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The Lounge II.

Posted by Mad MickFor group 0
Mad Mick
GM, 53 posts
Tue 26 Jun 2012
at 14:19
  • msg #1

The Lounge II

The old Lounge thread filled up, so here's a brand-spanking new one to discuss anything that doesn't belong in any of the other threads, such as introductions, chit-chat, and non-GURPS-related discussions.
KnightSteve
player, 1 post
Tue 26 Jun 2012
at 14:45
  • msg #2

Re: The Lounge II

Well, an intro sounds like a great way for me to get into the discussions. I just joined because I am interested in GURPS. I hope to get into some games once I learn the system, especially a 4e GURPS game, since I know 4e already. It's going to be different, yeah, but I guess it will be similar enough to not take too long to adjust to it.
MazVN
player, 16 posts
Wed 27 Jun 2012
at 08:57
  • msg #3

Re: The Lounge II

Welcome. :)
KnightSteve:
It's going to be different, yeah, but I guess it will be similar enough to not take too long to adjust to it.

Similar enough to what if I might ask?

Btw. IMO the best way to learn the rules is by playing. This is especially true for GURPS because GURPS has so many optional rules that even if you "know the rules" you won't know how the individual GM will use the rules.
If interested in learning the combat rules I suggest trying out some combat-examples. I'm sure someone here would be willing to help ;)
KnightSteve
player, 2 posts
Wed 27 Jun 2012
at 14:02
  • msg #4

Re: The Lounge II

In reply to MazVN (msg # 3):

I figure it's got to have some similarities to actual 4e, so it can't be a full learning process. Plus i know how to roll dice, and the other basics of playing a tabletop. It's being played by many people, so I also know it's not rocket science. I've seen some of the stupid people on the WotC forums who play 4e, so I'm sure that GURPS has some of them too.
Tortuga
player, 136 posts
Wed 27 Jun 2012
at 14:05
  • msg #5

Re: The Lounge II

...are you referring to DnD 4e as "actual" 4e?

GURPS really has nothing to do with any edition of DnD. Knowing one will not help you with the other.
This message was last edited by the player at 14:13, Wed 27 June 2012.
MazVN
player, 17 posts
Wed 27 Jun 2012
at 14:13
  • msg #6

Re: The Lounge II

Tortuga:
...are you referring to DnD 4e as "actual" 4e?

I got that feel as well.
KnightSteve
player, 3 posts
Wed 27 Jun 2012
at 14:27
  • msg #7

Re: The Lounge II

In reply to MazVN (msg # 6):

Okay, so if they're nothing alike, then why do they have a GURPS 4e system? To me, that's like having two candy bars and one is chocolate but the other has no chocolate at all, but calling both chocolate. Very confusing. I may not want to try GURPS if I have to a complete learning phase from step 1. I was hoping for a few things to carry over, but the majority to have a new feel.
Tortuga
player, 137 posts
Wed 27 Jun 2012
at 14:34
  • msg #8

Re: The Lounge II

Okay, GURPS 4e is the 4th edition of the GURPS system, which came out in the mid-80s. It isn't based on Dungeons and Dragons at all. There are no classes or levels, and d6s are the only dice used.

You build characters with points rather than picking a race and class, and the setting can be anything from Fantasy (like DnD) to Sci Fi to superheros to realistic military combat simulations. Anything, really. GURPS does better with "realistic" campaigns... getting stabbed once can kill you, getting shot probably will, and unless it's a superhero game nobody can take more damage than somebody can take in the "real world".

That's an important point. GURPS is researched and designed to reflect the real-world wherever possible.

Ever play Fallout? It's kinda like that. Not in that it's post-apocalyptic (though you could run that kind of game in GURPS), but because you have attributes, skills, advantages or disadvantages.

The system is more like White Wolf's Storyteller system than like Dungeons and Dragons.
This message was last edited by the player at 14:35, Wed 27 June 2012.
steelsmiter
player, 78 posts
Wed 27 Jun 2012
at 19:23
  • msg #9

Re: The Lounge II

In reply to KnightSteve (msg # 7):

GURPS will shatter your expectations in an RPG if all you have is d20 experience. It could be for the better or worse but one can only hope for the better.
The_Wrathchild
player, 39 posts
Wed 27 Jun 2012
at 20:21
  • msg #10

Re: The Lounge II

KnightSteve:
In reply to MazVN (msg # 6):

Okay, so if they're nothing alike, then why do they have a GURPS 4e system? To me, that's like having two candy bars and one is chocolate but the other has no chocolate at all, but calling both chocolate. Very confusing. I may not want to try GURPS if I have to a complete learning phase from step 1. I was hoping for a few things to carry over, but the majority to have a new feel.


Hi Steve.

Well, sorry about the confusion, but as the others have already hinted, GURPS 4e and D&D 4e are two wholly separate roleplaying game systems/engines that are very different from each other. Both games just happen to be in their 4th edition of the give rulesets, like Shadowrun 4e is and HERO 4e used to be (that one now has a 5e and a 6e).

In other words, the suffix 4e cannot be taken to mean that a game has anything to do with D&D 4e, even if it's sometimes the case.

Being an old D&D'er myself I would entice you to look into GURPS 4e though, as it was quite a revelation for me back in the day. Of course, I was becoming dissatisfied with the then 2e D&D ruleset and was looking for something else. I found my home with GURPS.

Try looking at the abbreviated GURPS rules in the free GURPS Lite publication if you want to get a feel for how the systems are different: http://e23.sjgames.com/item.html?id=SJG31-0004
KnightSteve
player, 4 posts
Wed 27 Jun 2012
at 20:54
  • msg #11

Re: The Lounge II

In reply to Tortuga (msg # 8):

I love Fallout, so I may as well try GURPS. Our internet only allows us so much downloads per month, so when our percentage comes back down, I can download the rules. Then I'll read through them a time or two, and see what sort of game I would like to try. My first game will probably be as overwhelming as DnD was. The worst part was I picked a wizard as my first character, and they have too many cantrips and outside of combat actions to keep track of for a newbie. But thanks to the ones who have posted and given me insight for the system. I may be looking for some of you to get in a game in the future.
Tortuga
player, 138 posts
Wed 27 Jun 2012
at 21:23
  • msg #12

Re: The Lounge II

My advice is to start out with a real-world sort of game. If you're coming from DnD, I'd suggest not trying fantasy at first, because what works in DnD will get you killed in GURPS. It's a much more lethal system.

Besides, if it's the real world you can focus on learning the rules because the setting is something you're familiar with.
MazVN
player, 18 posts
Wed 27 Jun 2012
at 21:31
  • msg #13

Re: The Lounge II

Tortuga:
My advice is to start out with a real-world sort of game. If you're coming from DnD, I'd suggest not trying fantasy at first, because what works in DnD will get you killed in GURPS. It's a much more lethal system.

Besides, if it's the real world you can focus on learning the rules because the setting is something you're familiar with.

Agreed. Also if the people you usually play with are used to D&D then it's hard convincing them to try a new system just to play the same game.
A modern investigation game is something D&D really can't do well but GURPS excel at.
jason254
player, 7 posts
Thu 28 Jun 2012
at 01:02
  • msg #14

Re: The Lounge II

I find playing a fighter, thief or some combination thereof is not difficult at all.  Sure you'll make mistakes in character generation, but that's how you learn.  The skills are pretty easy pickup, just use common sense when mapping an action to a skill.

KnightSteve, one thing to keep in mind is Gurps combat can be very deadly.  But of course it all depends on the gm too.  I've played in games where the combat was minimal and others where someone got a crippled limb seemingly in every fight.  Use a bucker, morningstar and a crossbow.  Take at least a 12 str and have fun with your warrior while he lasts.

I recommend staying away from magic until you've gotten a few characters under your belt.  Playing a mage is really tough.  They have great powers, even if many of them are highly specific, but are limited by how much fatigue (FP) they require.
KnightSteve
player, 5 posts
Thu 28 Jun 2012
at 01:39
  • msg #15

Re: The Lounge II

In reply to jason254 (msg # 14):

A fighter sounds right up my alley. I'm not much for rogues/thieves, because I don't like to sneak. Grab a huge ass weapon and beat the hell of an enemy? Sounds good to me.

I don't really have anywhere in real life to be playtesting new systems, so most of my GURPS experience will be on here. My DnD DM is pretty busy, so we have been alternating campaigns so he has time to write his story for when he's the DM. I've been playing a pre-made campaign.
Mad Mick
GM, 54 posts
Thu 28 Jun 2012
at 02:47
  • msg #16

Re: The Lounge II

GURPS Lite is a free download and will introduce you to the basics of playing.  If there's a friendly local games store in your area, they may have a hard copy of GURPS Lite for free (mine back in Alabama did, but not the one I go to here in Hong Kong).

Character creation can be a bit challenging because there are so many options (if you can imagine a character, you can build it in GURPS - whether the GM allows it is another thing entirely (=), but there are several programs and web apps available to do most of the work (some free, some not), and if you end up playing in a GURPS game, the GM may walk you through the process or have you answer some questions about what kind if character you'd like.

When I was starting out in a GURPS Traveller scifi game, I described my character, and the GM punched him up in GURPS Character Assistant in just a few minutes.

Playing is pretty easy.  Roll 3d6 and try to make or beat a target score.  There are a few other types of rolls (reaction rolls, damage rolls, quick contests where you try to beat an NPC's or another PC's 3d6 roll), but that's usually the most common type.

Fighters and thieves are probably the easiest type if you're playing in a fantasy game.  Modern games can be great fun, too.  =)
This message was last edited by the GM at 02:49, Thu 28 June 2012.
KnightSteve
player, 6 posts
Thu 28 Jun 2012
at 03:13
  • msg #17

Re: The Lounge II

In reply to Mad Mick (msg # 16):

Sounds good. I may have to go to my local library and download the rules. I don't think there's even a game store that sells tabletop games, let alone DnD or GURPS. The part of Alabama I live in is kinda starved for good gaming. Alot of nerds, but most play WoW instead.
trooper6
player, 61 posts
Thu 28 Jun 2012
at 04:34
  • msg #18

Re: The Lounge II

Welcome Steve!

Everyone is telling you that D&D 4e is really nothing like GURPS 4e...and that is true in the very specific sense. But on the other hand, GURPS is a roleplaying game. So there are a lot of things that are the same. I mean, you make a character and participate in stories. There are dice to roll...hit points are lost. Is it different? Sure. But it also isn't *that* different if you step back.

Okay, next thing. Everyone will tell you that GURPS is very, very deadly--watch out!! On the hand I want to say...sometimes...depends...maybe.

GURPS is a modular sort of game. A GM can turn up all the deadly switches and it can get really, really deadly. Or a GM can turn up all the cinematic switches and and it can be quite hard to die. Heck, even in a realistic sort of game, having a Health (HT) of 15 is going to keep you alive for a long time.

