering in between.
2l8m8
player, 162 posts
Because somone else got
all the good names first.
Sat 6 Nov 2010
at 13:54
  • msg #635

Re: Deleted GMs

I might toy with something, if you don't mind a stuttering sort of posting. It seems lately I bursts of creativity, and bursts of availalble time, and they don't always coincide.

How cinematic do you want to go? Things along that nature seem a little morre important. Point cost and feel, because the genre can be changed in various ways while keeping the same character.

Tell you what, if you want to PM me, go ahead do that instead.
Digital Mastermind
player, 25 posts
Publisher of D&D content
Supporter of GURPS design
Sat 6 Nov 2010
at 17:34
  • msg #636

Re: Deleted GMs

Nitty gritty realism, freeing cinematics, both are both good, I guess that depends on the flavor of the campaign.  For CPs, I prefer to have enough to either get the job done on a completed character concept, if it's going to be tasked with a lot to do, or at least a sizable amount that can be grown from.  The smaller the initial CP allotment, the faster I'd like to see rewards.  Like if a truly base character was made and tossed into the world, I'd like to see all their efforts gradually build CP in what they were doing until they rank up in such things.  Either way, in both scenarios, I'd like an open cap on Disadvantages, I bring a lot of plot potential in by making a character just right with a thorough background and a few preexisting scenarios setup for their future.
2l8m8
player, 163 posts
Because somone else got
all the good names first.
Sat 6 Nov 2010
at 19:37
  • msg #637

Re: Deleted GMs

Well, I think it's time to make a board somewhere and discuss it where we're not bothering everyone else here. Would you object to hosting this on another site?
Digital Mastermind
player, 26 posts
Publisher of D&D content
Supporter of GURPS design
Sat 6 Nov 2010
at 21:18
  • msg #638

Re: Deleted GMs

You have another site of preference?  I'd take a gander at it, though RPOL does have a lot of good features.
2l8m8
player, 164 posts
Because somone else got
all the good names first.
Sun 7 Nov 2010
at 16:05
  • msg #639

Re: Deleted GMs

Take a look at DarkAndMoodyForums.com I'd like to run it there. Granted there isn't as many bells and whistles, but it's a good spot with nice people.
2l8m8
player, 165 posts
Because somone else got
all the good names first.
Wed 10 Nov 2010
at 11:20
  • msg #640

Re: Deleted GMs

so um... nothing?
Digital Mastermind
player, 27 posts
Publisher of D&D content
Supporter of GURPS design
Wed 10 Nov 2010
at 20:26
  • msg #641

Re: Deleted GMs

Sorry about that, I did take a look back when instructed, wasn't very wowed, but mainly have been distracted with 2 D&D games that popped up.
Digital Mastermind
player, 28 posts
Publisher of D&D content
Supporter of GURPS design
Sun 26 Dec 2010
at 01:57
  • msg #642

rPoll

/rpoll.cgi

Abrupt forced changes to your themes has finally been put to a vote, voice your opinion.  Personally, if the themes were more graphical and pleasant I wouldn't mind as much, but they've consistently been a bit eyesore'ish.
2l8m8
player, 168 posts
Because somone else got
all the good names first.
Sun 26 Dec 2010
at 15:12
  • msg #643

Re: rPoll

Meh. Distracting and annoying, but done for a fun lark. Not too much of a problem, although I noticed us nay-sayers are outvoted 4-to-1. Looks like they're staying.
Digital Mastermind
player, 29 posts
Publisher of D&D content
Supporter of GURPS design
Sun 26 Dec 2010
at 21:51
  • msg #644

Re: rPoll

It doesn't help that Jase worded the rPoll in such a manner that it'd skew results.  If I didn't see through the manipulation of the wording even I could vote yes.  The debate wasn't entirely about whether we should have holiday themes, but that they should be opt in/out, or at least more visually appealing and less of a cluster@#%^.
2l8m8
player, 169 posts
Because somone else got
all the good names first.
Sun 26 Dec 2010
at 22:02
  • msg #645

Re: rPoll

Ah, whatever. He runs it, he pays for it, he wants funny little quirks on it, it's his call in the end. He does a good job, it's a good place to game, and you haven't paid a penny, have you? Perhaps you have donated some, I might be off base here, but either way, I'm willing to let a little frivolity without malice annoy me once in a while.

Yes, it's biased, yes it annoys me, but bottom line, it's not that annoying. I do choose my skins for work, and wish they'd not get all high-contrast neon so the boss perks up and wonders what I'm doing, but if I need to wait a day to post four or five times a year, so be it.
Digital Mastermind
player, 30 posts
Publisher of D&D content
Supporter of GURPS design
Sun 26 Dec 2010
at 22:07
  • msg #646

Re: rPoll

Aye, I donate, we the community pay for the maintenance of RPOL.
2l8m8
player, 170 posts
Because somone else got
all the good names first.
Sun 26 Dec 2010
at 22:31
  • msg #647

Re: rPoll

Well, I apologize for part of my rant, then. You are one of the few, those who complain and do not donate annoy me way more than the changing colors. ;)

Jase, at one time, paid for all of it out of pocket, and now people such as yourself assist. I personally wouldn't mind a bit if he held polls like that, and only allowed those who donate to have a vote, but that's my opinion.
Digital Mastermind
player, 31 posts
Publisher of D&D content
Supporter of GURPS design
Sun 26 Dec 2010
at 22:51
  • msg #648

Re: rPoll

Ha, but then you have to ponder having stipulations for voting rights.  That'd be akin to nations only levying votes from those who pay taxes or make contributions.  If anything, this website should be supported by more appropriate advertising.  There're some serious RPG materials sites out there, for example, or game system sites.  No one here would legitimately mind an unobtrusive relevant ad.
2l8m8
player, 171 posts
Because somone else got
all the good names first.
Mon 27 Dec 2010
at 12:07
  • msg #649

Re: rPoll

I am involved in another similar site. We have decided specifically not to allow advertising. It gets obtrusive and irrelevant very, very quickly, and trust me, I agree with the decision not to use it.

however, about the politics, I have no problem having stipulations on voting rights. First, this is a dictatorship, to carry analogy along. No one gets any voting rights at all unless they are granted by the dictator. There are a core of volunteers doing a wonderful job helping, and while I'm not positive, I think they get pretty much what they ask for as far as the site goes. Some things, like your color changes I would guess, are vetoed by the dictator. However, when most things are brought to the attention of the volunteers, if it is a good idea, they usually get adopted.

I've been here long enough to remember when Jase started the annoying skin changes. He's done a lot to improve this site, and all by himself for most of it. I pretty much couldn't even use this site before, due to work restrictions and other problems with it. Now it is fully functional for me. This all happened before he began accepting donations, which IIRC, were just about forced on him from those volunteers. Do you know the reason he didn't want to accept donations? It was because he did not want to be beholden to people to do what they wanted with his site. He wanted to do it the way he wanted without any complaints. This is a perfectly fine point of view. I understand it, partially agree with it even.

I guess all I'm saying is, this is a decent place to game. The guy running it listens to what the people want. He doesn't do what they want all of the time, but he does most of the time even though he doesn't have to. Aside from running your own site your own way, that's pretty much about as good as you're going to get. (BTW, that's exactly what Jase did. I helped a bit with the pictures, back when he was making his mind up how he wanted to run things, and pretty much the whole reason this site is here is because he was annoyed at the other similar sites, including the one I help run now.)

Cut him a break, if he wants to skew the wording in a poll, it's better than saying "No, too bad. I want it like that." The nice thing is, I believe he actually would eliminate it if the poll said so, even though he really likes it a lot.
Ceredyn
player, 93 posts
Mon 27 Dec 2010
at 20:50
  • [deleted]
  • msg #650

Re: rPoll

This message was deleted by the player at 21:42, Mon 27 Dec 2010.
Digital Mastermind
player, 32 posts
Publisher of D&D content
Supporter of GURPS design
Fri 31 Dec 2010
at 22:03
  • msg #651

Re: rPoll

Seems I've made a little project for myself.  I was trying to find a home for a frontier settlement style game and being pushed back to a blank slate for setting and system, I started thinking about Steampunk on the frontier, so I started leaning that direction.  Any of ya'll fans of the Steampunk genre, or even just fresh settlements and virgin wildernesses in general?  Not everyone needs to be pimpin' muskets and flamethrowers :P  If so, Rmail me and I'll add you to the game so you can get involved in the development discussion and the majority can obtain the setting and facets of gameplay that suits everyone the best.
2l8m8
player, 172 posts
Because somone else got
all the good names first.
Sat 1 Jan 2011
at 16:25
  • msg #652

Re: rPoll

How about putting up the location? It's intriguing, but I'm not sure how much time I'll be having, and I'm getting kinda picky about joining more games.
Digital Mastermind
player, 33 posts
Publisher of D&D content
Supporter of GURPS design
Sat 1 Jan 2011
at 21:26
  • msg #653

Re: rPoll

link to another game

Well I don't think anyone in this forum would mind that.  I didn't link in the message because I put it multiple places and not everyone views linking to other games with the same appreciation.
Witchycat
player, 19 posts
Furry Kitty with
a witch's hat
Sat 1 Jan 2011
at 23:03
  • msg #654

Re: rPoll

Sounds interesting. I will check it out.
2l8m8
player, 173 posts
Because somone else got
all the good names first.
Sun 2 Jan 2011
at 14:38
  • msg #655

Re: rPoll

Intriguing. I don't think I'll have much input, though, it seems most opinions are well expressed and the logivc I would use is already demonstrated.

If you get it up in GURPS, and need another player, I might have time. Have you decided on a power level? I know it's different depending on what system, but if it were GURPS would it be 250?? 125??
Digital Mastermind
player, 34 posts
Publisher of D&D content
Supporter of GURPS design
Mon 3 Jan 2011
at 01:14
  • msg #656

Re: rPoll

Good question.  If D20 were 1st level, what would you say GURPS was, 50-75 CP?  about 25 CP per level comparably?  I think that sounds right.  The game would be best suited to start for somewhere around 1st to 6th level, or 50-175CP.  I would greatly prefer something point buy because it'd be so much easier to assign gained CPs.  That brings me back to my idea about turning D20 into point buy.  If the game's to be far flung from the actual Iron Kingdoms geographical entailments, then it's primary role is stripped right there, as a setting, it becomes a matter of flavor and such, which the settlement itself would mold..  While I'm rather drawn to D20's system and Iron Kingdoms setting, both pose some grave complications, BUT both also offer functionality and lots of up to date content.  GURPS would let us make customized characters, but then where would we be?  The only steampunk stuff is 3E, not 4E, and how would magic play in, etc.  Most GURPSers aren't familiar with GURPS Magic, it often sits on the outskirts.  I've made a couple characters for it, never played, and thus still don't know much about it myself.  Mechanika could be boiled down to skills and advantages though..  Turning it into an amalgamation of learning and aptitude, combining engineering skills and sorcery capabilities in purely simplistic mathematical senses.
LandWalker
player, 44 posts
Mon 3 Jan 2011
at 01:39
  • msg #657

Re: rPoll

GURPS Basic Set, p.487:
Competent (50-75 points): Athletes, cops, wealthy gentry... anyone who would have a clear edge over "average" people on an adventure.

**************************************************************

Exceptional (75-100 points): Star athletes, seasoned cops, etc. With a little experience, these individuals could become full-time adventurers.


If GURPS were used, I would recommend an "exceptional" power level. It's my understanding that the concept currently being batted around doesn't assume "heroic" (100-200 point) characters, but rather rugged frontier folk. The setting is likely harsh and trying by design, but these people on the frontier essentially are adventurers, or they wouldn't be here in the first place. Unless the backstory (e.g. prisoners) is such that the "home land" doesn't care whether they survive or not, they would presumably send people who have the skills and equipment to succeed.

From those assumption, I would think that the "average" frontiersman would be at a "Competent" level, and the the PCs, by virtue of being PCs and thus exceptional-in-their-context individuals, would be a step up from that—in this case, exceptional individuals of 75-100 CP.  (If you wanted to make a d20 analogy, this would end up being something like 100 CP = First-Level Characters, and 15 CP per d20 Level equivalent.)

That's all from the GURPS perspective, at least.

I think that GURPS Steampunk could be adapted to fourth edition without too much trouble, or at least provide a good framework for understanding how Steampunk might work with the 4th edition skills and advantages.

I could probably pitch some ideas about specifically what advantages and skills would be pertinent, but I've kind of exhausted my motivation to keep typing for the day, and I figure most people with access to GURPS Basic Set can get a pretty decent picture of what skills and advantages would be appropriate on their own.

All of that said, Iron Kingdoms does have already determined rules for a respectable variety of mechanika creation.
Digital Mastermind
player, 35 posts
Publisher of D&D content
Supporter of GURPS design
Mon 3 Jan 2011
at 01:52
  • msg #658

Re: rPoll

For first level D&D characters, less than 100 CP seems appropriate.  New characters don't come out the gates the same in the two systems.  GURPS characters are always more competent because they have the capacity to put the numbers exactly where they need to be in order to perform consistently in their careers.  D&D characters can go 8 levels just waiting to get a particular damned feat so they can gain an edge on one single thing or remove a penalty somewhere.  I think 1st level equals 50-75 CP, though, anyone who's GURPSed with me knows that I use a ton of points in background stuff and fluff, I don't make blank faceless characters with 5 skills, the list is usually 10-20 skills with 10-30 defaults recorded as relevant to their background.  Sooo, if I were to expect that of others, there might be an additional point allocation for fleshed out characters.

As for NPCs vs PCs, I like the idea of having the main roles all being on the same playing field.  Of course there'll be teenagers and children with lesser templates, but the main roles could be adoptable by a player anytime they wanted to come along during one of the recruitment drives.  It'd be great to have NPC roles assimilated by players as sidebar experiences.  It helps lessen GM load for one, and provides more unique voices to each entity for another.
Psychonaught_omega
player, 24 posts
Mon 3 Jan 2011
at 20:09
  • msg #659

Re: rPoll

This concept sounds really interesting DMM; I'll have to give it a read and see what I think.
Digital Mastermind
player, 36 posts
Publisher of D&D content
Supporter of GURPS design
Mon 3 Jan 2011
at 20:12
  • msg #660

Re: rPoll

The Platapus is always welcome :P
zino13
player, 1 post
Tue 11 Jan 2011
at 09:44
  • msg #661

Re: rPoll

Howdy,

Long time GURPS player and GM, new to RPoL. I was thinking about starting a GURPS game, and thought I'd take a poll, see what kinds of genres you folks might be interested in. Hopefully this is the right place to ask.

If you could create your dream GURPS game, what would you want to play? An established setting which already uses GURPS, like Banestorm, Infinite Worlds, or Traveller? A specific genre, like Supers, Western, or Mystery? A specific time, like the Crusades, Celtic Myth, or Post-Apocalypse? Or would you like to see a favorite setting for another game converted into GURPS?

Thanks for you input.

~zino13
Digital Mastermind
player, 37 posts
Publisher of D&D content
Supporter of GURPS design
Tue 11 Jan 2011
at 10:41
  • msg #662

Re: rPoll

Welcome aboard!

Whatever it was, it'd have to be Sandbox probably, just like the system, you get in there and do whatever you need to do, no more, no less, just exactly what fits.  I have enough versatility for genre to be irrelevant.
2l8m8
player, 175 posts
Because somone else got
all the good names first.
Tue 11 Jan 2011
at 13:16
  • msg #663

Re: rPoll

I haven't done Western in a while. In fact, I haven't ever done it successfully and for any decent length of time, unless you count the freeform one I'm thinking of quitting.
Witchycat
player, 20 posts
Furry Kitty with
a witch's hat
Wed 12 Jan 2011
at 01:05
  • msg #664

Re: rPoll

I would love to do a western.
Digital Mastermind
player, 38 posts
Publisher of D&D content
Supporter of GURPS design
Wed 12 Jan 2011
at 01:08
  • msg #665

Re: rPoll

Unfortunately I only have one western on my list that I'm trying to help revitalize, and it's D20, BUUUUT, it's not Deadlands! It's Sidewinder, based out of good ole reality and grit.  D20 Modern + Sidewinder.

link to another game

It needs new players and CoGMs.
Digital Mastermind
player, 39 posts
Publisher of D&D content
Supporter of GURPS design
Mon 7 Feb 2011
at 00:07
  • msg #666

Re: rPoll

I know I'm not the only one that just saw Cowboys & Aliens with Daniel Craig & Harrison Ford... and cowboys.. and aliens :D
The_Wrathchild
player, 27 posts
Mon 7 Feb 2011
at 15:49
  • msg #667

Genre confusion.

That is so ... wrong ...

I love it!
RedSabaron
player, 7 posts
Tue 22 Feb 2011
at 21:23
  • msg #668

Re: Genre confusion.

If we can take the argument in Game Advertisements into the correct thread for it, I'd like to back Tortuga on this. 80 points is plenty unless you're really into skill inflation. You don't need 16s in everything to be competent.
Tortuga
player, 4 posts
Tue 22 Feb 2011
at 21:31
  • msg #669

Re: Genre confusion.

Particularly if you take situational bonuses into account.  Average driving in a busy metropolis, for example, is at +2/+3 to skill.  Driving in a road rally is at +1 to skill.

You only roll at-skill for stressful "adventuring" type tasks - in the book it gives "car chase" as an example.

So a skill of 13 gives you an effective 17-18 for mundane tasks, a 15-16 for mildly risky tasks, a 14 for risky tasks, and a 13 for "adventurer" quality tasks.

Even an 11 is sufficient for day to day use in a skill that you don't expect to need to use to frequently save your life.

edit: deleted some of my posts in the other thread to avoid cluttering it, but "depth" is not tied to the mechanical representation of your character.
This message was last edited by the player at 21:34, Tue 22 Feb 2011.
Digital Mastermind
player, 44 posts
Publisher of D&D content
Supporter of GURPS design
Tue 22 Feb 2011
at 23:51
  • msg #670

Re: Genre confusion.

A good example, I've used such logic to gauge base level of skills to set the upper range of capability based on situational modifications.
trooper6
player, 3 posts
Wed 23 Feb 2011
at 19:21
  • msg #671

Re: Genre confusion.

But it also really depends on character creation philosophy. I mean, I tend to give my players more points because I also tend to want them to put points in rounding out the character. I expect every character to have Area Knowledge of the place they grew up, some hobby skills, job related skills, everyman skills, etc. And filling out a character under this philosophy can take up a lot of points. PCs in my campaigns tend to have a lot of skills at moderate levels rather than few skills at high levels. They also don't tend to have exceptionally high attributes. Yet...they tend to feel their budgets being tight even at 150pts.

On the other hand--I care most about RP. And because that is the case, as a player, I can make a character with any point total. So if I'm given a point total that isn't very high, I just make an incompetent character. I don't mind having a character that is unable to actually do anything effectively in an adventure, because I'm just here to explore the character with my fellow players. No problem, I can have a lovely time just chatting in character.  Even if all my skill levels are 8 and once we get into trouble we all die...no worries.  It is the journey not the final destination.

Some GMs say they want normal average PCs. I can do that, no problem. But...then the GM shouldn't be surprised when that normal average PC acts like a normal average person...which generally also involves avoiding danger and combat at all costs...because average people are generally not equipped to deal with it.
This message was last edited by the player at 19:38, Wed 23 Feb 2011.
Tortuga
player, 5 posts
Wed 23 Feb 2011
at 21:46
  • msg #672

Re: Genre confusion.

As a counter point, I believe that "realistic" characters will have a single point in their area knowledge, hobby, and job skills at most - and that many people operate under default.  I lived in the same place for fifteen years, and I really only knew how to get to my job, my girlfriend's, and school.  If I went anywhere else, I had to either look it up or follow someone else.

Area Knowledge defaults to IQ-5, and trivial situations - going to the same three places every day - get a +8 or 9 to the roll.  Seems about right to me, but I get lost a lot.

Of course, that's my general gaming philosophy - people overestimate themselves, underestimate defaults, and forget about circumstantial modifiers.  "Mildly Risky" tasks give us a +3 to +4 mod to skill, and for most of us that's all we'll ever attempt.  Given that, a skill level of 10 is enough to ensure an 80-90% success rate with the most risky things we're likely to attempt.
Digital Mastermind
player, 45 posts
Publisher of D&D content
Supporter of GURPS design
Wed 23 Feb 2011
at 22:21
  • msg #673

Re: Genre confusion.

*Thinks up a disadvantage*

Perfectionist: Must devote (a certain amount) extra into any skill to ensure an extremely high success rate or suffer willpower checks vs etc etc :P

Brought up by the thought that some people don't do anything they don't know ahead of time that they're likely to succeed at.
trooper6
player, 4 posts
Thu 24 Feb 2011
at 02:06
  • msg #674

Re: Genre confusion.

1 pt is 200 hrs...people will probably have more than one point in quite a few things.

Also, Kromm has regularly said that 12 is a professional level in a skill, 14 if it is a skill where failure can cause death (like guns for police officers or flying for commercial pilots).

For a PC with 10s all the way across you are going to have to spend quite a few points on those job skills.

Heck, I'm a realistic person (in that I exist in the real world), and I've got a PhD and am a veteran. So I've got a few points in some military skills and quite a few more on my current job skills. And my job skills are Hard skills. If we say that I have only 10 in IQ (so as not to overestimate my worth)...it is going to be expensive to get my jobs skills up to PhD level if I were making myself as a PC--especially considering that most people don't actually have Disadvantages beyond the quirk level or very low levels. Heck, point totals for realistic special forces are canonically really high.

But in the end, it doesn't really matter. Different GMs have different ways of normalizing the game and approaching it. No one approach or philosophy is better than any other. It is just important to know where each individual GM is coming from so you can decide if you want to play under them.
Digital Mastermind
player, 46 posts
Publisher of D&D content
Supporter of GURPS design
Thu 24 Feb 2011
at 02:29
  • msg #675

Re: Genre confusion.

If you have a PHD and also lent your dedication successfully and thoroughly to service, your mental capabilities are obviously diverse enough to be at least above "average".  Although.. you didn't capitalize your name >.>  So you get points back from the IQ reduction to 9 <.<  :P   I made myself as a character before in various systems, and it always ends up bloated with diversity.  So I can't accurately represent myself in game systems without wide margins, even if there weren't any highly exception items added, it's just the sheer number of notations that all add up.  Happens when you obsessively devote yourself to a fact driven knowledge frenzy.
Tortuga
player, 6 posts
Thu 24 Feb 2011
at 02:45
  • msg #676

Re: Genre confusion.

1 point is 200 hours of training, 400 hours of self-study, or 800 hours of on-the-job training - and that's a little generous.  I was a computer tech for two years, but I don't really think I have 6 points in Professional Skill (Computer Tech).  I might have a point or two in a few different job related skills.

Take skill degradation into account as well - I was a boy scout for four years two decades ago.  I doubt I could start a fire or build a lean-to or even build a simple cast today.  I have zero points in Survival, or First-Aid, or Rope Use - but my experiences justify having a default in all those things.