Also, I don't know how D&D 4e plays (I've only played 1-3.5E) but in all those other editions I've played D&D was always pretty deadly at low levels. I mean, how many 1st level characters have I lost? Many, many, many. I remember my sad AD&D 1e 1st Level Mage with 3hp and crap spells (Sleep and Light).  Yeah...I've never had that misery in GURPS.

But instead I want to bring up the things that I really love about GURPS. I love that there are really interesting combat options: I can try and cut off someone's leg, I can punch them in the face...and those choices matter. I love more than anything that the rules support rich non-combat options. I love that I can make a character who is rich and has lots of status...and have it have game rules effects. I can make someone ugly but really charming. I can make all sorts of things!

I love that I have played in GURPS games that were all combat all the time and in GURPS games where there were only 3 combats in over three years (and one of them was a staged combat to help smuggle our team out of Singapore when the triads recognized one of the PCs as an escaped former sex slave property of a triad boss from Mars with a price on her head--don't worry, we got out safely in the end and were able to cover our tracks. It wasn't easy.)

I love that in GURPS I have run games that went from Musketeers with Magic to a team of interstellar sci-fi merchants and smugglers. I love that I have played characters as varied as a single dad ex-cop detective bruiser to a 14-year old girl with psychic powers and social anxiety. I've had players play characters as varied as a woman who is a live action video game heroine to a grizzled, drug addicted former gladiator.

GURPS is awesome-sauce!
Magic Mushroomcloud
player, 7 posts
Thu 28 Jun 2012
at 14:18
  • msg #19

Re: The Lounge II

trooper6:
Welcome Steve!

...

GURPS is awesome-sauce!


<kids in the hall>

Everything this man says is true.

</kids in the hall>
Mad Mick
GM, 55 posts
Fri 29 Jun 2012
at 01:45
  • msg #20

Re: The Lounge II

MM, I've found that to be true about pretty much anything trooper6 says.  =)
steelsmiter
player, 79 posts
Fri 29 Jun 2012
at 16:29
  • msg #21

Re: The Lounge II

And lets not forget about such topics as the Blurberry Muffin and the HP of Everest.
Gurpser
player, 18 posts
Sat 30 Jun 2012
at 03:59
  • msg #22

Re: The Lounge II

I'm thinking of starting up a new game, modern characters who get sucked into Cosmic Weirdness. Starting with 100/-50 points with a couple of point dumps along the way.

It would require players willing to roll with the weirdness who enjoyed "fish-out-of-water", Prisoner/Wonderland-esque confusion and no clear endgame.

Any interest?
MazVN
player, 19 posts
Tue 3 Jul 2012
at 09:43
  • msg #23

Re: The Lounge II

Does anyone know of a way to export GCA sheets so they align more neatly for posting here?

What I mean is that skills in a normal export looks like this:
Guns/TL9 (Light Machine Gun) DX/E - DX+3 15 [8]
Guns/TL9 (Pistol) DX/E - DX+1 13 [1]
Hiking HT/A - HT+1 14 [4]
Judo DX/H - DX+0 12 [4]
Jumping DX/E - DX+0 12 [1]
Knife DX/E - DX+1 13 [2]
Leadership IQ/A - IQ+3 14 [4]
Mechanic/TL9 (Automobile) IQ/A - IQ-1 10 [1]


But I would like it to looks like this:
Guns/TL9 (Light Machine Gun) DX/E  - DX+3 15 [8]
Guns/TL9 (Pistol) DX/E             - DX+1 13 [1]
Hiking HT/A                        - HT+1 14 [4]
Judo DX/H                          - DX+0 12 [4]
Jumping DX/E                       - DX+0 12 [1]
Knife DX/E                         - DX+1 13 [2]
Leadership IQ/A                    - IQ+3 14 [4]
Mechanic/TL9 (Automobile) IQ/A     - IQ-1 10 [1]
This message was last edited by the player at 09:44, Tue 03 July 2012.
KnightSteve
player, 7 posts
Tue 3 Jul 2012
at 13:03
  • msg #24

Re: The Lounge II

*nevermind, didn't see the word export. oops.
This message was last edited by the player at 13:09, Tue 03 July 2012.
MazVN
player, 20 posts
Tue 3 Jul 2012
at 13:13
  • msg #25

Re: The Lounge II

In reply to KnightSteve (msg # 24):

Guess I'll just do it manually then :)
jason254
player, 8 posts
Tue 3 Jul 2012
at 18:38
  • msg #26

Re: The Lounge II

I think you can use GCA to export to text.  If need be you can add your own tabs and use pre tags when posting to rpol.  I myself have used GCA but it was a long time ago.  I normally just use wordpad and do things by hand.
Mad Mick
GM, 57 posts
Wed 4 Jul 2012
at 05:41
  • msg #27

Re: The Lounge II

It would be nice to have GCA sort things by columns, but I don't think that's available as a feature.

However, you can print your character sheet as a PDF and host the PDF somewhere.  It's not editable, but it looks pretty good.  =)

Here's a sample:  https://docs.google.com/open?i...gnd0wQ3B2djN3M3d6QXc
MazVN
player, 21 posts
Wed 4 Jul 2012
at 06:12
  • msg #28

Re: The Lounge II

The link doesn't work. But yes I know. I usually tend to do so as well (and use the phoenix sheet option). I just wanted to be able to divide the skills up into a couple of subcategories so they where easier to navigate. It's for some pregenerated chracters who all have over 50 skills. It can be a bit overwhelming to navigate 50 skills to find "the right one" or just to get an idea about what the character can do.

Is there any GCA sheet options that let you divide the skils up into subcategories?
LandWalker
player, 96 posts
Wed 4 Jul 2012
at 12:21
  • msg #29

Re: The Lounge II

MazVN:
The link doesn't work. But yes I know. I usually tend to do so as well (and use the phoenix sheet option). I just wanted to be able to divide the skills up into a couple of subcategories so they where easier to navigate. It's for some pregenerated chracters who all have over 50 skills. It can be a bit overwhelming to navigate 50 skills to find "the right one" or just to get an idea about what the character can do.

Is there any GCA sheet options that let you divide the skils up into subcategories?

I'm not sure how much GCA has in common with GCS in this regard, but in GCS, you can create "Skill Containers," which then allows you to put skills "into" those containers (you can also create Advantage Containers and Equipment Containers). I've taken to creating Skill Containers such as "Social," "Background," "Combat," "Athletic," etc.
Mad Mick
GM, 58 posts
Wed 4 Jul 2012
at 15:48
  • msg #30

Re: The Lounge II

Oops, I fixed the privileges, but it's nothing you haven't seen before, MazVN.

Landwalker, do you prefer GCS over GCA?  I've used GCA and a web-based app, but I don't think I've used GCS before.
LandWalker
player, 97 posts
Wed 4 Jul 2012
at 16:26
  • msg #31

Re: The Lounge II

I've never used GCA before (because, you know. Money.), but I find that I can get GCS to do pretty much anything I want it to do within reason. If you're running a powers-heavy game it might get a little cumbersome, though—when I was designing my home-built magic-as-power system, it required a lot of finagling and manual cost entry, but I was also asking it to do rather more than it was intended to do. I suspect that with "normal" powers, it could handle those relatively seamlessly, and it's easy to customize most things.

My only real complaint, if you could call it that, is that the default library for GCS (or at least my version), in terms of advantages and disadvantages, but mostly in terms of equipment, is not exhaustive. If it's in Basic, you're fine, and it has pretty good coverage of Martial Arts and Power-Ups 2: Perks, but nothing for High-Tech or Low-Tech (so many guns that require manual entry...).

Additionally, GCS (or, again, my version of it) cannot accommodate the LT hit location system, which forced me to make a lot of notes in the equipment section of sheets to detail exactly which armor pieces were doing what, and how. I don't know if this is a feature that GCA offers, though.
Tortuga
player, 139 posts
Sat 7 Jul 2012
at 15:26
  • msg #32

Re: The Lounge II

GURPS Rifts. Yay? Nay? Meh? 250 points, probably, so some of the more outre sorts of OCC wouldn't be do-able, but I wouldn't be restricting players to Templates or trying to recreate the rules in GURPS. Just using some of the background fluff.
The_Wrathchild
player, 40 posts
Sat 7 Jul 2012
at 15:42
  • msg #33

Re: The Lounge II

Definately!
The_Wrathchild
player, 41 posts
Sat 7 Jul 2012
at 15:42
  • [deleted]
  • msg #34

Re: The Lounge II

This message was deleted by the player at 15:58, Sat 07 July 2012.
Tortuga
player, 140 posts
Sat 7 Jul 2012
at 15:48
  • msg #35

Re: The Lounge II

Idea One: Deadboys go rogue. PCs are a squad of Coalition soldiers who, for whatever reason, abandon their duties and go AWOL.
Tortuga
player, 141 posts
Sun 8 Jul 2012
at 15:57
  • msg #36

Re: The Lounge II

GURPS Torg could also work really well. What do you all think? GURPS Rifts or GURPS Torg?
The_Wrathchild
player, 42 posts
Sun 8 Jul 2012
at 17:07
  • msg #37

Re: The Lounge II

Torg is unfamiliar to me. I'm for AWOL coalition soldiers ;-)
Tortuga
player, 142 posts
Thu 12 Jul 2012
at 20:50
  • msg #38

Re: The Lounge II

I spoke a tad prematurely; apparently I sold all my Rifts books on ebay a few years ago and forgot about it.

I'd still like to run some kind of sci-fi high tech campaign. Cyberpunk?
Digital Mastermind
player, 63 posts
Publisher of D&D content
Supporter of GURPS design
Sat 14 Jul 2012
at 19:09
  • msg #39

Re: The Lounge II

Well this sucks.. I just read that Silveroak was banned =|  From what I could discern, he basically spent his life here and ran some very dedicated games.  I would've even partaken if not for his befuddling typing skills.
Tortuga
player, 143 posts
Sat 14 Jul 2012
at 19:12
  • msg #40

Re: The Lounge II

Yeah, to be honest that was really hard to get around.
Mad Mick
GM, 59 posts
Sun 15 Jul 2012
at 10:31
  • msg #41

Re: The Lounge II

The guy I'm wondering about is kurlumbenus.  Anyone know what happened to him?  He shows up in the Chamber of Lost Souls, but that ban dates from before I played with him.
LandWalker
player, 98 posts
Sun 15 Jul 2012
at 12:56
  • msg #42

Re: The Lounge II

I knew that Kurly was banned, but I'm not sure what for. In the Chamber, he's listed as having duplicate accounts, but that's from 2008 and I know for a fact he's been around since then. I couldn't find anything on his "final offense," but given his... nature... it's not surprising that he eventually crossed a line somewhere.
Tortuga
player, 144 posts
Sun 15 Jul 2012
at 13:10
  • msg #43

Re: The Lounge II

His nature?
MazVN
player, 22 posts
Sun 15 Jul 2012
at 13:21
  • msg #44

Re: The Lounge II

Digital Mastermind:
From what I could discern, he basically spent his life here and ran some very dedicated games.