Anyway, the point is that it is entirely realistic to have a fully fleshed out and believable character with as few as 25 points.  A few points in hobby and job related skills, and you're done.  This is adequate for a "average folk" game, probably in the horror genre... a zombie survival scenario set in an office building, where the skills a character possesses are less important than the choices they make.

It's the job of the GM to tailor the difficulty of the scenario to the power level of the characters.

Joe Sample
27 year old cubicle slave

Attributes: [20]
ST 10
DX 10
IQ 11 [20]
HT 10
speed: 5	move: 5

Advantages:

Disadvantages:	[-7]
Debt 2		[-2]
Stubbornness	[-5]

Quirks:		[-5]
-1 Likes bands you probably haven't heard of
-1 Proud
-1 prone to fits of ennui (quirk level laziness)
-1 vow: vegetarianism
-1 secret: enjoys professional wrestling


Skills:			[10]
Area Knowledge (Home City)	IQ+0 [1] 11
Bicycling			DX+1 [2] 12
Carousing			HT+1 [2] 11
Computer Operation/8		IQ+0 [1] 11
Connosoire (Indie Music)	IQ+1 [2] 12
Current Affairs (Pop Culture)/8 IQ+0 [1] 11
Dancing				DX   [2] 10
PS (Data Entry)			IQ+0 [2] 11
Savoir-Faire (Corporate)	IQ   [2] 11
Sex Appeal			HT   [2] 10

Would he survive long against the zombie hordes?  Probably not.  He's only 25 points.  Could he make his way from the top of the building he works at to the parking garage in the basement?  Give him another 75 points, making him a 100 point potential hero, and sure.  Why not.  But there, at 25 points, you have everything you need to make a complex and believable (if somewhat stereotypical - by my choice, not enforced by point value) character.  I don't even need to give him a background for you to get a good grasp of his personality.
trooper6
player, 5 posts
Wed 2 Mar 2011
at 16:36
  • msg #677

Re: Genre confusion.

I feel like lots of people haven't really internalized this:

3e: 100pts + -45 Disads + -5 Quirks
equals
4e: 150pts +-75Disads (including Quirks)

Having a 4e game set at 100/-45/-5 is like having a 3e game set at 66/-30/-3...is this what people are actually intending?
Tortuga
player, 7 posts
Wed 2 Mar 2011
at 17:18
  • msg #678

Re: Genre confusion.

You sound shocked into disbelief at the idea of people playing and enjoying low-powered games.
trooper6
player, 6 posts
Wed 2 Mar 2011
at 17:59
  • msg #679

Re: Genre confusion.

I'm not shocked by people enjoying low-powered games. Heck, I enjoy them myself.

However, I get the feeling that there are GM's who want an averaged power game (3e's version of 100/-45/-5) but haven't really made the translation into 4e point totals.

For example, a longtime 3e GM (which I also was) might see the 150/-75 of 4e and think that is high-powered. When it is just an average powered game...it is the equivalent of 3e's 100/-45/-5.
Tortuga
player, 8 posts
Wed 2 Mar 2011
at 18:07
  • msg #680

Re: Genre confusion.

GURPS 4e has been out for seven years.
trooper6
player, 7 posts
Wed 2 Mar 2011
at 18:13
  • msg #681

Re: Genre confusion.

It has, and I still see people specifying 100/-45/-5 as starting points--which is a 3e character creation standard--without marking the game as low-powered...which it wouldn't have been under 3e, but is under 4e.
This message was last edited by the player at 18:14, Wed 02 Mar 2011.
AlbertYenir
player, 5 posts
Wed 2 Mar 2011
at 19:40
  • msg #682

Re: Genre confusion.

You might be referring to my game.  I'm considering upping the points, but I didn't want to be overpowered.  I am cautious after dealing with a lot of power gamers in my history.

That's actually why I put the point total up for discussion!  Thanks for bringing it to my attention.
2l8m8
player, 177 posts
Because somone else got
all the good names first.
Wed 2 Mar 2011
at 20:20
  • msg #683

Re: Genre confusion.

I am in that game. And yes, we are discussing, thanks for the comparison. I never really figured the ratio, but knew it was roughly that. 75 points for that level... Thanks. I was guessing about +100 for 200 to 250 point characters, ie a 250 + 75 disad 4E guy was about the same as a 175 + 50 disad 3E guy.
Tortuga
player, 9 posts
Tue 8 Mar 2011
at 02:57
  • msg #684

Re: Genre confusion.

Is there any interest in a Reign of Steel game?
Digital Mastermind
player, 50 posts
Publisher of D&D content
Supporter of GURPS design
Tue 8 Mar 2011
at 03:01
  • msg #685

Re: Genre confusion.

That sounds familiar..
Tortuga
player, 10 posts
Tue 8 Mar 2011
at 03:05
  • msg #686

Re: Genre confusion.

Reign of Steel is basically GURPS Terminator in the future.
Digital Mastermind
player, 51 posts
Publisher of D&D content
Supporter of GURPS design
Tue 8 Mar 2011
at 03:17
  • msg #687

Re: Genre confusion.

Slick.. tell me more :)
Tortuga
player, 11 posts
Tue 8 Mar 2011
at 03:34
  • msg #688

Re: Genre confusion.

Ruthless Artificial Intelligences have exterminated most of humanity, while the survivors are hunted like animals, or face slow death in the robots' brutal labor camps. But a lucky few have escaped death or enslavement. While most of mankind has succumbed to despair, some refuse to give up hope. Around the world small groups of dedicated survivors are forming, preparing to oppose the robot overlords and fight to free mankind.
trooper6
player, 8 posts
Tue 8 Mar 2011
at 05:11
  • msg #689

Re: Genre confusion.

I assume you'd run it as a low point value game, yes?
Tortuga
player, 12 posts
Tue 8 Mar 2011
at 05:23
  • msg #690

Re: Genre confusion.

150-250 points, depending on the set-up.
2l8m8
player, 181 posts
Because somone else got
all the good names first.
Tue 8 Mar 2011
at 16:54
  • msg #691

Re: Genre confusion.

Sounds like Reign of Steel...?
Tortuga
player, 14 posts
Tue 8 Mar 2011
at 16:59
  • msg #692

Re: Genre confusion.

That's because it is Reign of Steel.  (see post above)
2l8m8
player, 182 posts
Because somone else got
all the good names first.
Tue 8 Mar 2011
at 17:02
  • msg #693

Re: Genre confusion.

D'oh!

Well, if you want someone who has trouble paying attention once in a while... let me know, I'm in. ;)
Digital Mastermind
player, 52 posts
Publisher of D&D content
Supporter of GURPS design
Mon 21 Mar 2011
at 00:33
  • msg #694

Re: Genre confusion.

So everyone knows, I've lost all connectivity at my shelter, so my presence will be sporadic at best until.. *Shrugs*
Johnny Angel
player, 1 post
Mon 21 Mar 2011
at 20:51
  • msg #695

Re: Genre confusion.

Just stopping in to say hello; thanks for letting me in.
Ceredyn
player, 98 posts
Thu 24 Mar 2011
at 20:50
  • msg #696

Re: Genre confusion.

Two Things:

Does anyone have a link to sources for Maptools Top-to-Bottom tokens that I may download to add to my current tokens for variety?

Does anyone have a link to sources for dice rollers that you can roll numerous dice rolls that shows the results of each individual group of dice? For example,
let's say I want to see 30 individual rolls of 3d6.

Your guidance would be appreciated! :)
2l8m8
player, 185 posts
Because somone else got
all the good names first.
Thu 24 Mar 2011
at 21:15
  • msg #697

Re: Genre confusion.

I think the dice roller at darkandmoodyforums.com might do that.

They call it 'Top down', which is to say, looking down from over the top. Any picture from the top will work, but I don't know anything specific made for it. I presume you loaded their sets of images? There's thousands of them, I'm sure there's got to be a t least some top-downs, but I haven't really looked at the tokens, I've been using the map objects mostly.
LandWalker
player, 51 posts
Thu 24 Mar 2011
at 21:22
  • msg #698

Re: Genre confusion.

Ceredyn:
Does anyone have a link to sources for dice rollers that you can roll numerous dice rolls that shows the results of each individual group of dice? For example,
let's say I want to see 30 individual rolls of 3d6.

You can do that right here. Just put commas after each group of dice:

LandWalker rolled 11,14,7,12,8 using 3d6,3d6,3d6,3d6,3d6.
Digital Mastermind
player, 53 posts
Publisher of D&D content
Supporter of GURPS design
Sun 27 Mar 2011
at 16:57
  • msg #699

Re: Genre confusion.

Huhzah, I has bought and installed/setup a new Linksys E2000 wireless router wif gigabit switches and nows I is back'ish. :)
The_Wrathchild
player, 28 posts
Tue 29 Mar 2011
at 17:53
  • msg #700

Re: Genre confusion.

Ceredyn:
Does anyone have a link to sources for Maptools Top-to-Bottom tokens that I may download to add to my current tokens for variety?


The obvious ones that you probably already know about (besides the REALLY obvious ones that come semi-bundled with MT itself, from Devin Knight, as seen at http://www.immortalnights.com/tokensite/. Note that production has continued and that commercial sets are available there as well as the 20 free packs):

I have found most of my tokens at the following sites:

http://gallery.rptools.net
http://rpgmapshare.com
http://dunjinni.com
http://asgardnorth.com edit: hmm - that place seems to be going through changes - no accessible stuff there atm.

The first three require some digging around, the fourth is pretty dedicated.

There are some commercial ones at rpgnow.com/drivetroughrpg.com by a guy called Wyldfurr that I quite like.

There used to be a guy called Vry on the rptools forums that also had a semi-secret token club site at http://www.magist.com/vry, but that site has been dead for a couple of years. Haven't found out where he went. Awesome tokens, so I'd really like to find out.
This message was last edited by the player at 17:58, Tue 29 Mar 2011.
Digital Mastermind
player, 55 posts
Publisher of D&D content
Supporter of GURPS design
Thu 31 Mar 2011
at 08:00
  • msg #701

Re: Genre confusion.

I'll be a sum'bitch, check'et foos: http://fallout.wikia.com/wiki/...st-Nuclear_Adventure

Apparently GURPS was involved with the first iterations of Fallout, fancy that :)
Johnny Angel
player, 4 posts
Thu 31 Mar 2011
at 15:47
  • msg #702

Re: Genre confusion.

Digital Mastermind:
I'll be a sum'bitch, check'et foos: http://fallout.wikia.com/wiki/...st-Nuclear_Adventure

Apparently GURPS was involved with the first iterations of Fallout, fancy that :)


yeah... From what I understand, originally, Fallout was going to be a computer game based upon the GURPS rules.  You can actually still kinda tell if you look at how some of the perks and such work in Fallout.  Nobody is really sure what happened.  While some people say SJG pulled out due to violence issues or something of that nature, I've been told that's not actually what happened; what did actually happen is something only SJ and the creators of Fallout actually know.
Digital Mastermind
player, 56 posts
Publisher of D&D content
Supporter of GURPS design
Thu 31 Mar 2011
at 16:31
  • msg #703

Re: Genre confusion.

From what I read, minutia over legal contracts is what caused the parties to finally part.  Lame huh?
Ceredyn
player, 100 posts
Thu 31 Mar 2011
at 21:04
  • msg #704

Re: Genre confusion.

Odd request. If anyone's willing, please send me by RMail, the character sheet for any of your Gurps characters that are under 150 points with no more than 25 points Disadvantages and no Cinematic stuff. Doesn't matter what genre. Depending, I may have a proposal/request for you.
trooper6
player, 12 posts
Thu 31 Mar 2011
at 22:00
  • msg #705

Re: Genre confusion.

I have a number of characters who are under 150 with no Cinematics...however I don't have any with no more than 25points in Disads.

So my question:
Do you want characters that have actually seen play as is or do you just want to see a character with that fits guidelines you've outlined?

In other words, is us making a character that fits your guidelines from scratch something you want...or is it important that the character was an organic creation for a campaign?
Ceredyn
player, 101 posts
Fri 1 Apr 2011
at 00:41
  • msg #706

Re: Genre confusion.

Either is fine. :)
trooper6
player, 16 posts
Fri 1 Apr 2011
at 15:20
  • msg #707

Re: Genre confusion.

Do you have a point total preference?  There's a difference between a 50pt concept and a 150pt concept. Also...do you have a genre preference?
Ceredyn
player, 102 posts
Fri 1 Apr 2011
at 15:26
  • msg #708

Re: Genre confusion.

Ideally 125 points or less, with 25 max disadvantages. No genre preference.
trooper6
player, 17 posts
Fri 1 Apr 2011
at 15:29
  • msg #709

Re: Genre confusion.

125 points or less spans a huge range? Are you wanting more towards 125, or more towards 50, or more towards 0?
Ceredyn
player, 103 posts
Fri 1 Apr 2011
at 15:44
  • msg #710

Re: Genre confusion.

More towards 125. Sorry for not being clear.
trooper6
player, 18 posts
Fri 1 Apr 2011
at 15:45
  • msg #711

Re: Genre confusion.

Okay. I've off to work to hold marathon office hours...but when I get back I'll take a crack at an interesting concept.
Ceredyn
player, 104 posts
Fri 1 Apr 2011
at 15:47
  • msg #712

Re: Genre confusion.

The key will be to remember the 25 point disadvantage limit. Makes for less potent, yet less dysfunctional characters! :)
trooper6
player, 19 posts
Fri 1 Apr 2011
at 16:24
  • msg #713

Re: Genre confusion.

Disadvantage limit, in my opinion, doesn't necessarily have much to do with dysfunction. I've had completely functional characters with -60 pts in Disads. And I could easily make a highly dysfunctional character with only 25 points in Disads.

Disads, for me, are generally really important to how I define who my characters are. I was glancing at a couple of characters I've already played that met the "under 150 cp" guideline yet none of them met the "under 25pt Disad" limit. I looked at the characters and thought, could I keep the character with fewer Disads? And I couldn't. Not because I needed the points for powers, but because it would degrade the concept itself. The only way to keep the concept would be to take all these higher level Disads as Quirks but play them as the full Disad anyway...but that seems against the spirit of the request.

I started making a hard boiled detective for you, but realized I couldn't make the concept I had with only 25cp in Disads..I could have made him with 50cp point total and still have been fine, but I'd need more than 25cps in Disads to make the character, so that concept was out.

So the challenge for me is. Do I try to make a character concept I'd want to play? Which is tough with the Disad limit (regardless of the cp limit). Or do I just bash together a set of numbers that would be uninteresting to play for me but fits the requirements.  Which is really easy. ST 11, DX 11, IQ 11, HT 11 Pick 10 skills, give them 8 points in those skills and call it a day. That's 140pts spent and the character is done.  Don't even worry about Ads or Disads. Doesn't even matter what the skills are really. If you want a generic politician, pick 8 Politician skills and 2 background skills. If you want a clown, pick 8 clown skills and 2 background skills. With that, the character you asked for is done. I wouldn't play it because that's not how I like to make my characters. But there's a PC for you. Actually, there are a bunch of PCs for you right there. Done.

Or do I try and make a character whose 25cps in Disads make him or her dysfunctional to show that it can easily be done regardless of the disad limit? I mean, I could go for hyper potent, but really dysfunctional with your guidelines to show it can be done.

Of course I could try to take it as a challenge. Make a really interesting RP-heavy concept as I Iike to do on that Disad budget. But if I'm able to do so, that might "prove" to you that lower Disads == less dysfunctional...which it doesn't necessarily.

It is somewhat useful to know *why* you want a character that meets the 150/-25 guidelines. What argument you are trying to prove or explore.
Tortuga
player, 21 posts
Fri 1 Apr 2011
at 16:30
  • msg #714

Re: Genre confusion.

What disadvantages are you giving this detective that don't translate into quirks?
Ceredyn
player, 105 posts
Fri 1 Apr 2011
at 16:30
  • msg #715

Re: Genre confusion.

125 point/-25 disadvantages, not 150.

The reason I want this is to keep the playing field fair and consistent with the other characters already ready to go who do meet the 125/-25 disadvantages.

However, if a player WANTED extra disadvantages but was willing to take them at zero points, that'd be fine too.
This message was last edited by the player at 16:40, Fri 01 Apr 2011.
trooper6
player, 20 posts
Fri 1 Apr 2011
at 20:06
  • msg #716

Re: Genre confusion.

In reply to Ceredyn (msg #715):

Oh, so this is for an actual game rather than an intellectual exercise? That makes it different again.

Just making a random 125pt character with up to 25pts in Disads that doesn't have to actually function in a game as a character I'd enjoy playing is very different than coming up with the character history and fleshed out challenging role-play concept that I do when I make a character I am actually playing.

I can make a character I don't care about that fits the requirements in 10minutes. But it wouldn't necessarily be a character I'd want to play--it would be a collection of stats.  I'm still at school, waiting on students who are not showing up and starving since I haven't eaten in a long time. But when I get home I'll see what interesting concept I can come up with. Knowing I can have the extra disads even if they don't come with points is useful.
This message was last edited by the player at 20:07, Fri 01 Apr 2011.
Ceredyn
player, 106 posts
Fri 1 Apr 2011
at 20:23
  • msg #717

Re: Genre confusion.

Arguably it should be a character the player would want to play, that still falls within the parameters of the creation limitations. Preferably a character you've already created in the past and/or played. But no need to flesh out a long past history.
trooper6
player, 21 posts
Fri 1 Apr 2011
at 20:34
  • msg #718

Re: Genre confusion.

I always flesh out a full character background when making characters...even when I was doing the Arena where it didn't matter to anyone but me and didn't come into play. Because all of my character creation choices are guided by the background.

Since I don't have any PCs with only 25cps worth of Disads, I'd have to create a new character that is conceived for the specifics of your call.

I'll spend the rest of my time on campus pondering an interesting persona and history and think about what sort of character concept I would want to explore next.
Ceredyn
player, 107 posts
Fri 1 Apr 2011
at 20:38
  • msg #719

Re: Genre confusion.

Interested to see what you come up with! :)
RedSabaron
player, 8 posts
Fri 1 Apr 2011
at 22:59
  • msg #720

Re: Genre confusion.

The only character I have that fits your criteria is one from your old game Orcslayer. Do you still have access to those or do you want me to send you Leofric again?
trooper6
player, 22 posts
Sun 3 Apr 2011
at 20:43
  • msg #721

Re: Genre confusion.

Ceredyn, I've sent you a character...hope you like it. Best I could do without context--I had to make my own!
silveroak
player, 108 posts
Sun 15 May 2011
at 16:19
  • msg #722

neverending GURPS game

I am working out how to put together a GURPS game that can litterally not end- okay maybe neverending would be an exageration but multi-year aiming for decades long may be achievable. So far a few elements I have identified- keep the setting fairly urban so players can come and go over the life cycle of the game, keep plots independant so disappearing players don't derail the game, offering a combination of GM plots and player directed development, and of course keeping the game fresh and interesting- I am designing my own setting for this last part, but there is one more element- my own schedule, as roleplaying is a hobbly and not a means of income it is entirely possible (even probable) that there will be lulls in my ability to post. To this end I am looking for one or more co_GMs who might be interested in developing this game.
The initial setting is a varient fantasy world, and one where there are possibilities for exploration and even eventually adding aditional worlds- I don't want players to ever feel like the game is completed or they know everything about the world. If anyone is intereted r-mail me and lets see what we can work out to develop a game that will not end, at least not for a reasonable ammount of time...
Mad Mick
player, 31 posts
Fri 20 May 2011
at 03:58
  • msg #723

Re: neverending GURPS game

Is anyone familiar with an official Demon template for 4th edition?  I think there was one in Magic 3E, but it seems to be gone from 4th.
2l8m8
player, 190 posts
Because somone else got
all the good names first.
Fri 20 May 2011
at 08:03
  • msg #724

Re: neverending GURPS game

They probably ditched it, same like D&D did back when. *Sigh*
Tortuga
player, 22 posts
Fri 20 May 2011
at 10:32
  • msg #725

Re: neverending GURPS game

Mad Mick:
Is anyone familiar with an official Demon template for 4th edition?  I think there was one in Magic 3E, but it seems to be gone from 4th.


There's one in GURPS Horror 4e. They're spirits that possess the living, though some can materialize instead. They try to cover all sorts of demon with the one template, from exorcist-style stuff to oni and rakshasa.
This message was last edited by the player at 10:36, Fri 20 May 2011.
Mad Mick
player, 32 posts
Fri 20 May 2011
at 11:32
  • msg #726

Re: neverending GURPS game

OK, I'll check it out.  Thanks, Tortuga.
steelsmiter
player, 40 posts
Tue 24 May 2011
at 16:16
  • msg #727

Re: neverending GURPS game

In reply to Mad Mick (msg #726):

Actually there's one in the 4th as well it's just in a sidebar in the necromancy section with a silly demon looking thing next to it.
Mad Mick
player, 33 posts
Tue 24 May 2011
at 17:25
  • msg #728

Re: neverending GURPS game

Yes, that's exactly what I was looking for.  Muchas gracias, amigos.
Tortuga
player, 23 posts
Wed 25 May 2011
at 18:21
  • msg #729

Re: neverending GURPS game

Since I just picked up GURPS Horror 4e I'm thinking of running a horror game - possibly updating Old Stone Fort or Chaos in Kansas for players who haven't played through them.

edit: Deciding to go with a modern game. Probably adult.

Having the PCs make characters together to allow for shared backgrounds and a more even capability spread.
This message was last edited by the player at 23:34, Wed 25 May 2011.
Boston_Jp
player, 25 posts
Thu 26 May 2011
at 00:48
  • msg #730

Re: neverending GURPS game

Straight modern or will they be monster hunters/psis/etc...
Tortuga
player, 24 posts
Thu 26 May 2011
at 01:24
  • msg #731

Re: neverending GURPS game

Straight-ish? Nothing too over the top, but there exists the potential for low-key abilities like channeling, medium, true faith, etc. Maybe some minor magic, but the players will remain chiefly human.
pesterfield
player, 46 posts
Thu 26 May 2011
at 07:23
  • msg #732

Re: neverending GURPS game

I've got Psionic Powers, but not Horror yet.

Channeling/Medium would both fall under Spirit Communication as an ESP power.
If you have it could you suggest what else might be appropriate or not?