Thats not really ground for banning is it? because then I think a lot more people would get banned ;)

I didn't know him, so can't say or even guess why.
LandWalker
player, 99 posts
Sun 15 Jul 2012
at 13:25
  • msg #45

Re: The Lounge II

MazVN:
Digital Mastermind:
From what I could discern, he basically spent his life here and ran some very dedicated games.

Thats not really ground for banning is it? because then I think a lot more people would get banned ;)

I didn't know him, so can't say or even guess why.

The Chamber states that Silveroak was banned for making litigious threats against the moderators, which had been previously established as a big no-no for anyone with any interest in continuing their presence on the site. I'm not sure what the details of the situation are, but there it is.

Edit: Nice try, Tortuga. I'm on to you!
This message was last edited by the player at 13:30, Sun 15 July 2012.
Tortuga
player, 145 posts
Sun 15 Jul 2012
at 13:38
  • msg #46

Re: The Lounge II

^ shakes fist!

LandWalker:
The Chamber states that Silveroak was banned for making litigious threats against the moderators, which had been previously established as a big no-no for anyone with any interest in continuing their presence on the site. I'm not sure what the details of the situation are, but there it is.


I dimly remember that. I think he had some comments moderated or something relatively minor, and flipped out about it. I was in a game with him at the time.
This message was last edited by the player at 13:39, Sun 15 July 2012.
MazVN
player, 23 posts
Sun 15 Jul 2012
at 14:25
  • msg #47

Re: The Lounge II

I'm asking as I already had a sort of brush´in with the mod. as I for the first time, started an Adult game and they didn't agree that the players had made the proper statement of age (which I thought they had by simply stating age and country).

Anyway, it came down to a discussion about them referring to the FAQ as "the rules" and me arguing that a FAQ can't be refereed as rules in the sense that you must read a FAQ before posting on a board (or running a game in this case). And then again a short time after confusion over uploading of avatar-pictures where one guide say one thing but it was expected that you had read the FAQ on it.

Anyway some of the things the moderators focus heavily on, confuse me slightly. So its always good to know on what grounds people get banned. So as not to make the same mistakes.
This message was last edited by the player at 14:29, Sun 15 July 2012.
Tortuga
player, 146 posts
Sun 15 Jul 2012
at 14:34
  • msg #48

Re: The Lounge II

Threatening to sue will get you banned.
steelsmiter
player, 80 posts
Thu 19 Jul 2012
at 20:25
  • msg #49

Re: The Lounge II

I had 1 language warning because I don't always censor myself. I like F bombs, S Bombs, GD bombs and a few other bombs that don't have anything to do with Ordinance.
steelsmiter
player, 81 posts
Thu 19 Jul 2012
at 20:43
  • msg #50

Re: The Lounge II

the Discworld Zombie Edna Coates* is looking for an Ankh Morpork Police Proceedural game. Her only requirement is enough points to buy Injury Tolerance (Unliving; Independent Body Parts (with Nuisance Detachment at whatever value the GM thinks it is worth))...
quote:
"Thank you sir, you won't regret hiring me..." Edna moves to pull her hand from Vimes' desk... The hand remains and she holds her stump in the air as if to shake Vimes' hand "Oh dear me I'm sorry!"


*Yes, she was related to Ned Coats but she lived, and... er, died after the Glorious 25th of May.
Mad Mick
GM, 60 posts
Fri 20 Jul 2012
at 08:01
  • msg #51

Re: The Lounge II

A GURPS Discworld game would be great fun.  =)
The_Wrathchild
player, 43 posts
Mon 23 Jul 2012
at 21:19
  • msg #52

Re: The Lounge II

This would really be the wrong time to start something The Walking Dead-esque, wouldn't it?

Pee Kitty's Post-Apoc books are on the way, and Kromm is writing GURPS Zombies ...

It's clearly the wrong time!

And I'm already running a game ...

Oh, the itch!
Tortuga
player, 147 posts
Mon 23 Jul 2012
at 21:41
  • msg #53

Re: The Lounge II

Do eeeet.
The_Wrathchild
player, 44 posts
Mon 23 Jul 2012
at 21:50
  • msg #54

Re: The Lounge II

You're no help at all! ;-)
Tortuga
player, 148 posts
Mon 23 Jul 2012
at 21:53
  • msg #55

Re: The Lounge II

C'mooooooonnnnn
Digital Mastermind
player, 64 posts
Publisher of D&D content
Supporter of GURPS design
Tue 24 Jul 2012
at 05:30
  • msg #56

Re: The Lounge II

I don't like the development of the newly deceased simply reanimating.  It's nonsensical.  28 Days later style makes the most sense biologically.
The_Wrathchild
player, 45 posts
Tue 24 Jul 2012
at 06:05
  • msg #57

Re: The Lounge II

Why do I suddenly feel like I caught in an "episode" of "Texts from Dog"? (btw - if you don't know about that one already, google it. You'll die. Laughing. Very appropriate for this little debate).

Sensemaking and Zombies?

Well, the scene from TWD in the CDC facility where they showed a video of an animation in progress made it feel perfectly sensible ...

... or something. IMHE Sense is sometimes overrated ;-).
This message was last edited by the player at 18:09, Tue 24 July 2012.
Tortuga
player, 149 posts
Tue 24 Jul 2012
at 12:27
  • msg #58

Re: The Lounge II

I find it perfectly sensible that the people caught in a zombie uprising may never even find out just why the zombies got up and started ambling around.
Mad Mick
GM, 61 posts
Tue 24 Jul 2012
at 15:03
  • msg #59

Re: The Lounge II

A zombie/Walking Dead game would be loads of fun.  =)
Digital Mastermind
player, 65 posts
Publisher of D&D content
Supporter of GURPS design
Tue 24 Jul 2012
at 15:17
  • msg #60

Re: The Lounge II

I like the infected and overtaken angle, not the walking undead angle.  That's just my viewpoint.  ...And 'sprinters' scare me shitless, for the shat hath already been given at the thought of nay but ONE sprinter :P
The_Wrathchild
player, 46 posts
Tue 24 Jul 2012
at 18:27
  • msg #61

Re: The Lounge II

@Mick: STOP IT!

;-)

Just to further illustrate my brittle state, take a look here: link to another game

Would that be interesting? Not saying that I'm doing it, though ... not now anyways.
pesterfield
player, 50 posts
Tue 24 Jul 2012
at 18:45
  • msg #62

Re: The Lounge II

That would be interesting.

You'd need to figure a way to give out survival skills quickly though, most realist characters wouldn't have any.

A few examples of the kind of average people you want would also be helpful.
This message was last edited by the player at 18:49, Tue 24 July 2012.
steelsmiter
player, 82 posts
Tue 24 Jul 2012
at 21:51
  • msg #63

Re: The Lounge II

Sooo... if anyone's up for playing around with 4th edition conversion I've got a Edna built for a 125 point game with a few points in reserve.
Tortuga
player, 150 posts
Tue 24 Jul 2012
at 21:59
  • msg #64

Re: The Lounge II

what's an Edna
steelsmiter
player, 83 posts
Tue 24 Jul 2012
at 22:01
  • msg #65

Re: The Lounge II

steelsmiter:
the Discworld Zombie Edna Coates* is looking for an Ankh Morpork Police Proceedural game. Her only requirement is enough points to buy Injury Tolerance (Unliving; Independent Body Parts (with Nuisance Detachment at whatever value the GM thinks it is worth))...
quote:
"Thank you sir, you won't regret hiring me..." Edna moves to pull her hand from Vimes' desk... The hand remains and she holds her stump in the air as if to shake Vimes' hand "Oh dear me I'm sorry!"


*Yes, she was related to Ned Coats but she lived, and... er, died after the Glorious 25th of May.


"a Edna" is me failing to delete the complete phrase "a character" in reference to the above quote.

Sorry for the confusion.
This message was last edited by the player at 22:01, Tue 24 July 2012.
MazVN
player, 24 posts
Tue 24 Jul 2012
at 22:06
  • msg #66

Re: The Lounge II

In reply to The_Wrathchild (msg # 61):

You do not have time for any more games! Not that I RTJ the zombie-game or anything O:)
The_Wrathchild
player, 47 posts
Wed 25 Jul 2012
at 07:32
  • msg #67

Re: The Lounge II

OK - let's guage the ACTUAL interest, as in who'll actually RTJ ...

Maz would, evidently ;-)

And no, it'd still not be right now - mayhap in a month or two. Go to the link above  and let your RTJ's do the talkin'
Tortuga
player, 151 posts
Wed 25 Jul 2012
at 23:31
  • msg #68

Re: The Lounge II

Is there sufficient interest for a GURPS/Cyberpunk 2020 sort of game?
Tortuga
player, 153 posts
Wed 1 Aug 2012
at 15:06
  • msg #69

Re: The Lounge II

I want to run some kind of contemporary or future GURPS game. One of the following:

1. Cyberpunk. Probably borrowing heavily from Cyberpunk2020.PCs are street operatives, working and hustling, selling their talents as troubleshooters to the highest bidder. 200 points,

2. GURPS Monster Hunters. The players are convicted felons given the chance to avoid death row or life sentences if they work as a paramilitary squad hunting down and eliminating monsters for the Man. 400 points; GURPS Monster Hunters 1 required for the templates.

3. Space. Aliens offered humanity the chance to join stellar society; the governments refused. Those who disagree have been paying to have themselves smuggled into space. The players are normal folks who've decided to take their chances leaving Earth behind. 150 points.

Any interest? Preferences?
Remel
player, 2 posts
Wed 1 Aug 2012
at 21:59
  • msg #70

Re: The Lounge II

In reply to Tortuga (msg # 69):

I'd be interested in 1) or 3). Characters over 250pts outside of a DF game don't really have any interest for me.
The_Wrathchild
player, 51 posts
Thu 2 Aug 2012
at 04:54
  • msg #71

Re: The Lounge II

Monster Hunters would be most likely to draw me in ...
trooper6
player, 63 posts
Thu 2 Aug 2012
at 05:29
  • msg #72

Re: The Lounge II

I'd be interested in the cyberpunk game!
The_Wrathchild
player, 52 posts
Sun 5 Aug 2012
at 05:32
  • msg #73

Re: The Lounge II

... which of course sounds good as well :-). Let's go get it on!
Tortuga
player, 155 posts
Thu 9 Aug 2012
at 13:18
  • msg #74

Re: The Lounge II

Posted this: link to a message in another game to the game proposal board, but since GURPS is one of the proposed systems I thought I'd drop notice here too and see what you all thought of the idea. I'd honestly prefer GURPS but I'll go with something else if I don't get the interest I need.