Is the Ecstatic Psi perk available and what would fall under it?
Tortuga
player, 25 posts
Thu 26 May 2011
at 12:23
  • msg #733

Re: neverending GURPS game

I don't have Psionic Powers, so I probably wouldn't be using anything from it. In fact, I'll probably limit magic/psi/etc to "secret advantages" that the characters might have, but the players would be unaware of at the start of play.
This message was last edited by the player at 12:24, Thu 26 May 2011.
BattleBard
player, 6 posts
Wed 1 Jun 2011
at 21:29
  • msg #734

Re: neverending GURPS game

Looking for Newbie friendly gurps game, to learn basics, and advanced combat.
I am able to make characters just never got much into the dice rolling. Need to get up to snuff. Rmail me, if you interested in teaching.
Johnny Angel
player, 7 posts
Thu 2 Jun 2011
at 16:59
  • msg #735

Re: neverending GURPS game

I'd like to try running a game on here sometime.  I have a lot of ideas (some which would be good for new players I think,) but I'm not very familiar with any of the mapping programs.
Tortuga
player, 29 posts
Thu 2 Jun 2011
at 17:15
  • msg #736

Re: neverending GURPS game

Either go abstract or ask someone to quickly give you an overview/co-GM.
Johnny Angel
player, 8 posts
Thu 2 Jun 2011
at 20:38
  • msg #737

Re: neverending GURPS game

In reply to Tortuga (msg #736):

I had considering using Windows Paint to semi-vaguely sketch things out.  I was unsure if that would be a problem for others though.
silveroak
player, 110 posts
Fri 3 Jun 2011
at 12:21
  • msg #738

Re: neverending GURPS game

My biggest problem is that most mapping software seems geared towards AD&D and tactical maps. If I want to generate a city or large scale map I either have to use icons selected for that genre or... well there really isn't much of a second choice right now that I have found.
Zuldan
player, 1 post
Thu 16 Jun 2011
at 16:23
  • msg #739

Re: neverending GURPS game

theres always a catch.
steelsmiter
player, 43 posts
Thu 16 Jun 2011
at 23:37
  • msg #740

Re: neverending GURPS game

deleted from other thread:

wow I'm bored... working on my Western Arcana splatbook...
BattleBard
player, 11 posts
Fri 17 Jun 2011
at 07:35
  • msg #741

Re: neverending GURPS game

anyone got any GURP games needing players hit me up through rmail
Zuldan
player, 5 posts
Fri 17 Jun 2011
at 15:21
  • msg #742

Re: neverending GURPS game

...i am in the process of coming up with a game. gonna take my time though.
Digital Mastermind
player, 61 posts
Publisher of D&D content
Supporter of GURPS design
Wed 6 Jul 2011
at 14:14
  • msg #743

Re: neverending GURPS game

I do believe this forum could use more public advertising.
Tortuga
player, 41 posts
Mon 25 Jul 2011
at 20:59
  • msg #744

Re: neverending GURPS game

Considering a 150 point monster hunters game. Historical fiction, set in one of Cold War Berlin, Victorian London, or the Renaissance.

Berlin: The players are members of a secret multinational task force charged with handling the supernatural menaces in 1950s Berlin - Native German beasties, science/occult Nazi hybrids, and uncooperative Soviet officials. Protect the citizenry and military garrisons while trying to salvage Nazi secrets for the West.

Victorian London: Officially you're billed as "consulting detectives" by the City, but the matters you consult about aren't anything anyone will cop to. Still, when Scotland Yard or the Crown finds a trail of ichor leading from the Thames into a rotten old distillery, you're the ones they call.

Renaissance Europe: The Church has its hands full, with a wave of secular thought, the rising power of the mercantile class, and the waning influence of its noble patrons. Still, the exorcism of beasts both spirit and flesh must be dealt with, even if few in the age of Reason will stand beside you.

Not sure which general era to go with, so if you're interested in any of the options go right ahead and speak up. I'll be posting this to the Game Proposal board too, but feel free to discuss it here.
Zuldan
player, 10 posts
Mon 25 Jul 2011
at 21:10
  • msg #745

Re: neverending GURPS game

hmm i like the sound of the all.. but if i was to choose just one. then i would have to say cold war berlin. seems like there be a lot of different themes you could incorporate into it.
2l8m8
player, 195 posts
Because somone else got
all the good names first.
Mon 25 Jul 2011
at 21:12
  • msg #746

Re: neverending GURPS game

mmm...  I might join the London one... Perhaps the Berlin one if we're Allied and stopping Nazis (sounds like that's what you meant)... The church thing, I dunno, starts getting too TL3 fantasy.
Tortuga
player, 42 posts
Mon 25 Jul 2011
at 21:15
  • msg #747

Re: neverending GURPS game

The Berlin game would be set after World War II, so while there might be Nazi occultist/scientists in hiding, the primary tension is one of the West vs the Soviets.

The Renaissance game would be early TL4 - Matchlock weapons are commonplace, Wheellock firearms are state-of-the-art, and Flintlocks have not yet been invented. It's still a "fire, drop your gun, grab your sword" sort of situation.

I'm leaning towards Italy (possibly Florence) with that option.
Zuldan
player, 11 posts
Mon 25 Jul 2011
at 21:38
  • msg #748

Re: neverending GURPS game

really could have it take place where ever there is a strong christian presence.
Tortuga
player, 43 posts
Mon 25 Jul 2011
at 21:40
  • msg #749

Re: neverending GURPS game

Yeah, I see it being more picaresque than city-based.
2l8m8
player, 196 posts
Because somone else got
all the good names first.
Tue 26 Jul 2011
at 01:21
  • msg #750

Re: neverending GURPS game

You know, depending when you start, I'm just wishfully thinking here. I don't have time right now to make a character, I'm just putting in my opinion and starting some chat.

Thought I'd mention that, it sure sounded in my post like I was going to play... (I wish...)
Mad Mick
player, 36 posts
Tue 26 Jul 2011
at 05:07
  • msg #751

Re: neverending GURPS game

I agree.  Sounds like an intriguing game, no matter which way you take it.
Tortuga
player, 44 posts
Tue 26 Jul 2011
at 13:56
  • [deleted]
  • msg #752

Re: neverending GURPS game

This message was deleted by the player at 14:13, Tue 26 July 2011.
Zuldan
player, 12 posts
Tue 26 Jul 2011
at 17:44
  • msg #753

Re: neverending GURPS game

what was that Tortuga? didnt catch it lol.

i bet you well have people coming in just have to advertise it else where just not here. which game you do choose, i like the sound of all three, really. but in the end it does come down to what kinda of game you would like to run.
Tortuga
player, 46 posts
Tue 2 Aug 2011
at 02:09
  • msg #754

Re: neverending GURPS game

GURPS Banestorm. There's a lot of info out there for it. Do people make use of the setting? What kind of games? What kind of game would people like to see?
silveroak
player, 114 posts
Tue 2 Aug 2011
at 02:20
  • msg #755

Re: neverending GURPS game

I actually have another GURPs game running with teh banestorm setting.
A Russian Nuclear sub, being donated to the UN, gets swept up to Yrth... and the mages conspiricy is starting to discover a nuclear submarine might be a bit difficult to sweep under the rug...
trooper6
player, 44 posts
Tue 2 Aug 2011
at 04:57
  • msg #756

Re: neverending GURPS game

I've played in Banestorm a couple of times. I like the setting quite a bit.

I've played in a Banestorm Arena game.
A detective game set in 1920s Tredroy.
I was once planning an Aralaise Pirate game.

Lots of different things the setting can do. Good times.
Zuldan
player, 13 posts
Tue 2 Aug 2011
at 15:15
  • msg #757

Re: neverending GURPS game

never played in a banestorm campaign. have the book, use it more for inspiration as i find it a little confined for my own use.
Tortuga
player, 47 posts
Tue 2 Aug 2011
at 15:34
  • msg #758

Re: neverending GURPS game

I like the idea of the displaced earth-folk in the fantasy milieu. What kind of stuff would people like to see in such a campaign?
Zuldan
player, 14 posts
Tue 2 Aug 2011
at 16:07
  • msg #759

Re: neverending GURPS game

playing ourselves.
LandWalker
player, 63 posts
Tue 2 Aug 2011
at 16:24
  • msg #760

Re: neverending GURPS game

Zuldan:
playing ourselves.

Wow, that is exactly what I look for in fantasy role-playing:  The same thing I do and deal with every day!  What better way to avoid reality than to bring its trappings into my escape valve.  Yrth better be ready for some intense tax return preparation, which will go nicely with my complete lack of adventuring skills and advantages. There shall be no 1040-EZ forms filed in Caithness under my watch, that's for sure.

/Sarcasm

I had a character I was fond of in a short-lived Banestorm game who was a second- or third-generation "arrival", whose predecessors were involved in the underground technology movement. Albrecht himself carried a (carefully hidden) flintlock pistol and a pocketwatch (on account of being obsessed with punctuality and timeliness in a world that normally had no precise measure of time).

Really, you can do pretty much anything in Yrth, and that's the point of it.  Dungeon fantasy in Caithness?  Political intrigue in the empire?  Swashbuckling in Araterre?  Exploration?  Urban skullduggery?  Conspiracies?  Defeat of a rising evil (thank you crazy dark elves)?  Literally just about any adventure trope fits in somewhere.
Tortuga
player, 48 posts
Tue 2 Aug 2011
at 16:34
  • msg #761

Re: neverending GURPS game

LandWalker:
Zuldan:
playing ourselves.

Wow, that is exactly what I look for in fantasy role-playing:  The same thing I do and deal with every day!  What better way to avoid reality than to bring its trappings into my escape valve.  Yrth better be ready for some intense tax return preparation, which will go nicely with my complete lack of adventuring skills and advantages. There shall be no 1040-EZ forms filed in Caithness under my watch, that's for sure.

/Sarcasm


I don't know, man, fish out of water stories are a pretty solid fantasy trope. A Connecticut Yankee in King Arthur's Court is an early example. Flash Gordon is another, though he was able to parlay his football skills into just about everything.

The way I'd do "playing ourselves" is telling people to make up versions of who they wished they were using the 150-200 point limit. Give yourself a few karate classes. Up your IQ to what you think it is. Pretend like the camping you used to do in Boy Scouts somehow translates into the Survival skill.

Then I'd allow them a period of adjustment after getting to Yrth. The initial story arc would be hard-scrabbling to adapt to a setting where you had no basic survival skills and didn't speak the language. As soon as they had the basics of survival established (food source, shelter, water supply) I'd time-skip ahead a few months and give them some CP to spend on the skills that they'd have developed, including some mastery of Anglish if they had locals to talk to.

So yeah, your background would be as an accountant or whatever, but you'd basically be playing an accountant who'd spent the last few months learning to live off the land and survive and whatever else.
LandWalker
player, 64 posts
Tue 2 Aug 2011
at 16:53
  • msg #762

Re: neverending GURPS game

Why even call it playing as yourself, then?  Why not just call it an adventure of recently-arrived banestorm victims?  Sure, I could create an idealized version of myself that didn't have crippling Absent-Mindedness or that had studied more Russian or that could run a 5k without stopping or passing out, but it wouldn't be me. It would just be some guy.

To switch into trying to be helpful mode, here is my recommendation:  If you want a displaced Earthling adventure, don't saddle it with the label of "playing yourself." If somebody wants to create an idealized 200-point version of themselves for the game, then they can go for it, no problem.  But if somebody wants to create a character that has nothing to do with their own real life, I don't see any reason in turning those players off with an unnecessary real-world stipulation.
Tortuga
player, 49 posts
Tue 2 Aug 2011
at 17:06
  • msg #763

Re: neverending GURPS game

Oh, I wouldn't tell people to play themselves in this game, but it isn't an unfeasible premise. I've done it myself with my tabletop group on a few occasions in various games - we ran a Marvel "play a superhero version of yourself" game, and I did it in Mage once.

The biggest obstacle is setting believable benchmarks for the group. I mean, ST is simple if you know how much a given player can lift, but DX and IQ are more abstract, and players will usually either:

a) Seriously overestimate their capabilities and demand more points (No, Bob, just because you hit the range when you were 12 doesn't mean you have a point in guns) or
b) underestimate themselves and run out of ideas to spend points on.
Tortuga
player, 50 posts
Fri 5 Aug 2011
at 18:48
  • msg #764

Re: neverending GURPS game

Actually, I think I'd like to run a more general "Dimensional Traveler" game. 200 point characters from the modern world, soon to start jumping from world to world.

Players will initially have little/no control over their jumps, and at 200 points should hopefully be confident enough to get involved in adventures while waiting for the next jump rather than hiding in a cave somewhere.

Thoughts?
Johnny Angel
player, 16 posts
Fri 5 Aug 2011
at 20:55
  • msg #765

Re: neverending GURPS game

musing over a thought...

In a lot of fantasy settings, the gods are distant and/or living on other planes.  What if that were not the case in a setting?  What if the gods were simply just really powerful (but not completely unkillable) beings of the world?  The easiest example I can think of is cavemen believing a large dinosaur is a god, but what I have in mind is a little more than that.  Perhaps an incredibly old dragon able to bestow power investiture on someone would be a better example.  (Though huge creatures such as dinosaurs which are prayed to, yet have no actual sentient interest in their followers is another interesting thought.)

How do you feel this would change a setting?
Tortuga
player, 51 posts
Fri 5 Aug 2011
at 21:02
  • msg #766

Re: neverending GURPS game

I think it'd be a lot more mythic - look at Hercules/Xena, for example.
LandWalker
player, 65 posts
Fri 5 Aug 2011
at 21:11
  • msg #767

Re: neverending GURPS game

Johnny Angel:
musing over a thought...

In a lot of fantasy settings, the gods are distant and/or living on other planes.  What if that were not the case in a setting?  What if the gods were simply just really powerful (but not completely unkillable) beings of the world?  The easiest example I can think of is cavemen believing a large dinosaur is a god, but what I have in mind is a little more than that.  Perhaps an incredibly old dragon able to bestow power investiture on someone would be a better example.  (Though huge creatures such as dinosaurs which are prayed to, yet have no actual sentient interest in their followers is another interesting thought.)

How do you feel this would change a setting?


The Iron Kingdoms Campaign Setting contains a good example of this. Lord Toruk is an incredibly ancient dragon whose power is comparable to that of a demigod, to the extent that he can empower divine spellcasters (Clerics, in the case of the d20 setting).

I'm not sure it really has a significant impact on the setting relative to what it would be if you replace "Demigod Lord Toruk" with "Non-Demigod Lord Toruk who is a representative of a comparable but archetypically absentee god of similar portfolio."  Toruk has worshipers just like any other god, his empire is no more or less belligerent than any other in the setting.

However, Toruk (being a very ancient dragon) doesn't tend to get directly involved in most conflicts. The last time he personally engaged any enemy was centuries before the setting's "present day," when he single-handedly vaporized a fleet of sorcerous invaders who got a little too confident. Like most gods (and most dragons), Toruk is playing the long game and isn't going to jeopardize his power in the short-term.

What would have the potential to change a setting would be gods who aren't ageless.  Perhaps the setting contains universal aspects that manifest in an otherwise mundane individual (obviously, the individual who best embodies that particular aspect), turning them into an avatar of that universal aspect—the avatar of war, the avatar of law, the avatar of nature, etc.  Perhaps this manifestation grants the avatar extended life, but not agelessness—and when the avatar dies (whether by being killed or through natural expiration), the aspect manifests in a new individual.

For all practical purposes save immortality, these avatars would be gods, and perhaps have worshipers (who worship the aspect and, by extension, the aspect's chosen avatar at any given time). Perhaps their divinity is powerful enough to grant Power Investiture to some of the faithful. While they live, their divine powers give them the ability to change the course of the world. But they are still flesh-and-blood men and women, and the fact that gods can die at all, let alone be killed by something as common as an assassin or a plague, would certainly have powerful repercussions for the nature of the setting.
trooper6
player, 45 posts
Fri 5 Aug 2011
at 22:10
  • msg #768

Re: neverending GURPS game

Johnny Angel:
musing over a thought...

In a lot of fantasy settings, the gods are distant and/or living on other planes.  What if that were not the case in a setting?  What if the gods were simply just really powerful (but not completely unkillable) beings of the world?  The easiest example I can think of is cavemen believing a large dinosaur is a god, but what I have in mind is a little more than that.  Perhaps an incredibly old dragon able to bestow power investiture on someone would be a better example.  (Though huge creatures such as dinosaurs which are prayed to, yet have no actual sentient interest in their followers is another interesting thought.)

How do you feel this would change a setting?


This describes the world of Ancient Greece perfectly. So, just do that.
2l8m8
player, 198 posts
Because somone else got
all the good names first.
Sat 6 Aug 2011
at 00:48
  • msg #769

Re: never ending GURPS game

We had home-brewed fantasy religious theory. It basically was based on Lankhmar setting in D&D, where the street of temples had hundreds of gods, and the more popular ones were at the head of the street, and the less-recognized went down the street, some only having a small stool in the mud for a church.

The theory we came up with was, the more followers a god had, the more powerful he was. Well, believers, technically- you don't have to follow Satan to believe in him, you can follow any number of Christian faiths and he would likely be believed in without being followed.

Anyhow, a corollary to this came about. If you get someone to believe you are a god, then you are a god. (Dan Akroyd in ghost busters comes to mind, "If someone asks you if you're a god...") One person, of weak mind, would make you a very poor god indeed, probably not even worth that table in the mud. However, beginning to 'campaign' for it, and performing 'miracles' and such could indeed get you a large following. In my campaign, you didn't need any special abilities, although having people believe you do helps with gaining followers, of course. Chances are, no one would worship you if they didn't believe you were divine in some way.

This might be an interesting theory to sprinkle on top of your campaign. Very few people in the campaign world actually knew this happened, although the PCs ended up researching it through several adventures when some nut-case started worshiped one of the PCs. He actually set up a table in the mud, and his religion caught on, and more and more people started worshiping him, and then weird things started happening... (That's when they decided to start the research that led to the conclusion that the one PC was becoming a minor deity, and the rest were his 'court'.
Johnny Angel
player, 17 posts
Sat 6 Aug 2011
at 05:51
  • msg #770

Re: never ending GURPS game

It was just a general idea for the time being.  However, that idea is actually a few different ideas I had about how to be a little different from the typical setting.


In one version of the idea, I had considered that 'gods' were simply large powerful creatures (as I mentioned already.)  Things such as King Kong, The Tarrasque, and etc. walked the earth.  While not gods in the traditional sense, they were often viewed as such because of their power relative to most other creatures.  In my mind, this world would also be somewhat primitive in the sense that the world was a very dangerous and primal place by its very nature.

The biggest change that I imagined was that large cities would be nearly unheard of, and protection would be something to consider with settlement placement just as much as food, water, and shelter.  A lot of settlements would be built into natural features which were easy to defend.  Otherwise, people would be somewhat nomadic.  I find myself curious if things such as metal working and currency and culture could still evolve without cities and settlements.


In the other version of the idea, I had considered that the 'gods' would be mostly along the power level of angels, demons, spirits, and the like.  Most gods would be local gods.  Power would be granted through pact magery (magery with the pact limitation) of some sort.

In this version, they would still be quite powerful by human standards, but not as far beyond mortal limits as fantasy gods tend to be.  The typical 'god' could probably handle squads or platoons of normal folk, but larger numbers might give them trouble.  It's not the best analogy, but their power level would be similar to that of some of the less over-the-lop Marvel and DC superheroes.



Looking back across this post, a third idea could be to use both of those ideas together.  The world is a primal and dangerous place.  A previous more mythic age has just come to an end.  It is now the beginning of the age of mortals, but many beings from the previous age still linger; among them are large vicious beasts, a variety of spirits and entities, and etc.  Humans would not be the most dominant race; they would have just recently (within a few hundred years) progressed from primitive beasts in their own right to being sentient and semi-civilized...  something akin to the missing step between orcs and humans with some groups being more toward one or the other end of the spectrum.
trooper6
player, 46 posts
Sat 6 Aug 2011
at 16:10
  • msg #771

Re: never ending GURPS game

I have a question.

I was looking at Games, and some of them have superscript letters after the title. M: Mature, A: Adult, P: ? What's the P stand for? Anyone know?
LandWalker
player, 66 posts
Sat 6 Aug 2011
at 16:16
  • msg #772

Re: never ending GURPS game

I believe P stands for "Personal Property."  I don't really understand the need or point behind it (or what the administrators think it's going to accomplish), but it's supposed to designate "This game is the property of the GM and you can't steal stuff from it."


Edit:  Then again, I mark all my games as that, and there's not a P beside any of them (although I think there used to be?).  So maybe it doesn't stand for personal property after all. Maybe it stands for Potatoes.
This message was last edited by the player at 16:19, Sat 06 Aug 2011.
trooper6
player, 47 posts
Sat 6 Aug 2011
at 16:30
  • msg #773

Re: never ending GURPS game

Mmmm Potatoes...Nom nom nom.
Tortuga
player, 52 posts
Sat 6 Aug 2011
at 22:17
  • msg #774

Re: never ending GURPS game

P means that they're recruiting for players.
LandWalker
player, 67 posts
Sat 6 Aug 2011
at 22:23
  • msg #775

Re: never ending GURPS game

Tortuga:
P means that they're recruiting for players.


Player recruitment is indicated by a red asterisk.
Tortuga
player, 53 posts
Sat 6 Aug 2011
at 22:32
  • msg #776

Re: never ending GURPS game

Huh. Yeah, I don't know.
2l8m8
player, 199 posts
Because somone else got
all the good names first.
Sat 6 Aug 2011
at 23:29
  • msg #777

Re: never ending GURPS game

Yes, it is personal property, except it appears or doesn't depending on whether you're the GM or not. You're allowed to steal stuff from your own game... :P
Linkdead
player, 8 posts
Fri 19 Aug 2011
at 20:09
  • msg #778

Re: never ending GURPS game

I apologize, I should have begun this conversation here rather than in Game Ads, so I'll move it here.

2l8m8,

If you're  interested, why don't you send Ceredyn a RTJ in the Ghost Tower game and explain what's going on.  If he is open to me designing your warrior, I will do so and submit it for approval to you through rmail.
2l8m8
player, 205 posts
Because somone else got
all the good names first.
Fri 19 Aug 2011
at 21:34
  • msg #779

Re: never ending GURPS game

You know what, this morning as I was going to reply to you in the afirmative, I realized I was late for doing the RL stuff I needed to get done today. I didn't even start this game, and it's affecting my time too much.

I'm sorry, I really thought I could squeeze it in, but in this light, I think I'm going to have to pass. Better to do it now than after wasting more of everyone's time, I suppose. I've been knackered lately anyhow, a little extra rest if I do have a few minutes would probably do me some good.

I thank you for the kind offer, though. I guess not letting you down is one of the reasons I must decline, it would be extra-bad in my mind, to quit in the middle.
Linkdead
player, 9 posts
Fri 19 Aug 2011
at 21:37
  • msg #780

Re: never ending GURPS game

No worries 2l8m8 and you're right, I greatly appreciate you bowing out now rather than mid module. Good luck sorting out your RL and gaming issues, ;p
2l8m8
player, 206 posts
Because somone else got
all the good names first.
Fri 19 Aug 2011
at 22:08
  • msg #781

Re: never ending GURPS game

It'll never be sorted out. :P

RL always gets in the way of having fun. ;)
Linkdead
player, 10 posts
Fri 19 Aug 2011
at 22:09
  • msg #782

Re: never ending GURPS game

LOL, true, true.  RL has been exceptionally mean to me lately.
Tortuga
player, 58 posts
Sat 10 Sep 2011
at 16:32
  • msg #783

Re: never ending GURPS game

Considering a Banestorm Araterre privateer campaign. PCs as freedom fighters and pirates preying on Megalan shipping and evading the Imperial armada.
Johnny Angel
player, 21 posts
Sun 11 Sep 2011
at 19:56
  • msg #784

Re: never ending GURPS game

Tortuga:
Considering a Banestorm Araterre privateer campaign. PCs as freedom fighters and pirates preying on Megalan shipping and evading the Imperial armada.



That sounds cool.

I've been itching to try a pirate game in GURPS.
LandWalker
player, 68 posts
Mon 10 Oct 2011
at 13:17
  • msg #785

Re: never ending GURPS game

Wulfnor:
Anyone interested in GMing of Playing in a GURPS Hammer(Using GURPS Rules in the Warhammer Setting).  Or a GURPS FALLOUT game?  If you are, but don't know where to find the Rules. Rmail me and I'll send you a link.

Good Gaming,
Wulfnor


There are GURPS Warhammer rules?
Mad Mick
player, 38 posts
Mon 10 Oct 2011
at 13:25
  • msg #786

Re: never ending GURPS game

LandWalker
player, 70 posts
Sun 16 Oct 2011
at 20:27
  • msg #787

Re: never ending GURPS game

Mad Mick:


Warhammer 40K?  Yuck. =(
Witchycat
player, 26 posts
Furry Kitty with
a witch's hat
Sun 16 Oct 2011
at 21:32
  • msg #788

Re: never ending GURPS game

The GURPS Deadlands game seems to have died.

Would anyone be intereested in a wild west version of Shadowrun?  Basicly magic in the west and maybe with elves and orcs?  Elf with a sixgun or a wild elf indian?
steelsmiter
player, 45 posts
Mon 12 Dec 2011
at 23:25
  • msg #789

Re: never ending GURPS game

anyone want to run me with a slow posting slightly unorthodox DF Barbarian?
Witchycat
player, 27 posts
Furry Kitty with
a witch's hat
Tue 13 Dec 2011
at 00:58
  • msg #790

Re: never ending GURPS game

Does Df mean Drawf female?
LandWalker
player, 71 posts
Tue 13 Dec 2011
at 00:59
  • msg #791

Re: never ending GURPS game

I'd go out on a limb and assume it means Dungeon Fantasy.
steelsmiter
player, 46 posts
Tue 13 Dec 2011
at 19:58
  • msg #792

Re: never ending GURPS game

LandWalker:
Dungeon Fantasy.


Correct, but actually this barbarian is a loincloth wearing spear (more like naginata) wielding primative...

The unorthodox parts are
--Nudism (well, technically she thinks anything more than a loincloth disconnects her from nature treated as a -15 Vow and possibly OPH or SS, I have discussions on the forums under dwarf99 on the subject)
--Runty (A Social Stigma [5?] among barbarians, but note she'll still have the social stigma for being barbarian) and not nearly as strong or as high HP.
--Enhanced Parry (apparently in Low Tech the Naginata can be used with 2H Sword skill, which reflects the Seong Mi-Na style I'm going for.)
--48 points of skills turned into Barbarian! with 10 left over for use in either Enhanced Defenses or STR increases.

She actually believes that the spear is made from a dragontooth (hence the size being large enough to cut with and thus modelled from Naginata) but technically it can be made from a Stegosaurus fin as well with minimal loss in flavor (again drawing from the Bone/Tooth rules in Low Tech.)
Mad Mick
player, 40 posts
Wed 14 Dec 2011
at 00:15
  • msg #793

Re: never ending GURPS game

So, from a Barbarian point of view, she actually is a dwarf female. =)
Witchycat
player, 28 posts
Furry Kitty with
a witch's hat
Wed 14 Dec 2011
at 02:03
  • msg #794

Re: never ending GURPS game

So you are a female dwarf barbarian!  Sounds like a female half elf barbarian I ran once ran. She was small but very strong.
steelsmiter
player, 47 posts
Thu 15 Dec 2011
at 19:51
  • msg #795

Re: never ending GURPS game

Well, nominally human (without gigantism or the 20 points of being dwarf) but the Dwarf Female thing was an inside thing between me and Mad Mick...

in any case are there any bites?
Witchycat
player, 29 posts
Furry Kitty with
a witch's hat
Sun 18 Dec 2011
at 03:12
  • msg #796

Re: never ending GURPS game

I like fatasy. What kind of game where oyu looking for? Like a female like Conan ends up in a city?  Did you want adult or mature, as you want to run around half naked, I guess it would almost have to be adult.
Tortuga
player, 60 posts
Sun 18 Dec 2011
at 03:15
  • msg #797

Re: never ending GURPS game

Only if you're insistent on describing the nudity in lurid detail on every page.

Saying "so-and-so is half-naked" doesn't make this thread, for example, adult. Does it?
2l8m8
player, 207 posts
Because somone else got
all the good names first.
Sun 18 Dec 2011
at 13:15
  • msg #798

Re: never ending GURPS game

Just a warning, Witchy-Cat:
If you haven't read the Dungeon Fantasy books, you might want to at least get a run-down first. It's a series of rules changes that makes everything hack-n-slash, as opposed to balanced role playing. Great fun, decent material, but it changes the whole dynamic of GURPS. It's more styled toward making GURPS an over-the-top, old-school dungeon crawl, and it does modify a lot of the rules in Basic GURPS. You can't expect a DF character to mesh with regular GURPS ones without there being balance issues, at the least, if not outright problems.

Merry Christmas!
Mad Mick
player, 41 posts
Sun 18 Dec 2011
at 17:03
  • msg #799

Re: never ending GURPS game

The John Carter of Mars books all feature naked men and women, and I'd hesitate to even call them mature.
trooper6
player, 50 posts
Sun 18 Dec 2011
at 17:51
  • msg #800

Re: never ending GURPS game

I find, ironically, that it is the immature treatment of nudity that brings a game most quickly into the Adult territory.
Witchycat
player, 30 posts
Furry Kitty with
a witch's hat
Mon 19 Dec 2011
at 02:25
  • msg #801

Re: never ending GURPS game

If we are going to have nudity in it, I would probably perfer to have it Adult, just in case. That doesn't mean it has to be sexual persay.

As far as the Dungeon Fantasy books are concerned, I have to admit I don't have them. I thought it was just a fatasy type adventure he was looks at.
2l8m8
player, 208 posts
Because somone else got
all the good names first.
Mon 19 Dec 2011
at 10:20
  • msg #802

Re: never ending GURPS game

Yeah, it sounded like that's what you thought. ;) They're sourcebooks, not adventures. I thought something similar until I got a good look at them. Nothing too horrible, really, but then I like hack-n-slash. Just make sure you're all on the same page, I don't think you'll have too many problems. Like I said, the rules change the flavor a lot, but the rules themselves are fairly simple.
steelsmiter
player, 48 posts
Tue 20 Dec 2011
at 19:22
  • msg #803

Re: never ending GURPS game

I prefer adult games because I like swearing, the nudity is just an undertone and taken in conjunction to SS Minority Group and Vow: Never wear armor it doesn't have much of a game effect... another facet of the character is that she thinks that much more than a loincloth disconnects her from nature (Low Self Image but only while naked tentatively -20%).The nudity isn't what I would want the adult game for, its the graphic violence and obscene language allowances.

Basically a female barbarian ends up in the city though I hasten to point out that Conan is probably more gritty than what I'm out for.
This message was last edited by the player at 19:23, Tue 20 Dec 2011.
Witchycat
player, 31 posts
Furry Kitty with
a witch's hat
Wed 21 Dec 2011
at 01:58
  • msg #804

Re: never ending GURPS game

I was just using Conan as an example.  He is gritty. I wouldn't run anything that gritty.  I would think something cimamatic.
LandWalker
player, 72 posts
Wed 21 Dec 2011
at 01:59
  • msg #805

Re: never ending GURPS game

Surely you don't mean that to assert that Conan is anything but cinematic.
Witchycat
player, 32 posts
Furry Kitty with
a witch's hat
Wed 21 Dec 2011
at 02:10
  • msg #806

Re: never ending GURPS game

Oh, he definately is.
2l8m8
player, 209 posts
Because somone else got
all the good names first.
Wed 21 Dec 2011
at 09:23
  • msg #807

Re: never ending GURPS game

I might join in that one... Not a whole lot of time, but I've been in some of your games, and they seem to be light-hearted and fun. If I run a stupid fighter-type, I could probably get away without thinking too much... Well, that is, not taking too much time, I usually don't think very much. :P
Witchycat
player, 33 posts
Furry Kitty with
a witch's hat
Thu 22 Dec 2011
at 23:06
  • msg #808

Re: never ending GURPS game

I could run a fantasy game but I wonder what setting I should use?
2l8m8
player, 210 posts
Because somone else got
all the good names first.
Fri 23 Dec 2011
at 11:15
  • msg #809

Re: never ending GURPS game

You could use that one in the underground, it worked decently. It was unusual. I don't know how much you had it planned out, it seemed like you were flying by the seat of your pants, so there were things you probably wouldn't have done otherwise, but it worked all right.
Witchycat
player, 34 posts
Furry Kitty with
a witch's hat
Mon 26 Dec 2011
at 22:13
  • msg #810

Re: never ending GURPS game

I was doing it by the seat of my pants. I figured as a true fairy land, it changed a lot. I have a few old cities I was thinking of using.
The_Wrathchild
player, 32 posts
Sat 31 Dec 2011
at 12:34
  • msg #811

Tactical Soldier - Undead Rising

Has anyone around here seen/tried the Tactical Soldier - Undead Rising game for iOS?

I has struck me as a good format for a GURPS PbP game.
steelsmiter
player, 49 posts
Wed 4 Jan 2012
at 09:55
  • msg #812

Re: Tactical Soldier - Undead Rising

I'd join the fantasy game with my modified barbarian since technically its only a partial template anyway but of course that all depends on you opinion on running it.
Witchycat
player, 35 posts
Furry Kitty with
a witch's hat
Thu 5 Jan 2012
at 01:51
  • msg #813

Re: Tactical Soldier - Undead Rising

Sure let me see it.
Ceredyn
player, 116 posts
Sat 7 Jan 2012
at 01:03
  • msg #814

Great Turn Based Fantasy RPG for PC?

Hi all,

I'm looking to play a visually stimulating, TURN BASED fantasy roleplaying PC game that has a decent story, rich character creation and development and fun combat options.

I simply lack the patience and skill to manipulate a console based controller that Real Time combat games offer.

If anyone has any recommendations I'd appreciate it!

Thanks much!
Tortuga
player, 70 posts
Sat 7 Jan 2012
at 01:03
  • msg #815

Re: Great Turn Based Fantasy RPG for PC?

The Might and Magic series? Heroes of Might and Magic?
Ceredyn
player, 117 posts
Sat 7 Jan 2012
at 01:20
  • msg #816

Re: Great Turn Based Fantasy RPG for PC?

Thanks. Saw the trailer and it looks awesome.  Do I lose anything if I don't play all the earlier versions or can a new player hop right into Might and Magic Volume 6?
Tortuga
player, 71 posts
Sat 7 Jan 2012
at 02:02
  • msg #817

Re: Great Turn Based Fantasy RPG for PC?

Haven't played 6, so I'm not sure, but 1-3 were fairly stand alone.
Mad Mick
player, 42 posts
Sat 7 Jan 2012
at 05:10
  • msg #818

Re: Great Turn Based Fantasy RPG for PC?

Ceredyn, I don't know what games you've played, and these recommendations might be way too old for you, but these are my two favorite PC RPGs.  

Planescape Torment - http://www.gog.com/en/gamecard/planescape_torment

Perhaps the best story of any game I've ever played.  It's based on D&D 3.5 in Sigil in the Planescape setting.  (I'm drooling right now imagining a Ceredyn game based in Sigil). Combat is click-based, but you can pause combat to issue orders.  Character creation is deceptively simple, as you have only one choice for protagonist, but the game really shines in the dialogue choices.  If you've never played it before, I think you'll enjoy it.

The other game is actually two, Fallout 1 & 2.

http://www.gog.com/en/gamecard/fallout
http://www.gog.com/en/gamecard/fallout_2

Fallout was almost made using GURPS, and the system they created, SPECIAL, is point-buy, so you choose which attributes and skills to increase, along with some fun perks.  Fallout 1 & 2 are known for their multiple approaches to solving problems, based on how you play.  It's set in a post-apocalyptic US, and it's a ton of fun to play.  Combat is turn-based, and you can take aim at different areas of the body.

You might have already played these games, though, so my apologies for rambling on.  =)

If you like the style of those games or are looking for something a little different in terms of setting, check out Arcanum: Of Steamworks and Magick Obscura.  Combat is a bit crap, but the setting is great, a fantasy/steampunk blend with dirigibles, orcs, steam locomotives, dwarves, and elves.  Character creation is interesting, with many pregens and the ability to make your own, choosing from several different races and backgrounds like Raised in a Snake Pit (or something like that).  You have tons of choices in the game, too, and spells and tech affect you differently, depending on whether your character is more tech- or magic-attuned.  

http://www.gog.com/en/gamecard...s_and_magick_obscura

You could also take a look at the Wizardry games for turn-based, first person perspective combat, but I haven't played them (I really have no gamer cred).

Neverwinter Nights is turn-based, I think.

Gothic 1, 2, and 3 were also good, although 3 was pretty buggy.  

Temple of Elemental Evil - hard as hell, but the best translation of D&D 3.5 party mechanics and combat I've seen.  There's not much of a story, mostly killin'.  It's definitely turn-based, though, and you can control the whole party.  Someone was making a Keep on the Borderlands conversion, but I don't know how far they got.

The only downside to PS:T, FO 1&2, and Arcanum is the graphics aren't up to a Dragon Age or Bioshock.  Still, if you haven't played PS:T or FO 1&2 and don't mind playing old games, they're both worth your while.

Let me know if you try any of these.  I'd love to know what you think of them.  (Man, I need to get a gaming computer again).
This message was last edited by the player at 05:22, Sat 07 Jan 2012.
LandWalker
player, 82 posts
Sat 7 Jan 2012
at 13:24
  • msg #819

Re: Great Turn Based Fantasy RPG for PC?

I'll echo Mick's suggestion of Arcanum. I still break that out from time to time. Graphically, it wasn't especially attractive even when it was made, let alone now, but it's got a great story, great characters, and a great setting. All of my failed attempts to create my own steampunk setting can be traced directly to this game. Arcanum also holds the proud distinction of being one of the only computer RPGs I've ever been excited enough about to play to completion—just sitting here looking at all the games on the shelf, that's an honor it only shares with Dragon Age: Origins.1

I honestly hated Neverwinter Nights, but it appealed to a lot of people. If you don't mind getting in the Way Back When Machine, though, I'd recommend Baldur's Gate II, which uses second-edition AD&D mechanics. That's the game that actually got me into role-playing in the first place.

1  Unless you consider Diablo II, Nox, or Fallout 3 to be true role-playing games, but I don't. Of the three, only Fallout 3 could even come close to falling into that genre category, and the ending to Fallout 3 was so bad I haven't been able to bring myself to play the game since.
Linkdead
player, 11 posts
Sat 7 Jan 2012
at 18:24
  • msg #820

Re: Great Turn Based Fantasy RPG for PC?

Omg, here here for Arcanum.  I forgot all about that game but I agree with LandWalker.  Great story, great characters.  The setting uses a mix of magic and technology.  Lately I have been buying digital versions of games online but I think I need to buy this game again on disk.
jason254
player, 1 post
Sat 7 Jan 2012
at 20:55
  • msg #821

Re: Great Turn Based Fantasy RPG for PC?

I've heard good things about planescape and fallout.  I've never played them though.  However they are old and should be cheap to buy and won't need much processing power to play.  I've been tinkering with Nethack but I don't think I like it.  It's a "no graphics" ascii turn based game that totally focused on game play and free.  However the game play learning curve is kinda steep.  I think I might try dwarf fortress next.  Again it's an ascii game focused on game play and free, but there are several decent tutorials that should help.  Minecraft is supposed to be an easier takeoff of the game.  As well both of these games are "roguelike" games in that they are different every time you play.  Which is kinda cool.

My favorite game of all time is probably Ultima III which I played on a C64 or Adventure on the 2600.  That should tell you how old I am.  :)
steelsmiter
player, 50 posts
Mon 9 Jan 2012
at 21:09
  • msg #822

Re: Tactical Soldier - Undead Rising

Witchycat:
Sure let me see it.


I dropped it in your GCL PMs should I rmail it or did you get it?
LandWalker
player, 83 posts
Fri 27 Jan 2012
at 12:29
  • msg #823

The Mirror of the Fire Demon

Recently, SJGames published their first official DF adventure—The Mirror of the Fire Demon.  Right now, there's a fellow on the Game Proposals, Input, and Advice board trying to solicit enough player interest to run the module here on RPOL. He hasn't received a lot of responses so far, but if you're interested in playing in the adventure, I encourage you to check it out:  link to a message in another game
steelsmiter
player, 51 posts
Fri 27 Jan 2012
at 18:50
  • msg #824

Re: The Mirror of the Fire Demon

already veto'd, and I'll admit he tried to be perfectly reasonable but my stubbornness in insistance of character concept has caused me to be at a loss for a game.
This message was last edited by the player at 18:51, Fri 27 Jan 2012.
LandWalker
player, 84 posts
Fri 27 Jan 2012
at 19:01
  • msg #825

Re: The Mirror of the Fire Demon

So I saw. This notification was merely to bring the opportuity to the attention of folks who don't normally haunt the Game Proposals, Input, and Advice board; it wouldn't be my first choice for trying to gauge interest in anything, since it might not reach one's target audience there. As someone who'd like to spectate such a game, though, I think it would be a shame if DragonDog ended up not running it simply because of a perceived lack of interest, when interest may well be out there but in a different place.
2l8m8
player, 212 posts
Because somone else got
all the good names first.
Fri 27 Jan 2012
at 19:26
  • msg #826

Re: The Mirror of the Fire Demon

I'd neevr see it there. Good idea re-posting it. I'd be interested if I had time, but alas have again stretched myself thin. On the bright side, this time I only joined games with known good players and GMs. Too bad I'm getting to know a lot more good players and GMs, because now I gotta find a new criteria to limit my games.
Johnny Angel
player, 23 posts
Thu 26 Apr 2012
at 05:04
  • msg #827

Re: The Mirror of the Fire Demon

I know this is not GURPS related, but Monte Cook recently resigned his position of lead designer for D&D 5th Edition.  Interesting development...
Mad Mick
player, 45 posts
Thu 26 Apr 2012
at 05:30
  • msg #828

Re: The Mirror of the Fire Demon

Interesting.  I wonder why, and how much work he contributed to 5E.

For those of you who played 4E, did you like it more than 3.X?  I enjoy the odd 3.5 or PF game, but I've only looked through the 4E books.
Johnny Angel
player, 24 posts
Thu 26 Apr 2012
at 05:51
  • msg #829

Re: The Mirror of the Fire Demon

I played 4th quite a bit.  It's a fun game, but it had some different ideas about what a rpg should be than I do.  That does not mean I did not enjoy it as a rpg; just that some of the choices it made when it came to design reminded me more of a gameplay style I don't associate with my rpg ideal.  On the upside, I applaud how easy it is for a GM to prep; I enjoyed the lessened power curve between levels, and I enjoyed a lot of the new fluff.  On the downside, I personally didn't feel the mechanics were a very good fit for the fluff they were trying to portray with the 'Points of Light' idea; I didn't feel there was enough of a game outside of encounters to gain a deeper investment from me, and the rules sometimes had weird results when applied to a 3D environment (i.e. flying, swimming, etc.)  In the end, my perception is that it was designed with a more casual audience in mind.

I've only recently started learning Pathfinder.  So far, I'm having a really good time.  I think a big reason why is the quality of the Beginner's Box.  In my opinion, it was very well put together.  Part of the reason might also be that I've played so much 4th Edition that I just needed a change in scenery.  The group I'm playing PF with just got to 3rd level; so far -as said- I'm having a really good time with the game.  I've been impressed with the quality of PF adventures.  While the current guy GMing usually writes his own, we started with the sample adventure in the BB (which I thought was good,) and he is still using the Sandpoint info to base his own off of.