Warning: This will be one of those low-power low-fantasy stat-normalization sorts of games. ;)
This message was last edited by the player at 13:20, Thu 09 Aug 2012.
Johnny Angel
player, 39 posts
Sun 19 Aug 2012
at 01:15
  • msg #75

Re: The Lounge II

Tortuga:
Posted this: link to a message in another game to the game proposal board, but since GURPS is one of the proposed systems I thought I'd drop notice here too and see what you all thought of the idea. I'd honestly prefer GURPS but I'll go with something else if I don't get the interest I need.

Warning: This will be one of those low-power low-fantasy stat-normalization sorts of games. ;)



Sounds interesting.
Bane Root
player, 2 posts
Thu 30 Aug 2012
at 18:50
  • msg #76

Re: The Lounge II

I had a thought the other day. What about a group collaboration in which we create a universe, a world, a setting complete with a detailed history to play in? what if we used the game Microscope http://www.lamemage.com/ to create the world and once it was created we play within it?

Would there be interest in such an undertaking? We could use the Microscope rules to play out the creation of the world and once it was complete, we could play in the game world and have a definite, creative, vested interest in the game. Obviously when we play it will be using GURPS 4th edition rules.

Below is a review of Microscope from http://rpggeek.com/thread/7164...re-a-game-microscope


Microscope In A Nutshell

In Microscope you outline a vast history and then zoom in and role-play the bits that interest you. You can create and play epics like the entire Dune series or the Silmarillion. Empires rise and fall, mankind conquers the stars, and so on. Instead of open collaboration, each player builds independently on what other people have already established, so you're constantly surprised by the details that emerge as you play.

First things first

Microscope is different from a lot of other role-playing games, so let's start off by eliminating some possible misconceptions. You don't have a single character. You'll play many different characters throughout the game. You may play characters other people played in previous scenes.

You don't play the game in chronological order. You build from the outside in, knowing how the history ends and then going back and exploring the middle. If in one scene the New Columbia sea dome is cracked by Soviet torpedoes, that story isn't over. You can always go back and explore what happened before it was destroyed. You might wind back and role-play the visionaries who built the dome, or dig into the sub commander's career at the academy to find out why he was willing to pull the trigger. You could play four more sessions and then have someone suddenly say "Oh, remember that Soviet sub commander from game one? I'm doing a scene from right before he fired the torpedoes."

What Do You Need To Play?

Three to four people is best, but you can go up to five in a pinch. People say they've had great seven player games but I can't imagine it. You can also play really great two-player Microscope games. You'll need a lot of index cards. I like the 2"x3" blank flash cards, but normal index cards are fine. Some table space or other flat space to lay out all your history cards (wind is the enemy). Pens or pencils. And you need the rules.

Setup: Thousands of Years in One Sentence

To start a new history, all you need is a simple summary like "mankind flees the dying Earth and spreads into the stars." That's your whole history in it's simplest form. Everything you do during the game will expand or explore that one line synopsis.

Next the group decides how your history begins and ends, establishing bookends on your story. That's right, you know how the entire history is going to end before you even start play. But you don't know the interesting bits, how and why it turned out that way. That's what you're going to discover in the rest of the game.

To make sure everyone's on the same page about the kind of fiction you're making, you then create a Palette of things you want to allow or ban from your history. You might make a fantasy setting but require all wizardry to be powered by mana drawn from the natural elements, or create a sci fi setting and forbid humanoid aliens. Then you're ready to start exploring your history.

Play: Zooming In & Out, Jumping Forward & Backward

Play is simple. On your turn you get to create a piece of history. You can make one of three things: either a Period (a large swath of time in the history), an Event (a specific thing that happens inside a Period, like a city being sacked or a soldier coming home from the wars), or a Scene (role-playing to find out what happens in a particular moment in an Event). It's a three-level outline: Periods contain Events which contain Scenes. You put down a card for each thing you make to keep track of the timeline.

You can create new Periods, Events or Scenes anywhere in the history, jumping backward or forward or zooming in and out however you want (q.v. you will not play in chronological order). To keep everyone's contributions connected, players take turns as the Lens, the person who picks a particular Focus that play will center around. So if the current Lens decides the Focus is going to be the magical sword Durandal, then for that round each player must make history that somehow relates to that sword. One player might make an Event where a warrior carrying the sword meets his wife, and another might jump back to a much earlier Period and show the sword being forged by ancient druids. So long as it relates somehow, it's okay.

If it's your turn, you have nearly unlimited authority, so long as you don't contradict anything we already know about the history. But because you can only make one thing on your turn, and you can't make a zoomed in piece of history without something to contain it (a Scene has to be inside an Event, etc.) more often than not you're building on something someone else created. If you want to role-play a Scene, you're probably setting inside an Event someone else described, which is itself inside a whole Period another player invented. So you're simultaneously independent and dependent on what others have made.

(there are other interlocking mechanics I'm not touching on, like deciding whether history is Light or Dark or adding Legacies)

We Role-play Together

When a player makes a Period or Event, they have absolute power to make whatever they want. There is no veto and coaching is forbidden.

But when someone creates a Scene everyone role-plays together to decide what happens. The player making the Scene poses a Question about the history (like "can the seventh rune of power destroy the very gods" or "did Captain Falkes know his wife was cheating on him"). That Question is the agenda for the Scene and we play until we learn the answer. The current player frames the scene (where is it, what's going, where does it fall in the Event), then everyone picks characters they want to role-play. Characters can be people we have already heard about in the history or people invented on the spot. Different players may have different ideas of what they think the answer should be and you choose characters that let you push the answer you want.

How does the game end?

It doesn't! Since you can always go back and add more detail, you can play the same history as long as you want. It's a fractal game. You stop playing a particular history whenever you think you've done enough, or when you're out of time to play. But you can always pack up the cards and come back to it later.

Where's the kaboom?

So everybody has vast creative power and no one has a veto. How can that possibly work? It sounds like a recipe for disaster, doesn't it?

There are a couple of critical factors that make it possible. The freedom to jump anywhere within the history means that if someone makes something you don't like, you just don't build on it. In a linear (normal) game what happens now determines what must happen next (if we attack the king, that irrevocably changes the plot). In Microscope it doesn't at all. Also, because you know how the history ends from the very start and have overviews of how Periods and Events end when they're first described, everyone is working within common boundaries. You can't stray too far off because you know where you need to wind up. Add the Palette synchronizing expectations, and it means you can give everyone vast creative authority without having the game explode.

World Building, or "Look on my works ye Mighty and despair"

When you're done, you've got a game world that everyone in the table has deep ownership in, because you made it together through an iterative process. The stuff that got built on and expanded was what everyone liked. Nine times out of ten, someone will say "Wow, I want to break out [d20/GURPS/FATE] and play a campaign in this world!" Which you absolutely can. In a way the entire process of playing Microscope brings the fun of being a GM and building a world to the table and makes it part of play.

I've played almost 70 games of Microscope with a lot different people, from veteran gamers to people who'd never role-played before. We playtested it for two years (and five separate versions) before arriving at the final rules. There's not a lot in Microscope that's accidental or hasn't gone through a lot of examination."

Gurpser
player, 20 posts
Sat 1 Sep 2012
at 23:31
  • msg #77

Re: The Lounge II

In reply to Bane Root (msg # 76):

Sounds like fun, but I don't want to buy Microscope, and wont pirate it. What's the feasibility of someone without that rule set participating?
jmurrell
player, 1 post
Sun 2 Sep 2012
at 04:12
  • msg #78

Re: The Lounge II

I am working up to running a game as detailed here: link to a message in another game.  As I plan on using GURPS for most of them, I thought I would mention it here as well.

Jeff
Bane Root
player, 3 posts
Tue 4 Sep 2012
at 06:52
  • msg #79

Re: The Lounge II

Gurpser:
In reply to Bane Root (msg # 76):

Sounds like fun, but I don't want to buy Microscope, and wont pirate it. What's the feasibility of someone without that rule set participating?


Im still trying to acquire it myself and dont want to pirate it/buy it on Amazon either... I'll update you if/when I get a copy.
navanod
player, 9 posts
Sat 8 Sep 2012
at 00:31
  • msg #80

Re: The Lounge II

Re: Microscope.

Howdy all.  I don't post in the Lounge much (more of a lurker, really), but I did catch the above discussion about Microscope.  I checked out the review, and was intrigued enough to bite the bullet and buy it.  I've been itching to give it a test drive all week long, but my local group has been up and down with some kind of bug all week.  So, I thought I'd throw out an offer here for those of you who might be interested.

I'm looking for a small group (me plus 2 or 3 more) to give the rules a test drive.  You shouldn't need a copy of the rules yourself; they're very rules-lite once you get going, and the concepts are very straight-forward (bordering on genius, considering what you can do with them).  So, if you're interested in giving it a try, let me know here or rmail me.  I'm willing to oversee everything and explain the rules; if we get some interest, we'll give it a try.

Cheers,
Navanod
Bane Root
player, 4 posts
Sat 8 Sep 2012
at 03:07
  • msg #81

Re: The Lounge II

navanod:
Re: Microscope.

Howdy all.  I don't post in the Lounge much (more of a lurker, really), but I did catch the above discussion about Microscope.  I checked out the review, and was intrigued enough to bite the bullet and buy it.  I've been itching to give it a test drive all week long, but my local group has been up and down with some kind of bug all week.  So, I thought I'd throw out an offer here for those of you who might be interested.

I'm looking for a small group (me plus 2 or 3 more) to give the rules a test drive.  You shouldn't need a copy of the rules yourself; they're very rules-lite once you get going, and the concepts are very straight-forward (bordering on genius, considering what you can do with them).  So, if you're interested in giving it a try, let me know here or rmail me.  I'm willing to oversee everything and explain the rules; if we get some interest, we'll give it a try.

Cheers,
Navanod


I am interested obviously.
navanod
player, 10 posts
Sat 8 Sep 2012
at 03:24
  • msg #82

Re: The Lounge II

Well then, me and thee and one more makes three, and if Gurpser wants in, that makes four, which is probably the most I can manage for the time being.  So, here's the link - link to another game.  Head on over and sign up.  I'll get started putting up the high points in the morning.
This message was last edited by the player at 23:42, Mon 10 Sept 2012.
Magic Mushroomcloud
player, 10 posts
Wed 14 Nov 2012
at 18:09
  • msg #83

Re: The Lounge II

Hiya.

As someone that's never GM'd before but is curious to try, let me ask you folks: just how important are detailed maps in a game?