It's kind of funny when I think about Pathfinder, and my experience with it, and the fact that I'm just now actually learning to play it.  I learned to play GURPS 4th Edition and was introduced to Rpol via a Pathfinder adventure path.  I believe Burning Sands was the adventure.  The game ended prematurely, but I still got a good feel for both GURPS and PF adventures; I came away with a positive view of both.
Johnny Angel
player, 25 posts
Thu 26 Apr 2012
at 05:53
  • msg #830

Re: The Mirror of the Fire Demon

Monte Cook didn't go into detail why he left; only that it was a problem with management.  His statement said he'd rather not start drama by going into more detail.  He only wanted to express that he enjoyed working with the other members of the design team, and had no ill will toward them.  The impression I got from the statement was that -as he said- there were some hard feelings between him and the management staff of WoTC.


his statement can be found here: http://montecook.livejournal.c...html?page=3#comments
This message was last edited by the player at 05:56, Thu 26 Apr 2012.
2l8m8
player, 216 posts
Because somone else got
all the good names first.
Thu 26 Apr 2012
at 08:03
  • msg #831

Re: The Mirror of the Fire Demon

4e D&D to me, seemed like a hopped-board game you needed to supplt the board for. I've played several similar games, including Talisman, one of the early greats, and it seemed a lot more in that vein than an actual RPing game. Casual player is a very good phrase here.
steelsmiter
player, 54 posts
Tue 8 May 2012
at 20:51
  • msg #832

Stat Yourself

has anyone considered a "stat yourselves" thread here where we could submit a sheet of ourselves and explain why we have our stats?
This message was last updated by the player at 20:52, Tue 08 May 2012.
Tortuga
player, 87 posts
Tue 8 May 2012
at 20:52
  • msg #833

Re: Stat Yourself

That'd be fun.
steelsmiter
player, 55 posts
Tue 8 May 2012
at 21:03
  • msg #834

Re: Stat Yourself

I think so too... I'm working on my Diabetes. I think it's rather more complex than RPK lets on, for example I'd lump in two maintenances (one for the daily insulin and one for the A1C information the doctor provides every three months). That and I'd restructure restricted diet...
This message was last edited by the player at 21:04, Tue 08 May 2012.
Ceredyn
player, 123 posts
Tue 8 May 2012
at 21:07
  • msg #835

Re: Stat Yourself

This is me, but my character has some skills I don't, because he's developed them over a month of overland travel, hiking through the Forgotten Realms:


Michael J. Starkweather

D&D Points: 2,550 - 2nd Level - Ranger - Strider

Age 50
Height 5 ft. 11 in.
Weight: 229 pounds


ST 14 [40]     HP 14
DX 11 [20]     WL 13
IQ 13 [60]     PR 13
HT 11 [10]     FP 11

Base Life:   39     Thrust 1d     Swing 2d
Base Speed:  5.5    Base Move:  5

None: up to 39,    Move 5  Dodge 8
Light: 40 to 78,   Move 4  Dodge 7
Medium: 79 to 117, Move 3  Dodge 6
Heavy: 118 to 234 Move 2   Dodge 5

Charisma 1  [5]
Voice       [10]

Laziness    [-10]
Chauvinist   [-1]
Imaginative  [-1]
Proud        [-1]


Artist (Drawing)   11  [1]
Axe/Mace            6  [0]
Boating            10  [1]
Bow                 6  [0]
Brawling           11  [1]
Broadsword          6  [0]
Climbing            6  [0]
Crossbow            7  [0]
First Aid          13  [1]
Fishing             9  [0]
Guns (Pistol)      11  [1]
Guns (Shotgun)     13* [2]
Hiking             14* [12]
Knife               7  [0]
Shield              7  [0]
Spear               6  [0]
Staff               6  [0]
Stealth            13* [8]
Survival (Plains)  14* [4]
Survival (Woods)   14* [4]
Swimming           11  [1]
Tracking            8  [0]
Traps (Snares)     13* [2]
Wrestling          10* [1]
Tortuga
player, 88 posts
Tue 8 May 2012
at 23:51
  • msg #836

Re: Stat Yourself

Here's 59 point me:

[10]Attributes:
ST 10	   hp  10
DX 10	   per 10 [-10]
IQ 12 [20] wil 12
HT 10	   fp  10
Speed: 5   Move: 5

[39]Advantages:
Charisma 1	[5]
Contacts	[5]	Chicago Indie Film Scene, 12, Somewhat Reliable
Flexibility	[5]
Less Sleep 2	[4]
Rapid Healing	[5]
Versatile	[5]
Voice		[10]

[-56]Disadvantages:
Nearsight (mit)	[-10]
Overweight	[-1]
Poor		[-15]
Self-Defense onl[-15]
Squeamishness(15)[-5]
Stubbornness     [-5]
Unfit		 [-5]

[-3]Quirks:
Broad-Minded	[-1]
Proud		[-1]
Responsive	[-1]

[59]Skills:
Acting			IQ   [2]  12
Anthropology		IQ-2 [1]  10
Area Knowledge (Chicago)IQ   [1]  12
Artist (Drawing)	IQ-2 [1]  10
Carousing		HT   [1]  10
Computer Op/8		IQ+2 [4]  14
Computer Prog/8		IQ-2 [1]  10
Diplomacy               IQ   [4]  12
Dreaming		Wil-2[1]  10
Driving (Auto)		DX   [2]  10
Fortune Telling (IChing)IQ-1 [1]  11
Fortune Telling (Tarot) IQ-1 [1]  11
Games (RPG)		IQ+2 [4]  14
Hiking			HT-1 [1]   9
History (20th cent US)	IQ-2 [1]  10
History (Medieval Euro) IQ-2 [1]  10
History (Classic Euro)  IQ-2 [1]  10
Housekeeping		IQ   [1]  12
Karate			DX-2 [1]   8
Literature		IQ   [4]  12
Meditation              Wil  [4]  12
Occultism 		IQ   [2]  12
Performance 		IQ   [1]  13	includes +2 from Voice
Philosophy (Taoism)	IQ   [4]  12
Philosophy (Buddhism)   IQ-2 [1]  10
Psychology              IQ-2 [1]  10
Research		IQ   [2]  12
Survival (Woodlands)	Per-1[1]   9
Swimming		HT   [1]  10
Writing			IQ+2 [8]  14

Most of these are eye-balled. Used to have more skills, be in better shape, etc. A 25 year old version of me would be worth
This message was last edited by the player at 23:52, Tue 08 May 2012.
trooper6
player, 54 posts
Wed 9 May 2012
at 00:19
  • msg #837

Re: Stat Yourself

Making oneself is always such a can of worms. However you stat yourself, someone will pop up and dispute what you've come up with. Stat normalizers will think your stats are too high and your skills are too high...they will especially cry foul if your point total is much more than 50. Then other will look at your Disads and think you've taken too many because they don't think more realistic people have much more than quirk level values of most of the Disads. It just doesn't seem worth the aggro!
Tortuga
player, 89 posts
Wed 9 May 2012
at 00:39
  • msg #838

Re: Stat Yourself

I should add "thinks people over-estimate themselves in RPG translations" as a quirk. Also I should probably trade in a bunch of skills for the dabbler perk.
trooper6
player, 55 posts
Wed 9 May 2012
at 01:45
  • msg #839

Re: Stat Yourself

And then you get the other end of the spectrum where people do some strange sort masochistic thing where people try to make themselves the most point devalued as possible. I've seen so many posters on the SJGames boards post negative value versions of themselves. Bragging about how all their stats are 9's and they have no skills but one or two--just the Dabbler perk. And then lots of crippling Disads.

Then it becomes song strange "I'm lower point value than you are!" competition.

So you get a bunch of people bragging about low point value they are...and then others bragging about how high point value they are.
Tortuga
player, 90 posts
Wed 9 May 2012
at 01:55
  • msg #840

Re: Stat Yourself

"Humbler than thou still" just counts as bragging.

In my case my skills in quite a few things have degraded beyond even the one-point level. I was a boy scout almost two decades ago - sure I could live off the land for a week when I was 16. Doesn't mean I remember a damn thing now. Skipped taking First Aid for the same reason.

In Practice: When I run games where people play themselves I tell them to make "idealized" versions of themselves for X number of points - whatever's genre appropriate.
This message was last edited by the player at 01:57, Wed 09 May 2012.
LandWalker
player, 86 posts
Wed 9 May 2012
at 01:56
  • msg #841

Re: Stat Yourself

trooper6:
And then you get the other end of the spectrum where people do some strange sort masochistic thing where people try to make themselves the most point devalued as possible. I've seen so many posters on the SJGames boards post negative value versions of themselves. Bragging about how all their stats are 9's and they have no skills but one or two--just the Dabbler perk. And then lots of crippling Disads.

Then it becomes song strange "I'm lower point value than you are!" competition.

So you get a bunch of people bragging about low point value they are...and then others bragging about how high point value they are.

To be fair, if I actually statted myself, there's a good chance I would be negative points, but it would be because of disadvantages rather than short-changing advantages, I think.

But I would also give myself the Low Self-Image disadvantage, so any sheet I would come up with would have to be taken with a shaker of salt.
Johnny Angel
player, 26 posts
Wed 9 May 2012
at 06:01
  • msg #842

Re: Stat Yourself

The discussion of self-stats brought 2 questions to my mind.

1) Would a version of unfazeable which is limited to certain types of social influence be viable as a realistic trait?  There's a story behind why I ask that, but I'm wary of telling it since it doesn't sound believable to most people.

2) I don't feel I would be immune to the intimidation skill as detailed in the unfazeable entry.  However, I might saying trying to use it on me has historically produced much different results than the people trying to intimidate me probably expected.  Would having a skill work differently when used on me be a 0-point feature?
Tortuga
player, 91 posts
Wed 9 May 2012
at 11:10
  • msg #843

Re: Stat Yourself

No. The skill's description specifies that different targets react differently to a successful intimidation roll. Did you FEEL intimidated? Doesn't matter how you reacted -- it's just the skill of convincing someone that you're ready or willing to hurt them.

If you're feeling uncharitable towards yourself you might take a delusion.
2l8m8
player, 217 posts
Because somone else got
all the good names first.
Wed 9 May 2012
at 11:14
  • msg #844

Re: Stat Yourself

First, you're taking indomitable, not unfazeable.

Second, if you get any skill at professional level, it shoots the purists (I think I recall Tortuga's take being real close to Kromm's) right out of the water. At 10 or 11 ability, something like Electrician costs what, 48 points to get 16? One skill for the entire build points? You simply can't get what you're even supposed to hve with the amoount of points you're supposed to have.
Tortuga
player, 92 posts
Wed 9 May 2012
at 11:21
  • msg #845

Re: Stat Yourself

Professional level isn't 16. Professional level is like 12.

From GURPS Characters p172:

quote:
For an “average” person, it is reasonable to assume attributes between
9 and 11, and from 20 to 40 points in “life skills” (varying with education
and dedication). Most people spread these points fairly evenly over rough-
ly a dozen skills. This will result in skill levels between 8 and 13. Skills
used to earn a living tend toward the upper end of this range (12 or 13),
while little-used skills and those originating from long-forgotten college
courses are at the lower end (8 or 9).


What Kromm says in the SJG forums:

quote:
I'd use these guidelines:

ATTRIBUTES

* Most people have ST, DX, IQ, HT, Will, and Per at 10; a Basic Speed of 5.00; and a Basic Move of 5.

* If an ordinary Joe is stronger, more agile, smarter, healthier, stronger-willed, or more perceptive than average, odds are good that he has an 11 instead of a 10. If his edge is so great that his friends talk about it, he might rate a 13. People in the middle are at 12.

* If an ordinary Joe reacts more quickly than average, he probably has Basic Speed 5.25. If he runs more quickly, he might rate Basic Move 6.

* I would seriously think about rating greater apparent competency using skills, not attributes. A really good hunter probably has all of Guns, Stealth, and Tracking at Attribute+1 or perhaps +2, and that sets him above his pals with only one or two of those skills at Attribute level. He almost certainly doesn't have DX 12 and Per 12!

* If an ordinary Joe is weaker, clumsier, duller, less healthy, weaker-willed, or less perceptive than average, he likely has a 9 instead of a 10. If his lack is so great that his friends talk about it behind his back, he might rate a 7. People in the middle are at 8. Likewise, if he reacts less quickly than average, he might have Basic Speed 4.75. If he can't keep up on the run, he probably has Basic Move 4.

* Don't mistake Incompetence at a skill for low attributes! Every workplace has some poor guy who -- let's face it -- sucks. My money is on him having Incompetence at a needed skill, not DX 7 or IQ 8.

ADVANTAGES AND DISADVANTAGES

* Play physical and mental advantages by ear, but note that those that come in levels rarely go past one level for ordinary folks. In general, few ordinary humans have a non-social advantage worth 15 points or more, and most would be lucky to have one worth 5 points. Plenty of people have good-sized lists of 1- and 2-point advantages, though -- an hour less sleep here, slightly better hearing there, etc.

* Play mental disadvantages by ear, too. Those that come in levels rarely go past one level. Those with self-control numbers will mostly be at 15 if the flaw is a "tendency," or 12 if the flaw annoys or worries others. Save 9 for people who need help to live a productive life, and 6 for felons and committed lunatics. Mental disads rarely go past -5 points for productive folks, -10 for absolute eccentrics. Everything else is quirks.

* Social advantages and disadvantages, and physical disadvantages, are big exceptions. They are what they are. Someone really is President, and has Administrative Rank 8. Some poor souls really are Dead Broke. And plenty of people have bad eyesight or are overweight -- and unfortunately, lots of folks are deaf, have MS, etc.

SKILLS

* Most people have their skills at Attribute+0 level. Their job skills, dedicated hobbies, etc. will be at Attribute+2. Few ordinary citizens will go past that level without intensive, military-style training or a lifetime dedication to study. I'd hazard to say most workers hit Attribute+2 and stop learning their job skills thanks to a lack of challenges.

* That said, most people will have Attribute-2 to Attribute level at many odd skills, picked up over their lifespan. You'd be surprised how many people know Morse code, can ride a bike, can shoot a gun, etc. at least well enough to be better than default.

* The "exceptions" who seem very skilled are usually operating at +4 to +5 for routine situations. If you have a good idea of someone's skill -- say, you can measure it on a shooting range or through a classroom test -- subtract 4 or 5 from that score to get their actual "adventure-useful" level.

* Don't mistake "I did this once" for "I have this skill." Doing something once is only a step above seeing someone else do it on TV. At best, it justifies having a default roll. People have defaults because they grew up seeing others do something, watched mass media, and maybe had a hands-on experience once on that trip to Mexico. Less-fortunate souls just don't get a default. Take me: I've shot a couple of times, so I have a Guns default, but I didn't spend the 200 hours on the range needed to justify having Guns skill. I've taken two classical history courses, so I have a History default in that area, but I didn't spend anything like 200 hours on it to justify the skill.

This message was last edited by the player at 11:30, Wed 09 May 2012.
2l8m8
player, 218 posts
Because somone else got
all the good names first.
Wed 9 May 2012
at 11:33
  • msg #846

Re: Stat Yourself

"To qualify for most jobs, you will need the relevant Professional Skill at 12+ (unless you are supposed to be incompetent!)." B215

"When assigning skill levels, assume that skill 12 suffices for “safe” jobs (e.g., accountant or librarian) and that skill 14 is plenty for “risky”
jobs (e.g., assassin or surgeon) – including most “adventuring professions.”
Save skill 16+ for those who truly stand out in their field;" B447


I am an electrician. When I crit fail my roll, I end up in hospital, if I'm lucky. I've been in the burn center before. I also would like to think I'm a good electrician. Pretty much everything I didn't know how to do, I learned. I can do everything in North America's largest plant (at one time- I think we lost that title, but that was 3 expansions ago so we might have it back now) with success, although I will admit some of it is done with extra time. This to me suggests I succeed if I don't crit fail. What is your take on this?
Johnny Angel
player, 27 posts
Wed 9 May 2012
at 11:42
  • msg #847

Re: Stat Yourself

Tortuga:
No. The skill's description specifies that different targets react differently to a successful intimidation roll. Did you FEEL intimidated? Doesn't matter how you reacted -- it's just the skill of convincing someone that you're ready or willing to hurt them.

If you're feeling uncharitable towards yourself you might take a delusion.



In past experiences, my responses to what I think would qualify as someone using the intimidation skill on me have ranged from indifference to annoyance.

Long story short (and part of the story I was unsure about telling,) I once had someone pull a gun on me to try to scare me away from a store they were planning to rob.  At the time, I had just ordered a sandwich and was eating.  I told the guy to leave me alone; I wanted to finish my sandwich.  I wasn't mean about the way I said it or anything, I just honestly wanted to be left alone to finish eating.  Frustrated, the guy just left.
Tortuga
player, 93 posts
Wed 9 May 2012
at 11:57
  • msg #848

Re: Stat Yourself

In reply to 2l8m8 (msg #846):

If you're talking about job rolls then remember that on anything but a critical failure then you get your wages without incident.

If you're talking about individual tasks at work remember there's a +4 bonus to most routine day to day job tasks, a +2 to tasks that aren't routine but that a trained electrician would attempt without hesitation, and a +1 bonus to tricky things that you would hesitate at performing.

You'd only roll at Skill+0 in exceptionally dangerous circumstances; the Electrician equivalent of a car chase.

And even then, assuming you've got professional caliber gear, you're working with a +1 to +2 Equipment bonus.

So: Skill 12 +4 (routine) +1 (equipment) would give you an effective skill of 17 for almost everything you'll do at work, critting ONLY on an 18.

For things that are more tricky -- say things that are dangerous and stressful -- I'm willing to bet you'd Take Extra Time for a +1 or +2 bonus to compensate.

quote:
Long story short (and part of the story I was unsure about telling,) I once had someone pull a gun on me to try to scare me away from a store they were planning to rob.  At the time, I had just ordered a sandwich and was eating.  I told the guy to leave me alone; I wanted to finish my sandwich.  I wasn't mean about the way I said it or anything, I just honestly wanted to be left alone to finish eating.  Frustrated, the guy just left.


Sounds like you passed your Will roll by more than he passed his Intimidate roll by. Even if this has happened more than once doesn't mean that you're immune to Intimidation attempts. Maybe you have a level or two of fearless. Or maybe you just hide your fear well when people DO manage to intimidate you.
This message was last edited by the player at 12:01, Wed 09 May 2012.
Johnny Angel
player, 28 posts
Wed 9 May 2012
at 21:54
  • msg #849

Re: Stat Yourself

I don't think I'd give myself fearless.  There are plenty of passive things which scare me.  Large swarms of bees and my girlfriend's driving would be examples.  However, there's something about the active effort of trying to intimidate me which my brain just doesn't register.

If I could use a somewhat goofy example, I'll use the bees again.  If I were a fantasy character facing large sentient bees, I'd probably start out being bothered and a little scared.  However, if they then started talking and making threats, the fear part of my brain would just shut off.  At best, the response it would provoke (if any) would be annoyance or anger.


edit:  It's a trait which caused me quite a bit of trouble when I went through basic training for the Army.  Drill Sergeants didn't take it too well when yelling and screaming didn't bother me.
This message was last edited by the player at 21:58, Wed 09 May 2012.
Mad Mick
player, 46 posts
Thu 10 May 2012
at 03:46
  • msg #850

Re: Stat Yourself

Definitely sounds like a trait to me.  Maybe a Perk-level version?  +3 to Intimidation attempts?
Tortuga
player, 96 posts
Thu 10 May 2012
at 03:54
  • msg #851

Re: Stat Yourself

What about a phobia of looking weak/submitting?
Johnny Angel
player, 29 posts
Thu 10 May 2012
at 04:49
  • msg #852

Re: Stat Yourself

Maybe; it might be one of those things where an outside view understands it better than I do -hence why I brought it up.  From my point of view, it's not really fear though.  Like I said, the concept of being intimidated just really doesn't register in my mind.  I can look at a situation and understand that I should be scared or that most people would be.  I understand the concept in an academic way as if I read about it in a book, but that actual emotional connection to the concept is something which (for whatever reason) doesn't compute.
Tortuga
player, 97 posts
Thu 10 May 2012
at 11:52
  • msg #853

Re: Stat Yourself

I'm not saying that this is true in your case, but if I were writing this up for a given character I'd write it up like

On the Edge (when bullied)
Delusion (I cannot be intimidated)

A successful Intimidation roll results in character believing that opponent is willing to do him harm. That's literally the only effect the skill has; it does not dictate responses.

Overconfidence (when bullied) would also work, but the point is that the fear response is overcome by the disadvantage. Telling off a guy with a gun because you're eating a sandwich? That doesn't sound like something you'd do if he wasn't trying to intimidate you, so your behavior HAS been altered through intimidation, just not into a stereotypical submissive fear response.
Johnny Angel
player, 30 posts
Thu 10 May 2012
at 14:37
  • msg #854

Re: Stat Yourself

That sounds about right.  That was actually my original thinking when I mentioned possibly a 0-point feature for responding to a skill a different way.  It was hard to decide if it was an advantage or a disadvantage.
Tortuga
player, 99 posts
Thu 10 May 2012
at 15:10
  • msg #855

Re: Stat Yourself

Seeing as how it's more apt to get you killed or hurt over something stupid, I'd call it a disadvantage.

Depends on the GM I guess.
LandWalker
player, 92 posts
Tue 15 May 2012
at 01:53
  • msg #856

Re: Stat Yourself

Got bored tonight and took a crack at myself. It was an interesting exercise. And by interesting I mean sad.

It also made me realize how wonky GURPS is about the Typing skill.  I was very conservative in building it for 80 WPM, since I can hit 100 WPM when I get in the groove (but am rarely motivated enough to do so), and it's still worth more points than all of my other skills combined.


-----------------------------------------------------------------------------------------
  Name: Walker                   Gender: Male                        Point Total: -29
Player: N/A                      Height: 6’4”                     Unspent Points: N/A
  Race: Human                    Weight: 200 lbs.
  Size: +0                         Hair: Dirty Blond, Short
  Hand: Right                      Eyes: Blue
    TL: 8                           Age: 26
-----------------------------------------------------------------------------------------
BASIC ATTRIBUTES      SECONDARY CHARACTERISTICS              Thrust Damage: 1d-1
    ST: 11 [+10]               HP: 11      [+0]               Swing Damage: 1d+1
    DX: 10 [+00]             Will: 12      [+0]
    IQ: 12 [+40]              Per:  9      [-15                Basic Speed: 6 [+20]
    HT: 10 [+00]               FP:  9      [-3]                Basic Move : 6 [+00]


ENCUMBRANCE                     MOVE         DODGE
None (0)    = BL   : 24           BM: 5      Dodge  : 9
Light (1)   = 2*BL : 48       0.8*BM: 4      Dodge-1: 8
Medium (2)  = 3*BL : 72       0.6*BM: 3      Dodge-2: 7
Heavy (3)   = 6*BL : 144      0.4*BM: 2      Dodge-3: 6
X-Heavy (4) = 10*BL: 240      0.2*BM: 1      Dodge-4: 5

-----------------------------------------------------------------------------------------
CULTURAL FAMILIARITIES

Western (Native) [+0]

-----------------------------------------------------------------------------------------
LANGUAGES

Language           Spoken   Written   Cost
English            Native    Native   [+0]
Latin                None    Broken   [+1]

-----------------------------------------------------------------------------------------
REACTION MODIFIERS

Appearance: Average [+0]
Status: 0 [+0]
Reputations: None [+0]

-----------------------------------------------------------------------------------------
ADVANTAGES AND PERKS

Friend (In-Laws) [+1]
Resistant (Sickness, +3) [+5]
Silence 1 [+5]
Talent (Mathematical Ability) 2 [+20]
Wealth (Average) [+0]

-----------------------------------------------------------------------------------------
DISADVANTAGES AND QUIRKS

Absent-Mindedness [-15]
Bad Sight (Nearsighted, Mitigator) [-10]
Confused (CR 12) [-10]
Debt 2 [-2]
Distractible [-1]
Dreamer [-1]
Easy to Read [-10]
Hard of Hearing* [-10]
Hidebound [-5]
Humble [-1]
Incompetence (Sex Appeal) [-1]
Indecisive (CR 12) [-10]
Light Sleeper [-5]
Loner (CR 12) [-5]
Low Self-Image [-10]
Minor Handicap (Fussy Neck and Back) [-1]
Oblivious [-5]
Odious Personal Habit (Nail-Biting) [-5]
Pacifism (Reluctant Killer) [-5]
Responsive [-1]
Sense of Duty (Friends and Companions) [-5]
Shyness (Severe) [-10]
Slow Riser [-5]
Staid [-1]
Stubbornness [-5]
Truthfulness (CR 6) [-10]
Unluckiness (Aspected: Travel, -80%) [-2]

-----------------------------------------------------------------------------------------
SKILLS

NAME                     Lvl    RSL    Cost

Accounting                12   IQ+0    [+1]
Bicycling                 10   DX+0    [+1]
Combat Sport (Saber)       9   DX-1    [+1]
Computer Operation/TL8    12   IQ+0    [+1]
Dancing                   10   DX+0    [+2]
Driving/TL 8 (Automobile) 10   DX+0    [+2]
Games (Baseball)          12   IQ+0    [+1]
Games (Golf)              12   IQ+0    [+1]
History (Medieval Europe) 11   IQ-1    [+2]
History (Ancient Europe)  10   IQ-2    [+1]
Research/TL8              11   IQ-1    [+1]
Skiing                     8   DX-2    [+1]
Sports (Baseball)          9   DX-1    [+1]
Sports (Golf)              9   DX-1    [+1]
Swimming                  10   HT+0    [+1]
Typing                    16   DX+6   [+20]
This message was last edited by the player at 01:57, Tue 15 May 2012.
2l8m8
player, 220 posts
Because somone else got
all the good names first.
Tue 15 May 2012
at 08:08
  • msg #857

Re: Stat Yourself

That's all I been saying, GURPS stats are wonky to build someone IRL. There are things I can do that are way expensive, that I think in game would be minor abilities, like your typing.
MazVN
player, 5 posts
Tue 15 May 2012
at 08:44
  • msg #858

Re: Stat Yourself

LandWalker:
Got bored tonight and took a crack at myself. It was an interesting exercise. And by interesting I mean sad.

I'm pretty confident that you vastly overestimate the severity off your disads. I don't know you (aside from a little through forum-based gaming) so I can't say for sure, but I seriously doubt you have so many full-points social disads.

Social skills
You have around -100 points in social disads! I have no doubt that this is your Low Self Image playing tricks on you. You are worth more than that (literally).

Someone with all these at full GURPS level wouldn't be able to function at all socially and it would take some extremely rare circumstances for them to get and especially hold a job. And since you have a job, even a decent one providing Average Income, I am confident you are not so bad off. I don't know what your job is, but I'm guessing some form of accounting/secretary?  would have thought that would only get you "struggling" wealth actually, but am not an expert on that at all.

Anyway on to the disads. Several off them are a bit of double dipping and I think many of them can be reduced to quirk-level or reduced altogether. I divided them up a bit.

Interacting with people
Easy to Read [-10]
Hidebound [-5]
Humble [-1]
Incompetence (Sex Appeal) [-1]
Indecisive (CR 12) [-10]
Loner (CR 12) [-5]
Low Self-Image [-10]
Oblivious [-5]
Responsive [-1]
Shyness (Severe) [-10]
Stubbornness [-5]
Truthfulness (CR 6) [-10]

I think most of these can be cut down to Low Self Image (which I do not doubt you have based on this stat-up ;) ), a couple of quirks and then maybe one or two of the others.

Loner, Shyness and Low Self-image cover more or less the same. I think you have one or two, but not all. for instance, you might be a loner because you are too shy to meet others. Or you might feel "shy" simply because you actually rather be alone (ie. a loner). The question is if you would like company but is too shy or prefer to be alone and therefore don't talk much among others. Based on the low self-image I'm guessing you are actually shy, not really a loner. (Everyone prefers to be alone at times).

Stubborness you might have, but if it only plays in when people try to make you cross your disads it might simply be that. If it applies even in comfortable situations where "it doesn't really matter" then ok it's real stubbornness. But seeing as you think you have Oblivious and especially because you also list Indecisive, I doubt it. ...If you even have those. Remember that disads at this pointlevel applies even in comfortable situations not just in stressful (social) ones. If playing computergames for instance and having to make a decision does this come hard?

Humble is more or less a quirk-variant of Low Self-image I don't think you have both. Both are about understating yourself.

I know it probably feels that way, but I don't think you have Incompetence Sex Appeal either. First of, based on the rest of your disads I don't think you actually put yourself in situations where you get the chance to make the roll in the first place very often. And when you do you have such a big penalty  that there is a good chance of a failed roll (default penalty alone takes it down to skill:6, and then comes those from the other disads).
Incompetence are for the self-confident (overconfident) playboy-wannabe who simply comes off as a creep, idiot, immature (or all) whenever he tries to pick up people. The insecure 'geek' have enough penalties as it is that they rarely ALSO suffer for that one.
Btw. to "pick up girls" you very rarely use Sex Appeal in real life. More often it's Carousing and a lucky Reaction roll. Sex appeal is an Influence skill "with the promise of sexual favour" but it's not really that fitting for "picking up someone".

Distracted...and more
Absent-Mindedness [-15]
Confused (CR 12) [-10]
Distractible [-1]
Dreamer [-1]

Remember that any disad at -10 or more is so crippling it's going to affect your life so much that you'll have trouble keeping a job unless it's disads isn't relevant for that job (Don't have link but it's a Kromm-quote somewhere).
Even if we do not agree with that, then -10 pts is meant to be a lot, and -15 even more so. So right out I'm going to say that it's very unlikely that you have Absent Minded at full points. Probably at quirk level. confused is also most likely at a higher self control. Remember as it stands you would have to make a roll even if it's just two friends chatting and then suddenly asking for your opinion. Freezing up might just be your low Self Image telling you "what if I answer wrong?" (and your indecisiveness playing in) and not an actual separate disad that would apply even outside of social situations and in situations you are otherwise comfortable with. Based on what I know of you from online I don't think you have either of these. Dreamer and disctrateble are IMO actually already more or less quirk-level variants of those two and you might just have those.


Sleeping
Light Sleeper [-5]
Slow Riser [-5]

Ouch, unlucky combination. Do you really feel in "zombie mode" for the first hour after waking after a good full nights sleep? Many feel like this "until the get their first cop of coffee" and then it's simply because they have a caffeine addiction. However you might also feel like this simply because you rarely get a good nights sleep. This might be because you don't sleep enough (you might even have Extra Sleep [-2]) or more likely because you tend to wake up during the night because of your Light Sleeper (and if you do not tend to wake up then you either do not have Light Sleeper or are lucky enough to be able to sleep in a pretty quite place. Maybe you just have it at quirk level.

Others
Odious Personal Habit (Nail-Biting) [-5]
Is this something you do all the time that annoy people, to the extend where you get occasional comments on it on? (if yes then keep it, otherwise it's probably just a quirk or have a situational modifier like "if nervous" or "when bored".


LandWalker:
It also made me realize how wonky GURPS is about the Typing skill.  I was very conservative in building it for 80 WPM, since I can hit 100 WPM when I get in the groove (but am rarely motivated enough to do so), and it's still worth more points than all of my other skills combined.

Do your write 100 PWM without typing errors? I mean, I can write really fast, but I make a ton of errors. And like all other skills you also get a bonus for "on the work" use. If this is typing things you are used to, then your actual skill is probably 4 lower. If you can keep the same speed in unusual situation. for instance, if using a similar, but different keyboard and typing when is being said by someone instead of you usually do.. then what would you WPM be? It might actually be this high, I don't know :)




I'm making a lot of assumptions about you that are probably not true and probably also a bit unfair. I'm making them based on having several friends (and to a lesser degree myself) who have one or two of your listed disads. But as I said, you are worth more. This is simply taking some small aspects of your personality that I do not doubt you have, but then blowing them up to full GURPS life-crippling disads.

You are most definitely worth positive points :)
LandWalker
player, 93 posts
Wed 16 May 2012
at 01:38
  • msg #859

Re: Stat Yourself

Whenever I make reference to myself in GURPS form, people who don't know me usually suspect I'm overstating most of my disadvantages.  People who know me don't have that problem.

Absent-Mindedness in particular is one that gets questioned all the time, which makes sense because it is not a gentle advantage. Unfortunately, I have corroborating evidence that backs that disadvantage up. I do think I have been very, very slowly buying it off over the last couple of years, or at least getting to where I can work around it most of the time, by what basically amounts to forming a lot of habits (i.e. "I can't forget to do X because I do Y automatically.") and/or delegating responsibility for things I would forget to do on my own. I used to be in charge of paying bills, for example, but that didn't take long to present itself as a bad idea and is no longer something I handle.  I haven't lost my glasses for over a year! (Although I did step on them and break them...)  The miracles of technology and my ability to use things like Microsoft Outlook Calendar in very heavy doses (basically allowing me to "outsource" keeping track of things), plus a couple of the aforementioned habits (my desk at work has almost as much space devoted to to-do lists and reminders as it does to actual work), are really the main reason I'm capable of doing my job without constant supervision.

Without all of my aids, though, I almost certainly meet the strict mechanical definition of Absent-Mindedness:  "Whenever it becomes important that you have performed [a trivial task] or brought [a minor item], the GM should call for a roll against IQ-2. On a failure, this detail slipped your attention."  With IQ 12, that gives me about a 50% chance of remembering things like "Bringing my checkbook when I plan to stop by the college and pay tuition bills after work." Even if I do remember my checkbook more than 50% of time (which is iffy), once you factor in all the other things I forget— The open hours of the financial office, the tuition bill, or actually going to the college in the first place, for example—50% is probably a pretty fair benchmark.

That said, you may have a point about Distractible. As written, though, it isn't a Quirk-level of Absent-Mindedness, but is actually related to Short Attention Span. I'm certainly not a victim of ADD or ADHD (although considering my sleeping advantages, I think it would be physiologically impossible for me to have any disorder with "Hyper" in the name), so Short Attention Span would be inappropriate, but I'm definitely "easily distracted" and usually try to break up any truly long projects into pieces that allow me to have at least a few breaks to keep my brain from getting completely derailed, with respect to both personal projects and projects at my job...

Which, as you observed, is as a public accountant (not certified yet, which is why I don't have the "License" perk). I didn't bother crunching the numbers to find out exactly how my salary measures up to GURPS when I wrote myself up, but now that I have, I am just barely under the threshold for qualifying as Comfortable. Prior to my very recent (as in, doesn't go into effect until next month) promotion/raise, I was actually dead-on for TL 8 Average Monthly Pay. But that's also assuming that my household has a single income (which it doesn't) and requires monthly cost-of-living for only myself (which it also doesn't). Once you take all the averages into account, though, I'm still pretty solidly in the Average Wealth range. Which is one positive point in my favor, especially considering the job market at large.

On the social disadvantages, I know they seem like a lot, and I know they seem crippling. And believe me, they feel crippling a lot of the time, even when I'm having a good self-esteem day.

For me, Easy to Read and Hidebound are no-brainers—in fact, most of my failure when it comes to being an on-line GM can probably be traced to the fact that I have all the creativity of a cinder block. Despite its name suggesting a relation to Low Self-Image, Humble is actually a quirk-level version of Selflessness, so I don't think it's stepping on the coat-tails of anything else on the list.

Loner and Shyness are, in my eyes, very distinct disadvantages. Loner is very much "I require personal space, I prefer to work alone and be left to my own devices, and if you force me into a group or violate my personal space too much I will get very irritable" without necessarily ruling out the capacity to interact with people and social situations. Shyness has nothing to do with preference or "personal bubbles" and in fact is exactly about making social situations as uncomfortable and unpleasant as possible. At my in-laws' Christmas party last year, I spent three hours sitting upstairs by myself—not reading or watching TV or anything, just sitting—because I could not handle being downstairs with the 40-some-odd guests.  For dinner I had something like five crackers. Not my proudest night.

On that note, it might be worth adding "Quirk: Teetotaler" to my list.

The thing about Stubbornness is that I was reading it as only applying when I've already made a decision, and while I think that does accurately characterize me, looking at the disadvantage again makes me think that you may be right about this coming in at a level more appropriate to something like "Quirk: Mule-Headed." Although I have a couple of notable cases of stubbornness, I wouldn't say it's something that pervades my life (simply because I make as few decisions as possible, and thus have little to be stubborn about most of the time). So consider it stricken from the write-up.

Incompetence (Sex Appeal) was, by the way, a tongue-in-cheek / self-deprecating joke added at the last minute. =p

Odious Personal Habit (Nail-Biting) — To answer your question, yes. Most people are polite enough not to comment about it (they're much more likely to comment about the fact that I regularly crack my knuckles or neck), but when it does bother somebody, it really bothers them.  I figured I would just throw in the one OPH as a catch-all for the collection of habits I have that cover annoying or (particularly in the neck-cracking case) freaking out the majority of the general population. The nail-biting isn't a nervous tick, either—it's just something that happens. I haven't cut my finger nails in at least 15 years.

And yeah, the combination of sleeping disadvantages sucks. A lot. I don't drink coffee (I mostly drink water, sometimes tea, and maybe one soft drink a week), and I am very much zombified in the mornings (although it's been a while since I failed to catch myself about to pour orange juice into my cereal). I think that the fact that I haven't gotten an uninterrupted night's sleep since I was about 12 has something to do with it, definitely—I wake up at least three times a night, every night, without fail. I don't meet the strict definition of Light Sleeper, though, because my sleep interruption is also irrespective of ambient activity. If you put me in a perfectly insulated, pitch-black room for the night, I would wake up somewhere between three and five times. Light Sleeper just seems like the only way to represent it in GURPS. Getting more sleep doesn't seem to help, either, as I'm in pretty much the same boat whether I get seven and a half or nine hours of sleep (or at least, of "bed time").

I hadn't considered the +4 Routine Activity bonus for typing. I can hit 100 WPM with 95% accuracy or better on a full-sized, properly-positioned, standard-layout keyboard (i.e. not those stupid ergonomic split-designs), but I do have to slow down when, for example, I'm transitioning to a compressed laptop keyboard. On the other hand, I don't have a problem typing dictation at my normal speed, and the 100 WPM was actually measured with unfamiliar text (at a staffing agency I was trying to apply to as a temp worker) as opposed to stuff I'm used to typing. But I normally don't bother going all-out on the typing and probably clock in on a casual-typing basis in the 75-80 WPM neighborhood with high accuracy.

--------------------

Whew, that took some time.
Tortuga
player, 101 posts
Wed 16 May 2012
at 01:40
  • msg #860

Re: Stat Yourself

quote:
I figured I would just throw in the one OPH as a catch-all for the collection of habits I have that cover annoying or (particularly in the neck-cracking case) freaking out the majority of the general population. The nail-biting isn't a nervous tick, either—it's just something that happens. I haven't cut my finger nails in at least 15 years.


That's folded into Oblivious.
LandWalker
player, 94 posts
Wed 16 May 2012
at 01:54
  • msg #861

Re: Stat Yourself

Tortuga:
quote:
I figured I would just throw in the one OPH as a catch-all for the collection of habits I have that cover annoying or (particularly in the neck-cracking case) freaking out the majority of the general population. The nail-biting isn't a nervous tick, either—it's just something that happens. I haven't cut my finger nails in at least 15 years.


That's folded into Oblivious.

How, exactly, is that part of understanding emotions, failing to understand motivations, and "You have -1 to use or resist Influence skills"?

The -1 reaction for the habits themselves already cover the "use" side, but have nothing whatsoever to do with me being a more susceptible target for Intimidation or Savoir-Faire.
Tortuga
player, 102 posts
Wed 16 May 2012
at 02:05
  • msg #862

Re: Stat Yourself

Nah, got it confused with clueless.
RedSabaron
player, 18 posts
Wed 16 May 2012
at 03:33
  • msg #863

Re: Stat Yourself

Speaking as someone who interacts with you regularly, I don't see Stubborn. You're very receptive to ideas which are not your own, something which Stubborn people aren't.
MazVN
player, 6 posts
Wed 16 May 2012
at 09:12
  • msg #864

Re: Stat Yourself

LandWalker:
Whenever I make reference to myself in GURPS form, people who don't know me usually suspect I'm overstating most of my disadvantages.  People who know me don't have that problem.

Well I did say I didn't know you and that I made a lot of assumptions :)

The reason for most of these assumptions is that as I mentioned know several (and by know one of them is my GF) who suffers from many of the same disadsvantages. Or when speaking none-GURPS: http://en.wikipedia.org/wiki/Social_anxiety
And it sounded like that one fit you too. and I have seen how disruptive this can be to ones social life and that's why I think you might not suffer from all those social disads. It just manifest in many different ways.

Of course building a specific real world disad in GURPS is tricky and you do indeed need multiple diads to make it work. But try this exercise:
Try to limit it to -50 pts. And see which disads you would reduce to quirk level, increase self control number on, or simply remove as another disad already roughly covers it.
You still might need more than -50 to accurately describe you. But I think limiting yourself to -50 actually help give a better picture of "you if you where a GURPS char" than simply applying all disads that seem fitting.

LandWalker:
Whew, that took some time.

Heh so did mine, I had to go back and read up on all those disads again :)
Johnny Angel
player, 31 posts
Wed 16 May 2012
at 20:37
  • msg #865

Re: Stat Yourself

-----------------------------------------------------------------------------------------
  Name: John                   Gender: Male                        Point Total:114
Player: N/A                      Height: 5'9”                     Unspent Points: N/A
  Race: Human                    Weight: 182 lbs.
  Size: +0                         Hair: black
  Hand: Right                      Eyes: hazel
    TL: 8                           Age: 29
-----------------------------------------------------------------------------------------
BASIC ATTRIBUTES      SECONDARY CHARACTERISTICS              Thrust Damage: 1d-1
    ST: 11 [+10]               HP: 11      [+0]               Swing Damage: 1d+2
    DX: 12 [+40]             Will: 12      [+10]
    IQ: 10 [+00]              Per: 11      [+5]                Basic Speed: 5.75 [+00]
    HT: 11 [+10]               FP: 11      [+0]                Basic Move : 5 [+00]


ENCUMBRANCE                     MOVE         DODGE
None (0)    = BL   : 29           BM: 5      Dodge  : 9
Light (1)   = 2*BL : 58       0.8*BM: 4      Dodge-1: 8
Medium (2)  = 3*BL : 87       0.6*BM: 3      Dodge-2: 7
Heavy (3)   = 6*BL : 174      0.4*BM: 2      Dodge-3: 6
X-Heavy (4) = 10*BL: 290      0.2*BM: 1      Dodge-4: 5

-----------------------------------------------------------------------------------------
CULTURAL FAMILIARITIES [+1]

Western (Native) [+0]
Arabic [+1]

-----------------------------------------------------------------------------------------
LANGUAGES [+1]

Language           Spoken   Written   Cost
English            Native    Native   [+0]
Arabic              Broken     None   [+1]

-----------------------------------------------------------------------------------------
REACTION MODIFIERS

Charisma +1
Appearance: Average [+0]
Status: 0 [+0]
Reputations: None [+0]

-----------------------------------------------------------------------------------------
ADVANTAGES AND PERKS [+63]

Independent Income (rental property) [+1]
Rank (Military) 1 [+5]
Acute Vision 1 [+2]
Wealth (Average) [+0]
Charisma 1 [+5]
Combat Reflexes [+15]
Fearlessness 1 [+2]
Hard to Subdue 1 [+2]
Hard to Kill 1 [+2]
High Pain Threshold [+10]
Less Sleep 2 [+4]
Lifting ST 1  [+3]
Striking ST 1 [+5]
Night Vision 2 [+2]
Temperature Tolerance 1 [+1]
Perk: Alcohol Tolerance [+1]
Perk: No Hangovers [+1]
Perk: Security Clearance [+1]
Perk: Class 3 Weapons License [+1]
-----------------------------------------------------------------------------------------
DISADVANTAGES AND QUIRKS [-112]

Chronic Pain (severe migraines; 1 hour; 6 or less) [-2]
Chronic Pain (mild migraines; 1 hour; 9 or less) [-2]
Dependent Group (children; no more than 25%; loved one; 9 or less) [-40]
Duty (US Army; quite rarely) [-2]
Enemy (Greedy Aunt & her immediate family; small group; rival; 9 or less)[-5]
Hard of Hearing [-10]
Mild Flashbacks [-5]
Severe Insomnia [-15]
Lunacy [-10]
Light Sleeper [-5]
Sense of Duty (close friends) [-5]
Sense of Duty (squad) [-5]
Quirk: Attracts Weirdness [-1]
Quirk: Minor Handicap (Arthritis in right knee) [-1]
Quirk: Likes Jack Daniels [-1]
Quirk: Dislikes Green Beans [-1]
Quirk: Responsive [-1]
Quirk: Distinctive Features (scars on right arm) [-1]


-----------------------------------------------------------------------------------------
SKILLS [+86]

Area Knowledge(Blair County, Pennsylvania)(E); IQ+1; 11; [+2]
Area Knowledge (Al Anbar Province, Iraq)(E); IQ+0; 10; [+1]
Artillery/TL8 (Cannon)(A); IQ+0; 10; [+2]
Brawling(E); DX+0; 12; [+1]
Body Language (A); Per+0; 11; [+2]
Computer Operation/TL8 (E); IQ+0; 10; [+1]
Camouflage (E); IQ+2; 12; [+4]
Carousing (E); HT+0; 11; [+1]
Cartography/TL8 (A); IQ+1; 11; [+4]
Driving/TL 8 (Automobile)(A); DX+1; 13; [+4]
Driving/TL 8 (Tracked)(A); DX+0; 12; [+2]
Electronics Operation/TL8 (communication)(A); IQ+2; 12; [+8]
First Aid/TL 8 (E); IQ+1; 11; [+2]
Games (Tabletop RPGs)(E); IQ+1; 11; [+2]
Geography/TL 8 (Physical)(H); IQ+0; 10; [+4]
Gunner/TL 8 (Machine Gun) (E); DX+0; 12; [+1]
Guns/TL 8 (Grenade Launcher)(E); DX+0; 12; [+1]
Guns/TL 8 (LMG)(E); DX+0; 12; [+1]
Guns/TL 8 (Rifle)(E); DX+3; 15; [+8]
Guns/TL 8 (LAW)(E); DX+0; 12 [+1]
Judo (H); DX-1; 11; [+2]
Leadership (A); IQ+0; 10; [+2]
Lip Reading (A); Per+0; 11; [+2]
Navigation/TL 8 (Land)(E); IQ+2; 12; [+4]
Observation/TL 8 (A); Per+0; 11; [+2]
Poetry (A); IQ-1; 9; [+1]
Public Speaking (A); IQ+0; 10; [+2]
Savoir-Faire (Military)(E); IQ+1; 11; [+2]
Search (A); Per+0; 11; [+2]
Soldier/TL 8 (A); IQ+1; 11; [+4]
Stealth (A); DX-1; 11; [+1]
Survival (Desert)(A); Per+0; 11; [+2]
Survival (Woodlands)(A); Per+1; 12; [+4]
Tactics (H); IQ+0; 10; [+4]
This message was last edited by the player at 01:29, Sun 20 May 2012.
Ceredyn
player, 124 posts
Wed 16 May 2012
at 21:14
  • msg #866

Re: Stat Yourself

Oops, just an addendum to my stat sheet:


Erotic Arts .......... DX + 20

Quirk - regularly trips over foreskin -1


There, now its officially done.
Tortuga
player, 103 posts
Wed 16 May 2012
at 21:23
  • msg #867

Re: Stat Yourself

Gotta add a few things.

Weapon Master (All)
TBAM (My ninjutsu sensei at the local mall-dojo)
Eidetic memory (ITS REALLY GOOD YOU GUYS)
Social Regard (Total Badass)
Destiny
Johnny Angel
player, 32 posts
Thu 17 May 2012
at 03:47
  • msg #868

Re: Stat Yourself

One thing I was unsure of was how to do ST for myself.  I went with the Lifting/Striking ST combo because I have a small frame, so I think it would be harder for me to resist knockback.  (I actually have some real world experience which would coincide with that belief also.)  However, judging by how BL is defined (amount of weight I can lift in one second) and considering how much my equipment weighed while active duty, I arrived at somewhere around the numbers I have listed.