I've been able to write several storylines, settings, characters, etc., but the main thing that keeps stopping me are the maps. I'm absolutely terrible at creating them in every medium I've tried; I'm no cartographer, and I never will be, and that makes me sad.

Any of you have the same problem? Have you never noticed a need for detailed maps in your games? Can you make it work without the maps and, if so, how do you do that? Is it one of those things that a "good GM" just has to be able to do?
Witchycat
player, 37 posts
Furry Kitty with
a witch's hat
Thu 15 Nov 2012
at 00:26
  • msg #84

Re: The Lounge II

I have GM'd a bit and would say the importance of maps depends on the game.  If it is important to the story, I try to find something I can use as I am like the worlds worst artist.  The only other thing is to just discribe the scene really well.
jason254
player, 9 posts
Thu 15 Nov 2012
at 01:20
  • msg #85

Re: The Lounge II

I don't think detailed world maps are all that important.  As long as you can come up with something legible and has all the major points covered that's all that really matters.  No one's going to care how well it's done.  Detailed maps probably matters more for battles.  I've never used it but map tools, for battle maps at least, is pretty popular.
Mad Mick
GM, 63 posts
Thu 15 Nov 2012
at 10:31
  • msg #86

Re: The Lounge II

I found a nifty little app called Hex Map that I've been playing around with on my iPod.  MapTools is great, though, and fairly easy to use.  The biggest thing is putting together an image library.
MazVN
player, 29 posts
Thu 15 Nov 2012
at 10:35
  • msg #87

Re: The Lounge II

Magic Mushroomcloud:
Hiya.

As someone that's never GM'd before but is curious to try, let me ask you folks: just how important are detailed maps in a game?


Hi. As the others I would say "it depends". [sorry this got a bit long]

First off it depends if you mean in real life or here on rpol.
IRL it is much less important as the players can simply ask if unsure and get an instant reply "How far am I from the car" or "Can I reach the orc this turn?". In fact, I am of the opinion that a battlemap IRL might actively get in the way of the story. Once you put down a battlemap players tend to go into boardgame mode and forget everything about roleplay and only do roll-play. The game also tends to slow down the game and make it lose dramatic tension. So, when playing IRL I try to minimize my map use. And when I do need them, make do with hastily drawn sketchy outlines. This is also to keep the images in our head where they are much more alive. Once you have a detailed map and especially if you have miniatures, players tend to forget the images in their head and only see what's in front of them - which will always be less impressive than what you can picture with your imagination.

But, I suspect that you are talking about rpol ;)

---

On rpol maps are much more important as the players can't get a quick instant reply to a question. And it doesn't take away from the mental images as you do not have the map in front of you in the same way.
But, that doesn't mean you have to have it, nor that it have to be detailed in any way. But again it depends.
For instance, here on rpol I tend to run battle heavy games, to the point where the battle is the focus of the game, and everything around it is fluff to link the battles. The battles are the places the characters get to play out their strength and weaknesses, show their individuality and make important decisions. So, of course in those game I need a good map just as much as an investigation game needs a detailed setup so the players can solve the mystery. It becomes important to have lots of different object on the map the characters can interact with and allow them to choose between depending on their abilities and personality. That said, the map could as easily be a black and white MSpaint drawn map with a hexgrid overlay. but, since this IS the focus of those games I tend to make a lot out of the maps as it makes the game more exiting and alive.

But, in any game where combat isn't the focus, it shouldn't be necessary. And as for IRL games a battlemap might ruin dramatic tension. For instance, in a zombie survival game it might take away a lot of the tension to know exactly how many yards the zombies are from you exactly how many there are.
In general I also feel that "games with guns" tend to work better without a map. Or, rather, "games with guns" often run into situations that are difficult to portray using maps. A firefight in a staircase. A long-rang encounter with 100s of yards in-between the combatants, an urban combat with people in windows on top of houses, inside buildings an down a street in cover behind cars. All of these situations work better without a battlemap.
Another argument for not needing a map is that unlike IRL if you make a detailed description, the players can always go back and reread it if they are unsure. Where IRL people might overhear or misunderstand something you say.

The only place I think it would be unwise to avoid maps is if melee-combat is somehow important to the game. As all the rules for weapon reach and facing is very important in melee and cumbersome to explain and keep track of without a map. But, thats assuming you are using all the Tactical Combat rules. If you ignore weapon reach and facings, then ta map isn't necessary after all.

---

tl;dr No a detailed map isn't a requirement at all. sometimes a sketchy map might be a good idea. Sometimes a map will get in the way of the story.
Magic Mushroomcloud
player, 11 posts
Thu 15 Nov 2012
at 16:24
  • msg #88

Re: The Lounge II

Thanks for the input, guys! And yes, I was talking about RPoL ^_^

I've tried MapTools, but I haven't been able to really get a knack for it; my main issue is that I can't find the images I need or like. Mostly I want to try an Age of Sail campaign, and everything I've been able to find is either super-science future or D&D past. Does anyone know where I could fine decent 16th-18th century images, or even anything close?

I've been pointed to HexMap before, actually, but I thought it only did outdoor environments; is that right?

The MSPaint scratch pad method of mapping seems about my speed - very little detail, but enough to give the players an idea. How would you draw something in Paint and post it online? You'd need a Photobucket account or something, right?

Sort of a related question (and my last one, I promise): are you often inclined to ignore the Tactical Combat rules? My own theoretical campaign there would be a lot of fencing and swashbuckling, so I think it would be safe to say that melee combat would be a big part. Imagine the fight scenes in Princess Bride (particularly Inigo vs. Wesley); would you need a map to run those fights? Could you do it without and still maintain the sense of action and drama?
MazVN
player, 30 posts
Fri 16 Nov 2012
at 11:40
  • msg #89

Re: The Lounge II

Posting from phone, so short answer.

It depends how detailed you want the combat to be. One of the nice things about using the tactical combat system is that you can really emerge yourself in the tactical details. Reach and mobility suddenly become very important, and _player skill_ starts to play a role. Expert knowledge of the rules /can/ help a weaker character win over an opponent. I like all of that. But for a more climatic storydriven game. It might get in the way of the story and you might prefer to stick to basic rules. You could even allow a duel be resolved was quickly as a quick contest roll.

So, really, it depends on what you want. GURPS is a toolbox. What tools you need from the box depends on what you are trying to build.

...maybe its a good thing I can only post from my phone XD
LandWalker
player, 104 posts
Sat 29 Dec 2012
at 16:51
  • msg #90

Re: The Lounge II

I am contemplating putting together a very loose arena for the purpose of play-testing a house-ruled ST-Based Damage system. As a fair disclaimer, it's a very complicated system (the kind that uses an Excel spreadsheet), so I don't expect it will be everyone's cup of tea.

Would anyone here be interested in participating in (or learning more about) such a playtest arena?

I am, of course, happy to answer any questions if y'all would like more details about it.
Ceredyn
player, 2 posts
Sat 29 Dec 2012
at 17:43
  • msg #91

Re: The Lounge II

I'm having the devil of a time getting RPMaptools to load properly from the download site.  Does anyone know if there's a Disc I can purchase that downloads everything all at once without having to download and unzip each and every individual file?

I'm a technical moron so am struggling here...

Similarly, does anyone know where I can find an overlay that can line up with hex grids that shows each grid numbered?
Ceredyn
player, 3 posts
Fri 4 Jan 2013
at 15:43
  • msg #92

Re: The Lounge II

Would you consider the Advantage "Extra Attack" for a human be considered Cinematic?  Sword fighter wants to buy "Extra Attack" to shield bash in the same turn without the 2 attacks per round penalty (and countered the -4 off hand penalty with Ambidexterity).

I don't see anything inherently wrong with it, seeing the player spent a crapload of points for it, plus I know of some martial arts that are non cinematic that allow for combinations that allow 2 attacks per turn.

So whaddyathink?

I who am normally very conservative, tend to think its NOT necessarily cinematic, but I'd like to hear from my betters.
Tortuga
player, 166 posts
Fri 4 Jan 2013
at 15:56
  • msg #93

Re: The Lounge II

Well, Dual Weapon Attack is a cinematic technique, so why wouldn't Extra Attack be cinematic? (Since point cost isn't what makes things cinematic or realistic)
This message was last edited by the player at 15:56, Fri 04 Jan 2013.
Ceredyn
player, 4 posts
Fri 4 Jan 2013
at 16:05
  • msg #94

Re: The Lounge II

Good point. Hence, my gut reaction to be wary of Extra Attack.
hedonismbot
player, 1 post
Fri 4 Jan 2013
at 16:11
  • msg #95

Re: The Lounge II

Ceredyn:
Sword fighter wants to buy "Extra Attack" to shield bash in the same turn without the 2 attacks per round penalty (and countered the -4 off hand penalty with Ambidexterity).


Just a note, if he's only looking for shield bash he can save points by not getting Ambidexterity. According to Sean Punch shield bash is not subject to off-hand weapon penalties: http://forums.sjgames.com/showthread.php?t=38490
Tortuga
player, 167 posts
Fri 4 Jan 2013
at 16:22
  • msg #96

Re: The Lounge II

What if he wants to use two shields at once and just go to town that way?
jason254
player, 10 posts
Fri 4 Jan 2013
at 16:24
  • msg #97

Re: The Lounge II

I did a quick search for "extra attack" in basic and found this on B13:

Warrior. A professional fighter
needs high ST, DX, and HT, and might
wish to buy up Hit Points and Basic
Speed. Useful advantages include
Combat Reflexes, Hard to Kill, and
High Pain Threshold; cinematic warriors
should also consider Extra Attack
and Weapon Master.
Combat skills are
a must, and Leadership, Strategy, and
Tactics can help. Modern commandos
should add skills such as Explosives,
Forward Observer, and Parachuting.


I would consider anything mentioned in the same breath as weapon master cinematic.  :)
pesterfield
player, 51 posts
Fri 4 Jan 2013
at 18:11
  • msg #98

Re: The Lounge II

Extra Attack itself says normal humans can buy one level, it represents unusually good coordination.
MazVN
player, 32 posts
Fri 4 Jan 2013
at 19:12
  • msg #99

Re: The Lounge II

(sorry for responding to old post, you might have gotten things to work, but hadn't' seen the message).
Ceredyn:
Does anyone know if there's a Disc I can purchase that downloads everything all at once without having to download and unzip each and every individual file?

I don't think there is. But you shouldn't have to download several files. All you should need is one and then unzip it. It's been a while since I installed it to a new device but as far as I recall, you do not even install it as such. You just unzip it to the desired location and the first time you run it, it automatically create a couple of folder in your windows/user folder (like default maps and resources).

So get this zip: http://www.rptools.net/downloa.../maptool-1.3.b87.zip
Unzip it to wherever you want.
Run it, and you should be good to go :)

Ceredyn:
Similarly, does anyone know where I can find an overlay that can line up with hex grids that shows each grid numbered?

Yes, it's pretty annoying Maptools can't put coordinates on hex'es :(

What I do is take the map-picture and then use: http://www.nomic.net/~uckelman/mkhexgrid/ to create a transparent hex-grid with coordinates and lay it over the map, then load the map into Maptools.

mkhexgrid takes some getting used to as well. I suggest using something similar to the following as the spec-text:
columns = 30
rows = 42
hex-side = 22
grid-grain = v
output = png
outfile = tut1.png
grid-color=000000
coord-distance = 0
coord-format=%C%r
coord-size=8
coord-color=000000
bg-opacity=127
antialias=true
But change rows and columns to you prefered size, of course.
This message was last edited by the player at 19:16, Fri 04 Jan 2013.
MazVN
player, 33 posts
Fri 4 Jan 2013
at 19:27
  • msg #100

Re: The Lounge II

Ceredyn:
Would you consider the Advantage "Extra Attack" for a human be considered Cinematic?  Sword fighter wants to buy "Extra Attack" to shield bash in the same turn without the 2 attacks per round penalty (and countered the -4 off hand penalty with Ambidexterity).

I don't see anything inherently wrong with it, seeing the player spent a crapload of points for it, plus I know of some martial arts that are non cinematic that allow for combinations that allow 2 attacks per turn.

So whaddyathink?

I who am normally very conservative, tend to think its NOT necessarily cinematic, but I'd like to hear from my betters.

Alternatively you could do this as a combination attack (MA p.80). It's actually not that much cheaper, but it is the more realistic alternative.

For instance:
Combination (Shield bash/Face + Broadsword thrust/Torso vitals)
 Initially this is at -11/-9
  Put 9 points into this technique and your up to -5/-3
   Also buy Targeted Attack(Shield bash/Face) for 5 points and you attack at -2/-3.
    Finally get Targeted Attack(Broadsword thrust/Torso-vitals) for 4 points and you are now at -2/-1.

So you now have a technique bought for 18 points that allows you to make a very specific but also deadly trademark manoeuvre "bash and stab" where you first attack the targets face with your shield, at a -2 penalty (potentially stunning him). And then stab him in the vitals with your sword at a -1 modifier. All for 18 points.


This is actually a pretty good move. Shield being an Easy skill is cheap to get a level higher and faces are often relatively unarmoured so the low damage doesn't matter as much. And if the shield hit, remember that any injury to face requires a Knockdown and Stun check. The follow-up vital thrust is always deadly, but now the target has lower defense (as it's attack nr. 2) and the target might be stunned!
 Hit or not, this move also opens up for being able to Feint with your shield (requires you to have actually made an attack using the shield). This is good because, again, Shield is Easy so it's cheap to get a high skill with it, and getting a high skill now serves both an offensive and defensive purpose.
finally I wasted some points on making both attack targeted attacks. You could get a regular shield bash/sword thrust for as little as 9 points at +0/+0. But this one has more style, and the targeted attacks can be used outside of this specific combination as well :)
This message was last edited by the player at 19:36, Fri 04 Jan 2013.
Ceredyn
player, 5 posts
Fri 4 Jan 2013
at 19:33
  • msg #101

Re: The Lounge II

These are great suggestions and thanks also for the guidance on Maptools.  Im such a technological dinosaur!  lol
MazVN
player, 34 posts
Fri 4 Jan 2013
at 19:37
  • msg #102

Re: The Lounge II

In reply to Ceredyn (msg # 101):

NP. I ended up editing the suggestion to give it a bit more ...style. Sorry if it confuses now that you had already read it :\
pesterfield
player, 52 posts
Fri 4 Jan 2013
at 19:42
  • msg #103

Re: The Lounge II

The Trademark Move perk let's you add +1 to the all skill rolls for a move like that.
RedSabaron
player, 21 posts
Fri 4 Jan 2013
at 20:09
  • msg #104

Re: The Lounge II

My experience with Extra Attack is that it plays poorly with skill caps. It isn't a very good deal otherwise; you could put those 25 points into the skill for +6, which buys off a Rapid Strike penalty quite nicely. I suppose it does work better when you're trying to do something like shield bash/stab, but there's nothing stopping the user from instead deciding to stab twice.
jason254
player, 11 posts
Fri 4 Jan 2013
at 20:33
  • msg #105

Re: The Lounge II

If you shield bash I assume you can't block with it during that turn, but what about dodge?  Would the shield still help your dodge after an attack?

This combo is cool, but it seems it would hurt your defenses.
MazVN
player, 35 posts
Fri 4 Jan 2013
at 20:34
  • msg #106

Re: The Lounge II

In reply to RedSabaron (msg # 104):

There are many benefits to Extra Attack over higher skill and using Rapid Strike.

The points in a skill is really good, but it's only that skill. If you find yourself with another weapon or unarmed, those points won't help you, where EA still works.
EA can also be used with any other manoeuvre, such as a Move and Attack for instance (making the skill cap of 9 much more bearable as 2x9 =~75% chance of a hit). RS may not be used with Move and Attack, not even if using Heroic Charge.
Same as the first point, but EA opens up for a host of different tricks where you can exploit the tactical situation. You could make the "bash and stab" but you could also make a Slam and stab, or a trip and swing or a grab and knee-strike or attack two separate enemies.

I find EA to be cinematic because of the versatility it open ups for. I find it on par with very high skill level or weaponmaster/gunslinger. And despite that I agree somewhat with the statement that trait-cost doesn't automatically make something cinematic, I think the 25 points on this one is an indicator that it is not meant for normal people.
MazVN
player, 36 posts
Fri 4 Jan 2013
at 20:36
  • msg #107

Re: The Lounge II

jason254:
If you shield bash I assume you can't block with it during that turn, but what about dodge?  Would the shield still help your dodge after an attack?

This combo is cool, but it seems it would hurt your defenses.

Nope, nothing in the rules prevent you from using the shield to block in the same turn. Nor any loss of it's DB bonus. Not even as an optional rule in Low Tech or Martial Arts.
But yeah, I have seen it houseruels pretty often, that you lose the DB bonus of the shield if you use it to attack.
This message was last edited by the player at 20:38, Fri 04 Jan 2013.
Tortuga
player, 168 posts
Fri 4 Jan 2013
at 20:48
  • msg #108

Re: The Lounge II

Just like you can attack and parry with a weapon in the the same turn, and wouldn't lose a staff's parry bonus.

Remember though that unless you take a modifier from Powers (multi-strike) you cannot use EA to attack with the same limb more than once. And just because "normal humans can take it" doesn't mean that it's not cinematic, just that one level (without multi-strike) isn't exotic/supernatural.
RedSabaron
player, 22 posts
Fri 4 Jan 2013
at 21:57
  • msg #109

Re: The Lounge II

Shield bashes are not great attacks as it is. I wouldn't add an extra penalty for anyone using one. About the only thing going for them is that they are often heavy, and thus hard to parry.
Tortuga
player, 169 posts
Fri 4 Jan 2013
at 22:00
  • msg #110

Re: The Lounge II

Very good point.
MazVN
player, 37 posts
Fri 4 Jan 2013
at 23:43
  • msg #111

Re: The Lounge II

RedSabaron:
Shield bashes are not great attacks as it is. I wouldn't add an extra penalty for anyone using one. About the only thing going for them is that they are often heavy, and thus hard to parry.

Ýeah, until you get into cinematic DF play and ad some options from Martial arts. Suddenly you can do Swing cut damage with them and they weigh twice as much, making them über weapons that can't be parried and do a lot of damage as you have weapon-master shield. Get two of them for good measures so you do not have a "no shield side".

...yeah, it can become a bit silly.
Ceredyn
player, 6 posts
Sat 5 Jan 2013
at 18:29
  • msg #112

Re: The Lounge II

MazVN:
...yeah, it can become a bit silly.


Which is what I strive obsessively to avoid.  :)

Thanks for everyone's input.
Ceredyn
player, 7 posts
Wed 9 Jan 2013
at 13:34
  • msg #113

Re: The Lounge II

finally got Maptools up and running again. Still a novice with the whole concept of importing tokens from other sources onto my Maptool, but want to give it a try for greater variety of characters.

Does anyone have a good link to a large treasure trove of character icons I can try to import onto my Maptools?
Mad Mick
GM, 68 posts
Sun 13 Jan 2013
at 05:25
  • msg #114

Re: The Lounge II

In my GURPS Star Wars game, one of my players developed the following rules for Force powers for me.  He wanted to get some feedback from the GURPS community as a whole.  There's a lot here, so rather than copy and paste the whole thing, I'm just going to post a link:  link to a message in another game

I wanted to use the magic system to model Force powers rather than using Advantages.  We'd like your feedback on what we came up with.
Tortuga
player, 173 posts
Mon 14 Jan 2013
at 12:58
  • msg #115

Re: The Lounge II

Anyone up for a GURPS Action game? Troubleshooters doing potentially illicit jobs for private clients. Leverage/Burn Notice/Person of Interest inspired. Sort of cyberpunk without the cyber (or the punk).
Johnny Angel
player, 48 posts
Fri 1 Feb 2013
at 01:19
  • msg #116

Re: The Lounge II

It's been my experience that Dungeon Fantasy games tend to have short lifespans here on Rpol.  Any thoughts on why that is?
trooper6
player, 70 posts
Fri 1 Feb 2013
at 01:31
  • msg #117

Re: The Lounge II

Let me turn the question around a bit, which GURPS genres last the longest here?

The longest lasting one I was in was Arena of Champions. Arena game. Arena games seem to do really well.
Which other genres seem to have longevity?
Johnny Angel
player, 49 posts
Fri 1 Feb 2013
at 01:45
  • msg #118

Re: The Lounge II

trooper6:
Let me turn the question around a bit, which GURPS genres last the longest here?

The longest lasting one I was in was Arena of Champions. Arena game. Arena games seem to do really well.
Which other genres seem to have longevity?



I've been in a few fantasy (not DF) games which have lasted quite a while.  I'm of the understanding that the game I'm currently in has been going on for more than a year.

Prior to the game I'm currently in, I was in a Banestorm game which went pretty well.

Fantasy seems to do really well.  However, most of the DF games I've joined have ended after maybe a month at most.
trooper6
player, 71 posts
Fri 1 Feb 2013
at 01:57
  • msg #119

Re: The Lounge II

Hm. That's interesting.

I wonder if DF games in meatspace last a long time or if they die out quickly as well?
Johnny Angel
player, 50 posts
Fri 1 Feb 2013
at 02:08
  • msg #120

Re: The Lounge II

trooper6:
Hm. That's interesting.

I wonder if DF games in meatspace last a long time or if they die out quickly as well?