The two separate chronic pain disadvantages were the best way I could come up with to model some of the effects I have from a traumatic brain injury.  The way my memory works now is a little wonky as well, but I think it would be below the granularity level of most rpgs.

Hard of Hearing is something I am unsure of as well.  It's not that I cannot hear.  I simply have a difficult time comprehending things when there is a lot of background noise.  For example, if I were in the food court at a mall and someone were talking to me, I could tell they were talking to me; I just might not be able to hear exactly what they're saying.  That's actually where the lip reading comes from as well; I've had to learn to adjust to not being able to hear.

Most of the military/combat skills and traits are pretty self-explanatory... 12 years of military and multiple combat tours.

Weirdness Magnet is something most people don't believe until they've gone out with me a few times.  I always tend to be the guy who unusual people pick to randomly talk to.  The most recent example would be a few weeks ago when I went to a local bar.  The bar was packed; out of everyone in the bar, a guy approached me and started telling me a story about problems he was having with his wife.  He then proceeded to ask me what I thought he should do.  That's on the tame end of things.

Hard to Kill and Hard to Subdue are both traits I was unsure about, but I've been told that surviving what caused my injuries during my most recent combat tour was statistically very unlikely.  Without going into too much detail, I'll simply say I walked away from it under my own power.
Tortuga
player, 104 posts
Thu 17 May 2012
at 04:01
  • msg #869

Re: Stat Yourself

Johnny Angel:
One thing I was unsure of was how to do ST for myself.  I went with the Lifting/Striking ST combo because I have a small frame, so I think it would be harder for me to resist knockback.  (I actually have some real world experience which would coincide with that belief also.)  However, judging by how BL is defined (amount of weight I can lift in one second) and considering how much my equipment weighed while active duty, I arrived at somewhere around the numbers I have listed.


How much can you bench? 8xBL is the most you can lift with two hands. If you can bench, for example, 200 lbs, that's 8xBL 25, or about a lifting ST of 11.

An effective lifting ST of 14 lets you bench 319 (in four seconds). Congrats: you're in the top 1% of the world. You should be in competition.

If you want to represent being able to be knocked down easier than your ST otherwise indicates just take Skinny; it's only mechanical effect is a -2 to ST for knockback purposes.

quote:
Most of the military/combat skills and traits are pretty self-explanatory... 12 years of military and multiple combat tours.


Remember that skill levels degrade if you don't use them. Every 6 months that go by without active use of a skill there's a chance that it'll degrade a level. Feel free to get rid of skills you once learned but no longer practice.

quote:
Weirdness Magnet is something most people don't believe until they've gone out with me a few times.  I always tend to be the guy who unusual people pick to randomly talk to.  The most recent example would be a few weeks ago when I went to a local bar.  The bar was packed; out of everyone in the bar, a guy approached me and started telling me a story about problems he was having with his wife.  He then proceeded to ask me what I thought he should do.  That's on the tame end of things.


Weirdness Magnet is for talking-dog level weird. Demons popping up and hassling you weird.
Johnny Angel
player, 33 posts
Thu 17 May 2012
at 04:22
  • msg #870

Re: Stat Yourself

Tortuga:
Johnny Angel:
One thing I was unsure of was how to do ST for myself.  I went with the Lifting/Striking ST combo because I have a small frame, so I think it would be harder for me to resist knockback.  (I actually have some real world experience which would coincide with that belief also.)  However, judging by how BL is defined (amount of weight I can lift in one second) and considering how much my equipment weighed while active duty, I arrived at somewhere around the numbers I have listed.


How much can you bench? 8xBL is the most you can lift with two hands. If you can bench, for example, 200 lbs, that's 8xBL 25, or about a lifting ST of 11.

An effective lifting ST of 14 lets you bench 319 (in four seconds). Congrats: you're in the top 1% of the world. You should be in competition.

If you want to represent being able to be knocked down easier than your ST otherwise indicates just take Skinny; it's only mechanical effect is a -2 to ST for knockback purposes.

quote:
Most of the military/combat skills and traits are pretty self-explanatory... 12 years of military and multiple combat tours.


Remember that skill levels degrade if you don't use them. Every 6 months that go by without active use of a skill there's a chance that it'll degrade a level. Feel free to get rid of skills you once learned but no longer practice.

quote:
Weirdness Magnet is something most people don't believe until they've gone out with me a few times.  I always tend to be the guy who unusual people pick to randomly talk to.  The most recent example would be a few weeks ago when I went to a local bar.  The bar was packed; out of everyone in the bar, a guy approached me and started telling me a story about problems he was having with his wife.  He then proceeded to ask me what I thought he should do.  That's on the tame end of things.


Weirdness Magnet is for talking-dog level weird. Demons popping up and hassling you weird.


Last I was at the gym, I can bench 235 a few times without too much of a problem.

I wasn't really thinking of benching when I went with the lifting ST though; mostly that I can put a lot on my back and still be able to move unhindered.  I can wear body armor, typical infantry equipment, and RTO equipment without it really slowing me down.  I imagine I might get a bonus due to knowing how to arrange the equipment on the body so as to not be as difficult, but it's still a lot of weight.  For what it's worth, I can lift/carry/mount onto a vehicle a M2 by myself without any trouble.  Most of my strength is in my back; I'm not quite sure how to model that.

As for the military skills... I live in the country, and I make use of having a class 3 license (which means I can legally own machine guns and such.)  I also regularly hunt.  Hunting is somewhat expected in the area I live in; the elementary school I went to had a class on how to properly handle a rifle.  Likewise, while I'm in the process of retiring (medical reasons,) I'm attached to the local NG Unit; I still train with them.  Though I did neglect to add hiking and running as skills (as well as fit) because I believe those have degraded away.

Weirdness Magnet probably was a bit much; I'm just not quite sure what to put down.  I simply tend to have weird things happen to me.  Another example would be going to the local ice cream shop here where I live.  In the middle of making my order, the girl went into what I can only describe as a trance and said "God Knows; God Knows, Garry!"  She then went back to taking my order and talking normally as if nothing happened.  Note that my name is not Garry.  Also, I broke up with my ex-g/f because she was stalking herself.  I'm not quite sure what to call it; I just tend to meet/attract unusual people.
Tortuga
player, 105 posts
Thu 17 May 2012
at 04:34
  • msg #871

Re: Stat Yourself

Benching is the best way to figure it out; it's an objective measurement. 235 gives you a ST of 12, possibly less if you have the Lifting skill.
steelsmiter
player, 56 posts
Thu 17 May 2012
at 20:36
  • msg #872

Re: Stat Yourself

Johnny Angel:
I can wear body armor, typical infantry equipment, and RTO equipment without it really slowing me down.  I imagine I might get a bonus due to knowing how to arrange the equipment on the body so as to not be as difficult, but it's still a lot of weight.  For what it's worth, I can lift/carry/mount onto a vehicle a M2 by myself without any trouble.  Most of my strength is in my back; I'm not quite sure how to model that.


That could be the Packing skill or the Lifting skill

Johnny Angel:
Weirdness Magnet probably was a bit much; I'm just not quite sure what to put down. I simply tend to have weird things happen to me.  Another example would be going to the local ice cream shop here where I live.  In the middle of making my order, the girl went into what I can only describe as a trance and said "God Knows; God Knows, Garry!"  She then went back to taking my order and talking normally as if nothing happened.  Note that my name is not Garry.
quirk anyone?

Johnny Angel:
Also, I broke up with my ex-g/f because she was stalking herself.  I'm not quite sure what to call it; I just tend to meet/attract unusual people.
She has narcissism which could be modelled several different ways in GURPS. you still only have the quirk level of WM
Tortuga
player, 106 posts
Sat 19 May 2012
at 04:19
  • msg #873

Re: Stat Yourself

Anyone running or playing in a Dungeon Fantasy game?
Johnny Angel
player, 34 posts
Sun 20 May 2012
at 01:30
  • msg #874

Re: Stat Yourself

Tortuga:
Anyone running or playing in a Dungeon Fantasy game?



Sadly, every one I've joined on RPOL thus far seems to die out after a few weeks.
steelsmiter
player, 57 posts
Mon 21 May 2012
at 20:41
  • msg #875

Re: Stat Yourself

Same here and I've been told my slightly unorthodox Barbarian is completely unworkable, so I've been considering a Dwarven Demolisher (Pyramid 3/36).
steelsmiter
player, 58 posts
Fri 25 May 2012
at 20:58
  • msg #876

Re: Stat Yourself

I've got a supplement based on some DF stuff that isn't as strict about templates as DF is, and takes place in an alternate America where columbus was an elf and didn't leave "Meriga" after his second expedition because he settled a colony there (on behalf of Italy rather than spain). If my friend goes for it I may start up a game here for it. I'd have to post the book on a file sharing site though.
Tortuga
player, 109 posts
Tue 29 May 2012
at 17:54
  • msg #877

Re: Stat Yourself

All right, if there are no DF games currently running I'll have to run one myself. It'll be pretty by-the-book. Set in the Forgotten Realms sometime before the Time of Troubles, just because.
MazVN
player, 7 posts
Tue 29 May 2012
at 18:46
  • msg #878

Re: Stat Yourself

In reply to Tortuga (msg #877):

What form would it be? Ie. how would the roleplay-to-action ratio be? I've come to the conclusion that I am not fond of roleplay-games in forum-games. You just can't have a proper discussion IMO. So I only play in and run action/encounter games. Of course roleplay is there still. But as a side-fluff thing.

So yea, I would like to join if it's a hack-n-slash game where pretty much everything can be resolved by die-rolling and roleplay is the flyffy icing that makes it fun and interesting. :)
Tortuga
player, 110 posts
Tue 29 May 2012
at 18:49
  • msg #879

Re: Stat Yourself

It'd be fairly action-focused, though not exclusively. About the same balance as 1980s/90s era TSR adventures, from which I'll be drawing heavily.
Sockpuppet
GM, 30 posts
And to think I almost
put something witty here.
Tue 29 May 2012
at 20:34
  • msg #880

Re: Stat Yourself

Hey everyone; I really don't wish to step into the middle of the conversation and change the subject, but I do have a minor announcement to make that has been a long time coming.

As some of you already know, it's been a while since I've really been active on RPoL, running or participating in any games. Moderating this board is about the only thing I do here, and there isn't much to that beyond the occasional RTJ or a request to remove a player. I try to check in every day for that, and could continue doing so for a while yet -- but I have decided that it is time to step down and let someone else handle the GURPS Community Lounge.

Moderating the board is not hard, although I'm sure someone new could find more to do around here, such as promoting the board through the Wanted - Players forum, etc. I think the GURPS Community is pretty strong around this forum, and I'm sure someone else can help make it even stronger. As far as my personal wishes, I'd only ask one assurance from my replacement: don't close the board. Some of you might recall that I started this lounge after another, similar board was closed when it's owner/GM/Moderator decided the threads weren't busy enough. I only want to know that isn't going to happen, here; though I suspect most of you already share that sentiment anyways. :)

As for who will replace me? I don't know yet. But I do think that everyone who frequents the board should have a say.
steelsmiter
player, 59 posts
Tue 29 May 2012
at 20:40
  • msg #881

Re: Stat Yourself

sad to see you go. I hope this doesn't mean the shutting down of the board.
steelsmiter
player, 60 posts
Tue 29 May 2012
at 20:46
  • msg #882

Re: Stat Yourself

Tortuga:
All right, if there are no DF games currently running I'll have to run one myself. It'll be pretty by-the-book. Set in the Forgotten Realms sometime before the Time of Troubles, just because.

Any chance you'd take a Dwarven Demolisher from DF 3-36?
Tortuga
player, 111 posts
Tue 29 May 2012
at 20:58
  • msg #883

Re: Stat Yourself

No, but only for story reasons. The game is set a year or so before the god Gond introduces smoke-powder to the gnomes.

Once we pass that point in-game (should it go on long enough) I'll allow the template, with modifications; in the Forgotten Realms it's the gnomes who have explosives, not the Dwarves.
steelsmiter
player, 61 posts
Tue 29 May 2012
at 21:02
  • msg #884

Re: Stat Yourself

oh right... well I"ll have to go back to the drawing board to see if there's anything I want to play.
RedSabaron
player, 19 posts
Tue 29 May 2012
at 22:59
  • msg #885

Re: Stat Yourself

I'm willing to moderate the board, if no one else cares to do it.
2l8m8
player, 221 posts
Because somone else got
all the good names first.
Tue 29 May 2012
at 23:24
  • msg #886

Re: Stat Yourself

Sorry to you go Sockpuppet. You've been kind and inviting, and I appreciate it all.

As an emergency backup, if you need one, I might suffice, but I'm not the primary you're looking for. If you need it though, give me a holler, but it doesn't sound too immediate of a thing.

I vote one of the active posters here who will keep things going be allowed to take over the board. Not that crazy guy, what's-his-name. Oh wait, that's me ! ;)
Ceredyn
player, 125 posts
Wed 30 May 2012
at 00:06
  • msg #887

Re: Stat Yourself

Sockpuppet:
Hey everyone; I really don't wish to step into the middle of the conversation and change the subject, but I do have a minor announcement to make that has been a long time coming.

As some of you already know, it's been a while since I've really been active on RPoL, running or participating in any games. Moderating this board is about the only thing I do here, and there isn't much to that beyond the occasional RTJ or a request to remove a player. I try to check in every day for that, and could continue doing so for a while yet -- but I have decided that it is time to step down and let someone else handle the GURPS Community Lounge.

Moderating the board is not hard, although I'm sure someone new could find more to do around here, such as promoting the board through the Wanted - Players forum, etc. I think the GURPS Community is pretty strong around this forum, and I'm sure someone else can help make it even stronger. As far as my personal wishes, I'd only ask one assurance from my replacement: don't close the board. Some of you might recall that I started this lounge after another, similar board was closed when it's owner/GM/Moderator decided the threads weren't busy enough. I only want to know that isn't going to happen, here; though I suspect most of you already share that sentiment anyways. :)

As for who will replace me? I don't know yet. But I do think that everyone who frequents the board should have a say.


What a tragic loss to RPOL. Sock, you've been gone from my games for awhile now, and you're so very missed. You were one of the very best.  Good luck in whatever venture you're doing.
MazVN
player, 8 posts
Wed 30 May 2012
at 00:18
  • msg #888

Re: Stat Yourself

In reply to Sockpuppet (msg #880):

I'm not very active here but just wanted to say a big thank you for keeping the lounge going, and a big thank you for giving a warning and let someone else take over.
Mad Mick
player, 48 posts
Wed 30 May 2012
at 00:26
  • msg #889

Re: Stat Yourself

Sock, you'll always be one of my favorite players, and you were part of my three favorite games on RPOL.  I only regret that I never got to properly play one of your GMed games, but I always held out hope.  =)

I've offered to take over for you before, and my offer still stands.
MazVN
player, 9 posts
Wed 30 May 2012
at 00:29
  • msg #890

Re: Stat Yourself

In reply to Tortuga (msg #879):

I'm up for giving the DF-game a shot. I'm not very familiar with Forgotten Relams though. I know of the name and the "everything goes" approach to high fantasy (ie. more races and subraces than you can fit in a sourcebook and active gods and magic-common as dirt).

Also a bit from the old Baldurs Gate games. And a little about the gods. But not at all anything about it's history, or cultures.


And on top of that I am not that familiar with DF as a RAW setting. Ie. I run a DF-inspired game but we never used the templates as is or tried to stick to any DF-conventions. I don't have all the books either. I have 1-3 and a couple more.

I do however know the GURPS rules really well and the melee-tactical combat rules extremely well.

----

tl;dr I'm up for it and up for any type of character but will probably try to stay pretty vanilla.
Tortuga
player, 112 posts
Wed 30 May 2012
at 00:33
  • msg #891

Re: Stat Yourself

Yeah, don't worry; if you don't bother taking Area Knowledge your character won't know anything about the world anyway.
trooper6
player, 58 posts
Wed 30 May 2012
at 00:33
  • msg #892

Re: Stat Yourself

Sock I'll miss you! Thanks for all the work you've done on the community.
jason254
player, 5 posts
Wed 30 May 2012
at 01:09
  • msg #893

Re: Stat Yourself

Ceredyn:
Sockpuppet:
Hey everyone; I really don't wish to step into the middle of the conversation and change the subject, but I do have a minor announcement to make that has been a long time coming.

As some of you already know, it's been a while since I've really been active on RPoL, running or participating in any games. Moderating this board is about the only thing I do here, and there isn't much to that beyond the occasional RTJ or a request to remove a player. I try to check in every day for that, and could continue doing so for a while yet -- but I have decided that it is time to step down and let someone else handle the GURPS Community Lounge.

Moderating the board is not hard, although I'm sure someone new could find more to do around here, such as promoting the board through the Wanted - Players forum, etc. I think the GURPS Community is pretty strong around this forum, and I'm sure someone else can help make it even stronger. As far as my personal wishes, I'd only ask one assurance from my replacement: don't close the board. Some of you might recall that I started this lounge after another, similar board was closed when it's owner/GM/Moderator decided the threads weren't busy enough. I only want to know that isn't going to happen, here; though I suspect most of you already share that sentiment anyways. :)

As for who will replace me? I don't know yet. But I do think that everyone who frequents the board should have a say.


What a tragic loss to RPOL. Sock, you've been gone from my games for awhile now, and you're so very missed. You were one of the very best.  Good luck in whatever venture you're doing.

Seconded!  I played in one of your games a while back Sock and I was blown away at how great of a writer you are.  When you've published the next great novel be sure to stop back and say hello!
RedSabaron
player, 20 posts
Wed 30 May 2012
at 04:53
  • msg #894

New Arena

We haven't had a GURPS arena active for a few months now. I'd like to change this, but running one means I can't play in it. Also, running one is a fair amount of work, as Zuddha Yuddha taught me, so I was thinking about ways to minimize that.

Here's what I've got: the Open Arena concept. Works like this:

1. All character sheets are public. This removes the need for GM oversight in this area, and with everyone in the game checking one anothers' sheets, the possibility that errors will go unrevealed is small.

2. All rolls are public. This follows naturally from having the character sheets open, as nobody's skills are secret.

3. With points 1 & 2 in play, there isn't really a need for a GM at all. Two players can arrange a match, make all their own rolls and check everything with zero need for oversight. In cases where there is a dispute, the community as a whole should be able to resolve it with little trouble.

4. The few functions left for a GM are admitting people to the game, kicking out trolls/troublemakers, updating Open Arena material (maps, rules changes, etc.) and conducting/reviewing polls. I'm happy to do this stuff.

If at least two people express interest in this, I'll start up a game and start a discussion/setting construction there.
Linkdead
player, 13 posts
Wed 30 May 2012
at 04:53
  • msg #895

Re: Stat Yourself

Ceredyn:
What a tragic loss to RPOL. Sock, you've been gone from my games for awhile now, and you're so very missed. You were one of the very best.  Good luck in whatever venture you're doing.


Here here, I couldn't have said it better.  Sadly, I came to realize your withdrawal from RPOL long ago and have been wearing black and mourning ever since.  However, perhaps foolishly, I still hold out hope that you'll return as a player someday.  Sock, there will forever be a reserved place for you in my games.  I wish you the best in your present and future endeavors.
MazVN
player, 10 posts
Wed 30 May 2012
at 07:39
  • msg #896

Re: New Arena

RedSabaron:
4. The few functions left for a GM are admitting people to the game, kicking out trolls/troublemakers, updating Open Arena material (maps, rules changes, etc.) and conducting/reviewing polls. I'm happy to do this stuff.

I think you left out the, IMO, most draining part of being GM in an arena-game, namely settling rules disputes and interpreting the details of the rules and make a fair and game-enhanceing ruling. RAW or even Kromm-rulings aren't necessary the most fitting for PvP games. Kromm himself have said that the rules aren't built for PvP and this becomes very apparent when running an arena game for any extended duration.

That aside I think arena-games can be fun. But I wouldn't involve myself in its creation. Ie. themes and so on. But I might join if the final arena once up and running.
[edit]Although I might be more interested in a completely unarmed and unarmoured arena. I don't think that's been done yet? Also it would avoid the many potential problems of how to buy equipment and money and so on.
This message was last edited by the player at 07:45, Wed 30 May 2012.
LandWalker
player, 95 posts
Wed 30 May 2012
at 11:25
  • msg #897

Re: New Arena

MazVN:
[edit]Although I might be more interested in a completely unarmed and unarmoured arena. I don't think that's been done yet? Also it would avoid the many potential problems of how to buy equipment and money and so on.

I suspect something like that would almost necessarily have to wait until the release of Tactical Grappling. The unarmed combat rules in general, and the close combat/grapplin' rules especially, seem woefully underdeveloped in the current material.

One big positive side of an "Open Knowledge Arena" is that, in a lot of ways, it would be self-policing as far as munchkinism goes. If somebody throws together an obnoxiously abusive build, people can see it in their character sheet and know to just avoid that person. The issue of a player who's only out to see how hard they can murder everyone else / make the rules cry spoiling things for other people in an arena would be largely circumvented.
MazVN
player, 11 posts
Thu 31 May 2012
at 08:59
  • msg #898

Re: New Arena

In reply to LandWalker (msg #897):

Good points. and I forgot to mention to RedSabaron that I also think its a really good idea about the "open arena". And LandWalkers points will hopefully be true :)
Anyway, I don't feel I have the time to go into a creative process about what the themes and styles of an arena should be. Just wanted to say that if it is an unarmed one, then you'll have one fighter here :)
MazVN
player, 12 posts
Thu 31 May 2012
at 09:00
  • msg #899

Re: Stat Yourself

Tortuga:
Yeah, don't worry; if you don't bother taking Area Knowledge your character won't know anything about the world anyway.

Have you heard from others re. your DF game? Are you setting up a game?
I might make a Holy Warrior.
This message was last edited by the player at 09:21, Thu 31 May 2012.
Tortuga
player, 113 posts
Thu 31 May 2012
at 12:46
  • msg #900

Re: Stat Yourself

I've got three people nibbling so far, one of which is making a Holy Warrior.

link to another game
This message was last edited by the player at 12:47, Thu 31 May 2012.
Mad Mick
GM, 49 posts
Fri 1 Jun 2012
at 16:00
  • msg #901

Re: Stat Yourself

Hey, everyone, Sock transferred the Lounge over to me this morning.  I won't try to add much to what's already been said about what she's done here, but thank you, Sock, for everything you've done for the GURPS community.

I'm not going to make any changes around here, but I will advertise for the Lounge from time to time.

OK, as you were.  =)
The_Wrathchild
player, 35 posts
Sat 2 Jun 2012
at 01:02
  • msg #902

Re: Stat Yourself

[Genuflects before the new management]

The [insert your favourite honourific here] is Dead.

All Hail the new [insert your favourite honourific here].