I haven't had much of a chance to try a face-to-face DF game yet.  I had one which was going pretty well in the middle of last year.  Unfortunately, a leaky ceiling and a rain storm combined to spell doom for the character sheets.  The momentum of the game never fully recovered.

The most successful face-to-face GURPS games I've run have been Supers games.  The most successful ones I've been a player in have been either Modern or Sci-Fi.  While I wasn't a player in the game, I'm also aware that a friend of mine ran a pretty successful game based loosely on the tv show Supernatural.

Thus far, the wrestling game (which I mentioned in the rules thread) seems to be going well.  I'm still working out a few wrinkles in the rules since I'm still trying to figure out how to portray some of the tropes involved with pro-wrestling matches, but it's going surprisingly well.  The group is enthusiastic about playing.  With more time, I'll have more accurate answer of how well; currently, only two sessions have passed.
Mad Mick
GM, 69 posts
Fri 1 Feb 2013
at 04:34
  • msg #121

Re: The Lounge II

Games seem to succeed based on two key ingredients:  player commitment and GM commitment.  I don't think the genre has as much to do with it as the engagement of the GM and the players.

I've been in successful supers and arena games, but the two longest-living genres for me have been sci-fi (specifically GURPS Traveller) and fantasy.  I played in both for over four years, and the games were going before I joined them (one is wrapping up now, but the other is still going strong).
Johnny Angel
player, 51 posts
Fri 1 Feb 2013
at 14:32
  • msg #122

Re: The Lounge II

Mad Mick:
Games seem to succeed based on two key ingredients:  player commitment and GM commitment.  I don't think the genre has as much to do with it as the engagement of the GM and the players.

I've been in successful supers and arena games, but the two longest-living genres for me have been sci-fi (specifically GURPS Traveller) and fantasy.  I played in both for over four years, and the games were going before I joined them (one is wrapping up now, but the other is still going strong).



I'd agree with that.


It simply seems to me that a lot of the DF games I've joined here on Rpol do excellent when coming out of the gate, but then quickly and abruptly stop.  On more than one occasion it seemed as though a lot of the group simply stopped posting, and, in one of the games, the DM simply announced that he didn't feel like running the game any more.  The most disappointing thing about all of them has been that there are still a lot of character ideas (ones I created for those games) which I haven't fully explored.  I wish I were exaggerating when I said I think the longest one went for about a month before dying off.
trooper6
player, 72 posts
Fri 1 Feb 2013
at 18:06
  • msg #123

Re: The Lounge II

I wonder if it has something to do with the character creation process lending itself to a bit less investment. I mean, you can easily just say: "Um...Catperson Swashbuckler, go!" And have no more characterization than that. And even if you have an involved backstory, it isn't going to really show up on the character sheet since (maybe in the quirks) since DF is very, very template based.

So maybe GURPS players are less invested in those PCs and more apt to abandon them than if they were custom made?
cltchrn
player, 1 post
Fri 1 Feb 2013
at 18:38
  • msg #124

Re: The Lounge II

The templates provide a lot of choices that make me feel more invested than a ready-made character. I don't think that has anything to do with it.

I think players have failed expectations and become uninterested as a result. Make sure you set clear guidelines for posting frequency. (3-4 times/week and once/24 hours in combat seems very fair.) Hold to those guidelines. Keep your word. Dont change the players' expectations for how you're running the game unless the players are all in favor.

On the player side, all it takes is one person to hold the game up for everything to die out. If you don't want your game to die, be honest and ask your players why they aren't posting. It might be you, as the GM, being boring. It also might be one player who posts half as often as everyone else, which discourages everyone (including the GM).

For less experienced GMs, Robin's Laws of Good Game Mastering is amazing. Buy it.
LandWalker
player, 106 posts
Fri 1 Feb 2013
at 23:34
  • msg #125

Re: The Lounge II

trooper6:
I wonder if it has something to do with the character creation process lending itself to a bit less investment. I mean, you can easily just say: "Um...Catperson Swashbuckler, go!" And have no more characterization than that. And even if you have an involved backstory, it isn't going to really show up on the character sheet since (maybe in the quirks) since DF is very, very template based.

So maybe GURPS players are less invested in those PCs and more apt to abandon them than if they were custom made?

I don't think that's the case (at least, not necessarily). In my multiple failures at running play-by-post DF-style games (i.e. GURPS games that were based on d20-style adventure modules), I took the standard route to character creation of giving everybody X points to do with as they wished.

That didn't seem to evoke any greater level of commitment (for either the players or for myself) than using templates, unfortunately.


That said, I think that one reason GURPS arena games like Arena of Champions, Zuddha Yuddha, etc. have done well is that their format is much more friendly and compatible with the medium of play-by-post.  Your match starts, you have a week or two of activity, and then it's over. If you're busy IRL, you can skip the next round without hurting the game as a whole. If you don't like the game, you can quit without hurting the game as a whole. Nothing that any one player does prevents, or even significantly hinders, the game's continuation, so you avoid the "one bad apple spoils the whole game" problem that's endemic to more conventional PBP adventures.
Tortuga
player, 177 posts
Sat 2 Feb 2013
at 00:08
  • msg #126

Re: The Lounge II

So how can we apply that to more standard adventures?
MazVN
player, 41 posts
Sat 2 Feb 2013
at 01:14
  • msg #127

Re: The Lounge II

It's my experience that unless you have some very exceptional and specific players, then in order for any game to work on rpol, it needs railroads. The players need something clear and concrete to have to respond to every time they log in.

This is easy with combat games such as arena-games. "itøs your turn to take an action".
It could be easy with DF-games as well if you run it purely encounter-driven.

But as soon as things gets lose and the players are supposed to "just small talk" or "figure out what do do next" Its my experience that things slow down and people stop posting.

As LandWalker pointed out, in "talk situations" one unresponsive player slows the game down. In combat-time you just skip that player or let him take some standard action "all out defense".


That's my experience at least.
Mad Mick
GM, 70 posts
Sun 3 Feb 2013
at 10:00
  • msg #128

Re: The Lounge II

Stripe's looking for players for a DF game who can post 2-3 times a day.

Here's the link in GPIA if you're interested:  link to a message in another game
Johnny Angel
player, 52 posts
Mon 4 Feb 2013
at 02:51
  • msg #129

Re: The Lounge II

Mad Mick:
Stripe's looking for players for a DF game who can post 2-3 times a day.

Here's the link in GPIA if you're interested:  link to a message in another game



Thanks for the heads up.
otghand
player, 3 posts
Sun 17 Mar 2013
at 02:22
  • [deleted]
  • msg #130

Re: The Lounge II

This message was deleted by the player at 02:23, Sun 17 Mar 2013.
KnightSteve
player, 8 posts
Sun 17 Mar 2013
at 02:59
  • msg #131

Re: The Lounge II

how do I get my name unregistered from this forum? I don't really feel like I'll be playing any GURPS online, if at all at the moment.
Mad Mick
GM, 71 posts
Sun 17 Mar 2013
at 03:11
  • msg #132

Re: The Lounge II

Since this is treated like a game, you just need to contact one of the two GMs for the game.  Since I'm one of them, I'll remove you, Steve.

But I hope you give GURPS a chance at some point.  =)
Tortuga
player, 186 posts
Mon 18 Mar 2013
at 22:57
  • msg #133

Re: The Lounge II

I've been pondering the feasibility of a non-fantasy GURPS West March style sandbox game. For those who aren't familiar with it, it's basically a very gamist/simulationist style where the players occupy the sole point of civilization and sally forth to explore and investigate.

Play is almost entirely location-based. The plot consists almost entirely of clues the players discover leading to other mysterious ruins. The NPCs in "town" are shallowly presented; they're just there to resupply the PCs and provide a place to spend coin.

Expeditions into the wilderness (which gets more deadly the further from town you go) is entirely up to the PCs, as are the parties they form. Tabletop, it's designed as a catch-as-catch can game with groups of players getting together as schedules permit; while there might be 20+ players in the campaign, only 4-8 gather at once.

Anyway, to make this viable on rpol you'd need a large player-base, objective GMs willing to let the players die from unlucky rolls but not actively pursuing their demise, and the freedom to let the PC groups and alliances form and break organically.

In short, all the same traits an arena game calls for.

Out of pique I'd also like to make this non-fantasy. I think a post-apocalyptic game would work just as well, with one last bastion of humanity surrounded by zombies and mutants and what not.

Thoughts?
MazVN
player, 42 posts
Mon 18 Mar 2013
at 23:25
  • msg #134

Re: The Lounge II

Tortuga:
Thoughts?

I am increasingly coming to the sad conclusion that unless a game is very scene/encounter-driven then I quickly drift off. And so does the vast majority of players.

What I mean by this is that every time I log in, thee has to be some very specific thing for me to react to or else I'll end up just not posting. And the word react here is very important. As it's as a passive participants that react to outside stimuli (ie. the GM's).

Games that focus on storytelling I have tried and failed at. I have tried to run the mas a GM and the same happened for my player (but not for me, I have no problem with being a narrative GM, its only as a player).


Anyway, my point is. For this to work I suspect it has to be the same. There has to be some clear goals. Each venture into the wild have to have a clearly set of continual scenes each with one or more specific things to do or not to do. Preferably with some specific die-rolls being needed.
Once things come to combat things become easy (which is also why arena games are easy to keep people interested in).



I might just be a pessimist. I am sure some people enjoy narrative and conversation-driven games. It's just my experience that such games tend to fail :/
otghand
player, 8 posts
Mon 18 Mar 2013
at 23:26
  • msg #135

Re: The Lounge II

An interesting concept that would be fun to try out with a sufficiently frequent posting rate.  Much of the play would come from the interaction of the PC's and their environment, including NPC's, and that requires a large amount of back and forth between the GM and the players.
Tortuga
player, 187 posts
Mon 18 Mar 2013
at 23:50
  • msg #136

Re: The Lounge II

Well, there would be no goals in this game that the players didn't set themselves... or rather, the goal is always "Explore." Explore what? Everything. Whatever you want to. But there's no particular order to do it in.

You'd need at least one PC to rise to the occasion and choose which blank spot on the map to fill in.

As far as narration? Conversation? Other than the PCs there's nobody to talk to. The only thing there is really to do is explore, kill the dangerous beasties that dwell in the hinterlands, and uncover the setting's secrets.

I guess that counts as a plot: piecing together clues to the days of yore. But it only matters if the PCs want it to.

So I guess the game would be primarily exploration, with combat almost as important, and social/problem solving almost negligible beyond "figure out how to unlock this puzzle" and "don't activate the trap."
Johnny Angel
player, 53 posts
Tue 19 Mar 2013
at 04:32
  • msg #137

Re: The Lounge II

Tortuga:
I've been pondering the feasibility of a non-fantasy GURPS West March style sandbox game. For those who aren't familiar with it, it's basically a very gamist/simulationist style where the players occupy the sole point of civilization and sally forth to explore and investigate.