Couldn't be handed to a nicer guy! I happy with it :-)
This message was last edited by the player at 01:02, Sat 02 June 2012.
trooper6
player, 59 posts
Sat 2 Jun 2012
at 01:39
  • msg #903

Re: Stat Yourself

Thanks Mad Mick for taking this on and letting us all continue on in the glory of the Community Lounge!
Tortuga
player, 114 posts
Mon 4 Jun 2012
at 22:32
  • msg #904

Re: Stat Yourself

So... what are you guys looking for in an arena game? What stuff are you guys tired of seeing in arena games?
steelsmiter
player, 62 posts
Mon 4 Jun 2012
at 22:44
  • msg #905

Re: Stat Yourself

I never played in an arena game, I think they're too Roll-play. I like a blend of both and I like a variety of setting that isn't inherent to being in an arena game. I'd personally like to see a game where the players become champions of one arena and move to another until they become champions of all arenas and hold team competitions in the national capital. In between they'd have player to player intrigue and competition more verbal than combative. Once they're at a certain point (perhaps Baronial or County champions) they should have the option and the wealth needed to buy their freedom (or if they don't it's because they squandered it.)
Tortuga
player, 115 posts
Mon 4 Jun 2012
at 22:48
  • msg #906

Re: Stat Yourself

Genre/setting? Bronze/Iron age? Medieval fantasy? Sci-fi? Contemporary back-alley bloodsports?
steelsmiter
player, 63 posts
Mon 4 Jun 2012
at 22:58
  • msg #907

Re: Stat Yourself

well personally my name and avatar is chosen for a reason. The avatar is the dwarf on the cover of that old Troika game Arcanum(etc). Personally I prefer not to have a gun unlike the beefy guy on said cover but as my race stays intact I must say I have an overall preference for High Fantasy, Medieval games (or at least games with high quality steel if not mithril or orichalcum). As for magic I have a genuine distaste for spell based magic and either prefer Path/Book or Powers with FP costs (giving Path/Book the option to work the crowd for additional FP as part of their ritual).
Tortuga
player, 116 posts
Mon 4 Jun 2012
at 22:59
  • msg #908

Re: Stat Yourself

Alright. And what do you see the player group being? Are they competing against one another? Do they fight as a unit? As individuals? Are they a "team"?
steelsmiter
player, 64 posts
Mon 4 Jun 2012
at 23:02
  • msg #909

Re: Stat Yourself

They all belong to the same Lanista at the start, fighting either as a unit, or team, or as individuals but the individual fights are never against each other...
steelsmiter
player, 65 posts
Mon 4 Jun 2012
at 23:03
  • msg #910

Re: Stat Yourself

now that I think of it, it's probably the most convenient if the actual team doesn't have many individual fights as I've seen two games break down on individual fights where one team member randomly stops posting.
Tortuga
player, 117 posts
Mon 4 Jun 2012
at 23:19
  • msg #911

Re: Stat Yourself

Current idea: Rags-to-riches gladiatorial game set on Yrth, with the players fighting their way from the streets of Tredroy to the Great Games of Megalos in arena battles across the continent. Exhibitions in trade towns, private games for noble sponsors, intrigue, and social climbing.

Between bouts players can scrabble for social advancement, work side jobs for coin, train, or spend all their winnings on ale and whores.

Option: Some players may play management staff -- trainers, booking agents, coaches, etc -- instead of gladiators themselves. There'd be plenty for them to do while the gladiators themselves are training and competing.

Point values wouldn't be incredibly high to start - you're fighting your way from the bottom up - and advancement would be entirely training based. Want to improve your skill, put in 200 hours with your trainer. Want a patron, impress somebody a lot.
This message was last edited by the player at 23:23, Mon 04 June 2012.
steelsmiter
player, 66 posts
Mon 4 Jun 2012
at 23:37
  • msg #912

Re: Stat Yourself

I find those banestorm dwarfs tolerable (they don't have weird requirements of females and they don't have their females so infrequent that homosexuality is an undertone of the race). Banestorm doesn't require templates which is a plus for being able to create characters less restrictively than DF. Do you have plans for magic? Power Level?

I can't think of any other concerns right now...
Tortuga
player, 118 posts
Mon 4 Jun 2012
at 23:57
  • msg #913

Re: Stat Yourself

Magic will be standard GURPS magic, but your "league" will be nonmagical. Exhibition matches may include bouts against creatures or characters that use it, but that's the exception rather than the rule. Battles will be determined by the players' tactical choices and the characters' skill.

TBAM, Weapon Master, and Chi skills are all potentially an option.

Power level will be middling initially. 150 points perhaps, with advancement chiefly through training rather than CP awards.
steelsmiter
player, 67 posts
Mon 4 Jun 2012
at 23:58
  • msg #914

Re: Stat Yourself

does winning matches or completing goals grant CP that can be used anywhere regardless of training (except not to buy traits you can't pay for outright)?
This message had punctuation tweaked by the player at 23:59, Mon 04 June 2012.
Tortuga
player, 119 posts
Tue 5 Jun 2012
at 00:18
  • msg #915

Re: Stat Yourself

No CP will be awarded.

You can improve skills through training (200 hours with a training/point). Attributes can be increased in the same way (200 hours of training/point). That's 2000 hours of training to raise ST, but remember - gladiators don't actually fight that often. A few bouts a year. Maybe a tourney at the end. The rest of their time is spent training or pursuing other goals.

Social advantages (wealth, status, etc) can be pursued in game as well. Want a Patron, impress somebody. Want a contact, make a friend.

In practice I might say something like "A month goes by. You have 600 hours to spend." Then you might devote those hours to different sorts of training, or doing whatever else your character does in his spare time. If he's a "serious competitor" he might spend all 600 in the gym. If he's a party animal he might spend it all drinking and whoring -- which will make him a more popular gladiator with those fans, which may lead to more prestigious matches, which may lead to sponsorships, bigger purses, and a larger fan-base.  (In game terms, Patrons, Reputation, and Wealth).
steelsmiter
player, 68 posts
Tue 5 Jun 2012
at 00:43
  • msg #916

Re: Stat Yourself

but it becomes easier to say "I spend 300 hours as a bar-fly" than to actually roleplay as the other players may specify training or whatnot that is conducive to speeding up time. Additionally there is no sense of accomplishment when you take away CP earned from specific tasks. I'd have to pass if these assumptions hold true.
Tortuga
player, 120 posts
Tue 5 Jun 2012
at 00:51
  • msg #917

Re: Stat Yourself

yep. Improving social traits will involve more roleplay than going to the gym and pumping iron, but that applies to the real world as well. Want to play an interesting character who does interesting things? Then build that character.
steelsmiter
player, 69 posts
Tue 5 Jun 2012
at 00:59
  • msg #918

Re: Stat Yourself

But if you require social interactions to play out and don't have the same requirement of a "training montage" it may seem a little contrived. Additionally the ones who want to develop their social abilities may look like camera hogs compared to the guy off in the corner who says "I spent my 600 points on training this technique and my 3 points to raise it to skill+0 now hurry up with the d--- game!"

If you don't require it, that's the same as saying "This game is about Roll-play and Time Use Sheets!" (or their handwaved equivalent). Neither option is an exercise I'd like to entertain.

I guess you could say that in a nutshell is the problem I have with Arena games.
This message was last edited by the player at 00:59, Tue 05 June 2012.
Tortuga
player, 121 posts
Tue 5 Jun 2012
at 01:16
  • msg #919

Re: Stat Yourself

And that's a choice the players are free to make. Do I want to play an antisocial gym rat who doesn't interact with anybody and spends long periods of time alone? No? Then don't make that character.

It doesn't take "200 hours" per point to gain social advantages. To make a friend you just have to establish a rapport. To turn a friend into a contact/patron you just have to increase their loyalty to you. How's that work? Take time off of training to hang out (which needn't all be roleplayed), or make friends chiefly with training partners.
steelsmiter
player, 70 posts
Tue 5 Jun 2012
at 01:25
  • msg #920

Re: Stat Yourself

The biggest hang up that I have is that you require x hours for non-social traits but don't allow for insight to account for increase combative abilities. The same way saying just the right thing in a situation can get an instant contact or patron or whatever, such could be said about learning from a critical success or failure at a combat roll (which doesn't have to require 200 hours of training or quietly thinking about it off in the corner). Such things could be simulated by spending earned character points which you've taken out of the game. The social gains become lopsided otherwise. I'll pass.
Tortuga
player, 122 posts
Tue 5 Jun 2012
at 01:28
  • msg #921

Re: Stat Yourself

Learning skills takes time. Making friends and influencing people takes opportunity and luck... and roleplaying.
steelsmiter
player, 71 posts
Tue 5 Jun 2012
at 01:42
  • msg #922

Re: Stat Yourself

If you really believe in the concept that players can't earn points in play just because they accomplished something worthwhile to the story (or even perhaps just because the player served the meta-function of actually making the game more fun)-regardless of realism-then I can't play in your games because their story isn't sufficient for me as a role-player rather than a roll-player.
steelsmiter
player, 72 posts
Tue 5 Jun 2012
at 01:43
  • msg #923

Re: Stat Yourself

"oh hey you saved the town from an orcish platoon"

So what I didn't earn any points because I didn't spend 200 hours training in using my sword.

I also didn't spend 200 hours working on that massive rock trap either.
This message was last edited by the player at 01:45, Tue 05 June 2012.
Tortuga
player, 123 posts
Tue 5 Jun 2012
at 01:51
  • msg #924

Re: Stat Yourself

Okay, now understand that in most GURPS games I give CP out like candy. I'm choosing advancement through training because it fits the theme of the game better.

"oh hey you saved the town from an orcish platoon"

Rewards:
There's still a town
+ Reputation among people who think you're great for saving a town
+ whatever monetary rewards are involved from the townsfolk and spoils of war

Accomplishments do not mysteriously make you more skilled; the skills you have earn you accomplishments.

But since you're not interested I'm not going to bother working up the game and will go back to possibly running an arena game for those who enjoy that kind of thing.
steelsmiter
player, 73 posts
Tue 5 Jun 2012
at 01:55
  • msg #925

Re: Stat Yourself

Alright sorry if I seemed overly antagonistic I just have those very specific reasons why I don't like arena games and wasn't sure at the end there if the reason you were restricting advancements thusly was because you did that by default. Now that I know you don't I'm all good :D.

In pretty much every game I ran I'd have the social rewards separate from the rewards of "session CP" that I'd still give to the player and he could spend on Traps or Weapon Skill.

... but as you say gladiatorial games differ in their inherent style.
Mad Mick
GM, 50 posts
Tue 5 Jun 2012
at 02:53
  • msg #926

Re: Stat Yourself

From playing with steelsmiter, I have to say that he gives out points like candy, too.  =)

Tortuga, one of my favorite aspects of arena play, besides the thrill of combat and the often excellent role-playing offered during and between matches, is the fun of my character growing and becoming stronger, and CP is a big part of that.  Arena combatants generally do develop much more quickly than in non-arena games, but again, that's part of the fun for me.  As I've gotten older, I've learned to appreciate the journey more and more, but I still enjoy those tasty bites of CP along the way.  =)
Tortuga
player, 124 posts
Tue 5 Jun 2012
at 03:01
  • msg #927

Re: Stat Yourself

Yes, if I run a normal pvp arena game then CP will be awarded normally.
Tortuga
player, 125 posts
Tue 5 Jun 2012
at 12:48
  • msg #928

Re: Stat Yourself

How's this sound:

Modern day underground bloodsports, in the vein of many 80s action films and most fighting games. The players compete, largely unarmed and unarmored, with the occaisonal "hardcore" match to keep things interesting. Arenas are abandoned warehouses, meat packing plants, construction sites, empty swimming pools, etc. Rewards are monetary though that's primarily an accounting of rank... the only weapons are those seeded in the arena, which will trend towards the improvised - wrenches, lead pipes, lengths of chain, baseball bats, the occasional knife, etc.

CP awards are fixed and the same for winners and losers; I want to avoid the power-creep that comes with long-running games, though of course more matches = more experience.
pesterfield
player, 48 posts
Tue 5 Jun 2012
at 16:27
  • msg #929

Re: Stat Yourself

That sounds interesting.

I'd suggest you have some premade fighters for those that need them, and as examples of the right types/level of skills wanted.
Tortuga
player, 126 posts
Tue 5 Jun 2012
at 16:36
  • msg #930

Re: Stat Yourself

That's a good idea.
steelsmiter
player, 74 posts
Tue 5 Jun 2012
at 18:25
  • msg #931

Re: Stat Yourself

Tortuga:
CP awards are fixed and the same for winners and losers; I want to avoid the power-creep that comes with long-running games, though of course more matches = more experience.


That's a game I'd play in!
Tortuga
player, 127 posts
Tue 5 Jun 2012
at 18:30
  • msg #932

Re: Stat Yourself

It's also a pvp arena game set in a modern urban environment.
steelsmiter
player, 75 posts
Tue 5 Jun 2012
at 19:01
  • msg #933

Re: Stat Yourself

Yeah... I did mention a preference for the other genre, I suppose. Really the only outright deal breaker for the other game was the lack of awarded CP. This game is still probably more lacking on RP than I'd want anyway.
Tortuga
player, 128 posts
Tue 5 Jun 2012
at 19:03
  • msg #934

Re: Stat Yourself

Yes. The RP in this game will be almost entirely player-generated, so it'd be entirely up to you guys how much there was.

There would be few, if any, significant NPCs.
steelsmiter
player, 76 posts
Tue 5 Jun 2012
at 19:05
  • msg #935

Re: Stat Yourself

Mad Mick:
From playing with steelsmiter, I have to say that he gives out points like candy, too.  =)


You think you'd play in a game based in an alternate history where Columbus (an elf) explored on behalf of italy (rather than spain) and crashed mainland (rather than Hispaniola) and ended up staying behind on his second voyage to maintain a colony he founded in what would be modern day louisiana (rather than going on 2 more and dying in the early 1500s)?
Johnny Angel
player, 35 posts
Wed 6 Jun 2012
at 00:11
  • msg #936

Re: Stat Yourself

Somewhat odd question...

A while back, I ran a face-to-face Dungeon Fantasy game for a group of friends.  It grew out of not having a game to play for a week, so I threw together a setting on the fly and we went forward with it.  I filled in details as I went.  By all accounts, I will openly admit to some of the content being somewhat silly in the beginning.  I basically just picked a few things from the top of my head; threw in a few things from a recent magazine article I had read, and blended it together.  As an example of why I might say it is silly is because the pantheon includes both Cthulu and Santa Claus.

I was looking through some of my old notes for the game, and I can't bring myself to throw them away.  In time, it grew into what I feel has the potential to be something more than the silly little setting I originally came up with.  I'm not sure if that's a legit feeling or if I just cannot bring myself to throw something I spent so much time on away.

So, my question is whether or not someone would be willing to take a look at the few things I have sketched out and let me know what they think?

I'm looking for honesty here; if it's crap, I'm willing to hear it.  However, if you feel there might actually be something worth expanding, I'd like to hear that too.  I'm also open to suggestions on how to improve what I have; opinions on what I might (or should change), and other such things.
steelsmiter
player, 77 posts
Wed 6 Jun 2012
at 21:35
  • msg #937

Re: Stat Yourself

Sure throw it out there, send it in a PM, whatever strikes your fancy.
MazVN
player, 13 posts
Wed 13 Jun 2012
at 09:55
  • msg #938

How to have ingame discussions?

I'm setting up a game where there will, more than once come times where the PC's are going to have opposite opinions. These scenes are IMO worth gold in normal table-top pen&paper games. They are great opportunities for the players to express their characters opinions and show their personality. Are they stubborn? Idealistic? Practical? Selfish? Selfless? And so on. Scenes where a morale decision has to be made are IMO as thrilling and dramatic as "the boss fight".

But. How do you make this work in a text-based format such as rpol? I've seen it work and not work. The times I have seen it work it has only really been two character arguing and both players where very active posting multiple times per day. I have however also seen it pretty much kill a game. Where there are more participants and where the posing speed is down to only a post per day for some and every other day for others. This is actually part of the reason that I for the past years have stayed away from anything not purely encounter-based.

IMO the first situation work as it keeps the momentum of an argument, the back and forth until a settlement is agreed upon. Also it works because there are only two. You only have to respond to what the other have said. However it can still be problematic if the two also post slow and can't reach a conclusion. It puts the game to a hold and all the others players are just sitting around doing nothing... for days!

The other situation is what I am having more trouble with. Where there are multiple participants and all of them have an opinion (some stronger than others of course) and where the posting speed might only be a post per day/every other day.

----

What I'm considering is, that when such an argument comes up, to let each character make their point and then put in a private line to me, the GM, to write how far the char is prepared to bend in their opinion. Then let people post a bit back and forth (possibly influencing peoples opinion) but ultimately after a couple of days, assuming no solution has been reached I as a GM make a short write up along the lines of "after some time of arguing back and forth a compromise has been reached"... and then describe the compromise. And then the players have to go with it. Possibly you could let Influence skills play a role in this but I don't want to have a "social combat system".

----

How do you guys handle these situations? Or are they not problematic for you?
This message was last edited by the player at 09:56, Wed 13 June 2012.
2l8m8
player, 222 posts
Because somone else got
all the good names first.
Wed 13 Jun 2012
at 15:26
  • msg #939

Re: How to have ingame discussions?

All I got to mention, is tone. You cannot interpret the tone of a post in text, and I have seen many arguments turn vicious because of this. Be careful, for you play with fire. ;)
MazVN
player, 14 posts
Wed 13 Jun 2012
at 18:46
  • msg #940

Re: How to have ingame discussions?

In reply to 2l8m8 (msg #939):

Very good point!
Actually in my experience here on rpol people are good at slapping on lots of descriptive text to make it clear what tone you are talking in. But yea, not always and from my experience with, everywhere else on the net, this is a really big potential problem.

I think I'll take the question to rpol general chat and see if people have more general advice.
Mad Mick
GM, 51 posts
Tue 19 Jun 2012
at 04:24
  • msg #941

Re: How to have ingame discussions?

Hey, everyone,

What would you say the starting wealth should be in a Star Wars GURPS campaign?  Starting wealth at TL 11 is pretty high, and even with 20% available, that's still $15k available.

I'm using the WEG Star Wars materials as source materials and a lot of Azagthoth's Star Wars GURPS materials.  The players are starting out with a freighter (along with a debt attached), and I'm thinking a base starting wealth of $2,000 available for adventuring gear.

The thing is, with pirates and smugglers and bounty hunters, not many Star Wars PCs have a settled lifestyle.  What should the average starting wealth be for a GURPS Star Wars campaign set during the Rebellion era?
Tortuga
player, 130 posts
Tue 19 Jun 2012
at 04:28
  • msg #942

Re: How to have ingame discussions?

I'd say make them take Struggling wealth or worse, just cuz the Imperial economy is crappy.
The_Wrathchild
player, 36 posts
Tue 19 Jun 2012
at 10:05
  • msg #943

Re: How to have ingame discussions?

Well, if you're starting them out with a freighter, you could say that this representes a mobile, settled lifestyle and apply the 80% rule to tie things up in the hulk, even with the mortgage.

If you combine that with that life actually being a Struggling or even Poor one you're getting downwards of 2k to spend aren't you? 3k to be exact ...

What is it that you don't want them to have ;-)

And anyhow, you can always rule that starting wealth is lower than standard for the TL in this setting, perhaps for the reason Tortuga mentions.
Tortuga
player, 131 posts
Wed 20 Jun 2012
at 22:05
  • msg #944

Re: How to have ingame discussions?

One thing I'd like to do is run an arena game with a significant non-arena component. Some kind of greater plot or storyline running in the background.
pesterfield
player, 49 posts
Wed 20 Jun 2012
at 22:10
  • msg #945

Re: How to have ingame discussions?

A problem with that is characters maiming and killing each other could make the outside plot difficult.

You'd need a setting with good medical care, or areana rules that discourage excess.

Maybe the arena part is combat exercise with training weapons only.
Tortuga
player, 132 posts
Wed 20 Jun 2012
at 22:19
  • msg #946

Re: How to have ingame discussions?

I was thinking about making it an unarmed competition. Maimings and cripplings are possible, but far less likely, and the medical care is modern.
Johnny Angel
player, 36 posts
Thu 21 Jun 2012
at 02:37
  • msg #947

Re: How to have ingame discussions?

How about Bum Fights?
Mad Mick
GM, 52 posts
Thu 21 Jun 2012
at 06:46
  • msg #948

Re: How to have ingame discussions?

Have some kind of political intrigue/rebellion as the backdrop?  Kind of a Spartacus: Blood on the Sands feel, set in the present/near-future?
Tortuga
player, 133 posts
Thu 21 Jun 2012
at 11:37
  • msg #949

Re: How to have ingame discussions?

I was thinking possibly that, or something like Bruce Lee's Game of Death.
The_Wrathchild
player, 37 posts
Thu 21 Jun 2012
at 11:58
  • msg #950

Re: How to have ingame discussions?

Tortuga:
One thing I'd like to do is run an arena game with a significant non-arena component. Some kind of greater plot or storyline running in the background.


You and me both. Arena of Champions got a good deal of the way, though. There are elements of it in the GURPS SLA game we have going as well.

Unarmed combat is a good idea for not having characters mauled too badly.

And a cool setting helps for sure.
trooper6
player, 60 posts
Thu 21 Jun 2012
at 12:56
  • msg #951

Re: How to have ingame discussions?

Ah! Arena of Champions! I still remember my two characters and all the RP I got to do there fondly! That was still the longest and best rpol game I played in.
Johnny Angel
player, 37 posts
Fri 22 Jun 2012
at 00:43
  • msg #952

Re: How to have ingame discussions?

Bum Fights which are being organized by a shady Burger King manager in a Detroit back alley.
jason254
player, 6 posts
Fri 22 Jun 2012
at 01:29
  • msg #953

Re: How to have ingame discussions?

Johnny Angel:
Bum Fights which are being organized by a shady Burger King manager in a Detroit back alley.

Nice.  This has a lot of roleplay potential imho.
The_Wrathchild
player, 38 posts
Fri 22 Jun 2012
at 04:43
  • msg #954

Re: How to have ingame discussions?

In reply to Johnny Angel (msg # 952):

Wouldn't that be Bun Fights?

Oh, that was just horrible! Sorry ;-)
Gurpser
player, 17 posts
Sat 23 Jun 2012
at 16:08
  • msg #955

Re: How to have ingame discussions?

Bun fights? Is someone starting a Burrows and Bunnies game?
Tortuga
player, 134 posts
Sat 23 Jun 2012
at 16:17
  • msg #956

Re: How to have ingame discussions?

Johnny Angel
player, 38 posts
Sun 24 Jun 2012
at 04:03
  • msg #957

Re: How to have ingame discussions?




Funny... I was thinking that maybe the BK manager would be the starting level.  If you perform well, you could make it onto a team he sends to battle the teams of other fast food joints in town.
Tortuga
player, 135 posts
Tue 26 Jun 2012
at 12:43
  • msg #958

Re: How to have ingame discussions?

Apparently we're near the 1000 post limit.
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