Play is almost entirely location-based. The plot consists almost entirely of clues the players discover leading to other mysterious ruins. The NPCs in "town" are shallowly presented; they're just there to resupply the PCs and provide a place to spend coin.

Expeditions into the wilderness (which gets more deadly the further from town you go) is entirely up to the PCs, as are the parties they form. Tabletop, it's designed as a catch-as-catch can game with groups of players getting together as schedules permit; while there might be 20+ players in the campaign, only 4-8 gather at once.

Anyway, to make this viable on rpol you'd need a large player-base, objective GMs willing to let the players die from unlucky rolls but not actively pursuing their demise, and the freedom to let the PC groups and alliances form and break organically.

In short, all the same traits an arena game calls for.

Out of pique I'd also like to make this non-fantasy. I think a post-apocalyptic game would work just as well, with one last bastion of humanity surrounded by zombies and mutants and what not.

Thoughts?



I find the premise to be interesting.
Zarmonic
player, 1 post
Tue 19 Mar 2013
at 04:42
  • msg #138

Re: The Lounge II

In reply to Johnny Angel (msg # 137):

I think it sound like it could be interesting as well.  I've just joined this site and I've been kind of following this thread with interest.  I want to run a game myself someday, and I may want to make it very sandbox-ish at least.  I want to experience playing in such things first to see if I think I'm really up for the task.
Mad Mick
GM, 74 posts
Tue 19 Mar 2013
at 04:49
  • msg #139

Re: The Lounge II

It does sound intriguing, Tortuga.

I'm more of a fan of games with a definite story planned, but one that allows plenty of deviation from that story.  Still, the idea of uncovering an ancient civilization sounds like a fun premise.

I've actually wanted to play a game for a long time that's similar to the Kingmaker adventure path from Paizo, where the PCs carve out a new kingdom from the wilderness.  Landwalker had a fun one going for a while, and I'd welcome the chance to do something like that again.  (Ceredyn's Keep on the Borderlands, although module-focused, also offers a great chance to affect the gameworld politically, and it's been interesting to see the shift in the balance of power as a result of the PCs' actions.)

I think with an arena game, the combat provides enough excitement that the players keep coming back for more.   However, I think that at least one game served as a kind of offshoot of Wrathchild's Arena of Champions, where the PCs were members of an adventuring guild, and the whole thing was based on going off and doing different jobs for the guild.  The game you're describing would work very similarly, I think, no overarching meta-plot, but whereas that game was task-focused, your game would be more location-focused.
Gurpser
player, 23 posts
Fri 22 Mar 2013
at 18:48
  • msg #140

Re: The Lounge II

Some of you know I've recently folded my fantasy game. While some player bickering had an influence on my decision mostly it was because I made it too complicated.

I want to run a GURPS game and I think I've hit on an idea that will keep me focused on a more linear narrative which I think will give the game better legs.

I'm thinking about running an old AD&D module, converted to GURPS with a higher Tech level. Would there be interest in joining me for  a TL 4,  Keep on the Borderlands game?

I'm thinking Dungeon Fantasy plus guns. Ideas? Pit falls?
otghand
player, 9 posts
Fri 22 Mar 2013
at 18:59
  • msg #141

Re: The Lounge II

I would give it a try if just having lots of regular GURPS stuff (Basic, LT, HT, M, MA) but not DF would work.
krusher
player, 2 posts
Fri 22 Mar 2013
at 19:11
  • msg #142

Re: The Lounge II

I've been itching to play a wizard of some sort, so I'd give it a go.
Tortuga
player, 189 posts
Fri 22 Mar 2013
at 19:20
  • msg #143

Re: The Lounge II

I think that you could pull basically anything off as long as the party was a cohesive group. You could run an old DnD module, or one of your own creation, or even another sandbox game... but if you have 3 different PC groups, you're basically running 3 different games.
cltchrn
player, 2 posts
Fri 22 Mar 2013
at 21:26
  • msg #144

Re: The Lounge II

By DF with guns, do you mean actual delving, but an "official" higher TL? There is a Pyamid issue that added two options for explosives: Demolisher and Musketeer. In general, DF is TL 3, but it usually includes TL 4 fencing weapons, armor, and the like.
This message was last edited by the player at 21:48, Fri 22 Mar 2013.
Gurpser
player, 24 posts
Sat 23 Mar 2013
at 01:01
  • msg #145

Re: The Lounge II

In reply to cltchrn (msg # 144):

Yes, that's what I mean. I don't remember seeing that article. Which issue was it in?
cltchrn
player, 3 posts
Sat 23 Mar 2013
at 02:18
  • msg #146

Re: The Lounge II

Not remembering the number, but it's titled Dungeon Fantasy.
Mad Mick
GM, 75 posts
Sat 23 Mar 2013
at 02:32
  • msg #147

Re: The Lounge II

GURPS DF + old D&D modules would be an excellent fit.
Gurpser
player, 25 posts
Sat 23 Mar 2013
at 02:41
  • msg #148

Re: The Lounge II

In reply to cltchrn (msg # 146):

Found it, Pyramid #3-36, very cool just the kind of thing I was looking for.

http://e23.sjgames.com/item.html?id=SJG37-2636
art42
player, 1 post
Sat 23 Mar 2013
at 03:02
  • msg #149

Re: The Lounge II

In reply to Gurpser (msg # 148):

Are you planning on using the dungeon fantasy rules, or just having a dungeon crawl game? Also what point level are you thinking of?
Gurpser
player, 26 posts
Sat 23 Mar 2013
at 04:09
  • msg #150

Re: The Lounge II

I'm still trying to decide.  If I go DF it'll be 250 and I'd want to use the templates keeping to them pretty strictly. However I'm thinking lower point levels might be fun too.
MazVN
player, 44 posts
Sat 23 Mar 2013
at 08:31
  • msg #151

Re: The Lounge II

Gurpser:
I'm still trying to decide.  If I go DF it'll be 250 and I'd want to use the templates keeping to them pretty strictly. However I'm thinking lower point levels might be fun too.

There are some "DF on the cheap" template somewhere, with the DF templates shaved down to lower points totals. I can try to find them if your interested.
cltchrn
player, 4 posts
Sat 23 Mar 2013
at 08:38
  • msg #152

Re: The Lounge II

Do you mean DF 15, Henchmen? 125-point Henchmen and 62-point Bargain-Henchmen. Pretty nifty, even providing lenses for building totally different Hero delvers, a la MH Sidekicks.
MazVN
player, 45 posts
Sat 23 Mar 2013
at 08:45
  • msg #153

Re: The Lounge II

In reply to cltchrn (msg # 152):

No, it was unofficial. Here:
http://forums.sjgames.com/showthread.php?t=68862 (including links to both a PDF version and GCA version).
Gurpser
player, 27 posts
Sat 23 Mar 2013
at 14:33
  • msg #154

Re: The Lounge II

In reply to MazVN (msg # 153):

Nice, thanks.
MazVN
player, 46 posts
Sun 24 Mar 2013
at 16:27
  • msg #155

Re: The Lounge II

I'm contemplating setting up a new arena game. The last one was actually a lot of fun, but I had made some decisions that ended up biting me in the ass.

The arena I am interested in would be low points. Have absolutely no cinematic abilities (not even extra effort). Would be TL:3 (not fantasy TL:4). Would use no DF-weapon or armour stuff, only Low-Tech. In fact I would likely make sets of armour available and not allow full customisation. And not allow every possible TL:0-3 weapons either.

Now my question is two-fold.

First: Does anyone think they would be interested in such a game?

Second: I need a setting so we can add fluff and give it character outside of "just a lot of numbers". As other mentioned before, what really keeps an arena game going isn't the fights, but the between-fight banter.
After thinking through all the settings I know, I've come to think the Lord of The Rings setting would actually be a pretty good fit. It comes of as more low-tech and slightly less cinematic than many other fantasy settings. It could be historically, but I actually like the option of players making fantasy races. It also has rich background info for players to draw on.
But I would need help to construct an arena where it make sense for dwarves, men, orcs, maybe even else, to fight... well maybe that part isn't so important.



There are a lot of details I haven't worked out yet. But before I dive into it, I wanted to hear if there was any interest at all?
This message was last edited by the player at 17:25, Sun 24 Mar 2013.
RedSabaron
player, 26 posts
Mon 25 Mar 2013
at 01:02
  • msg #156

Re: The Lounge II

I'd play in that. As for a plausible setting, probably some horrible orc pit somewhere. Non evil races are prisoners, forced to fight.
Gurpser
player, 29 posts
Mon 25 Mar 2013
at 02:59
  • msg #157

Re: The Lounge II

Can I play a Maiar? What about Balrog?
MazVN
player, 48 posts
Mon 25 Mar 2013
at 09:21
  • msg #158

Re: The Lounge II

Gurpser:
Can I play a Maiar? What about Balrog?

Hehe. Good one.
Tortuga
player, 196 posts
Mon 25 Mar 2013
at 20:54
  • msg #159

Re: The Lounge II

I'm thinking of running a GURPS Martial arts game. I posted in Game Ideas about it, but thought I'd just jaw on about it here with other Gurpsers (including Gurpser) and brainstorm a bit.

The game is set in a run down and dangerous city. Think Robocop's Detroit or the city from The Crow, though without so many guns. Organized crime runs rampant, and the cops are often just as bad. Gun laws are draconian, so while some people have firearms, fists, baseball bats, and knives are more common.

The players are the top students in their martial arts class, and their instructor has told them that to continue their training they need to use their skills in the real world, protecting the innocent and punishing the guilty. That's the structure of the campaign.

While all this fighting is going on, the characters still have lives, jobs, families to maintain. They're devoted to the path of the martial artist, but not so much that they want to withdraw from the real world, get arrested, lose their jobs, so they need to be careful and not neglect practical matters while fighting gangmembers and rescuing kidnapped children.

Power Level:

The PCs have a 75 point base sheet that covers everything about them that isn't related to beating people up. Job skills, other talents, etc. Some of it might be incidentally useful to a martial artist, but I won't pick any PCs who are obviously trying to min-max with these 75 points. Spend them all on ST or DX and I'll raise an eyebrow.

On top of that they get a martial arts package from 25-75 points to spend on skills and techniques taught by the martial art they're learning, ending up with combat skills in the 13-15 range. Skilled students, but not masters.

Difficulty will scale to their abilities. If they're at the 25 points of combat abilities level, their foes will mostly fight at DX level. At the other end, they're fighting trained martial artists.

Thoughts?
otghand
player, 13 posts
Mon 25 Mar 2013
at 22:40
  • msg #160

Re: The Lounge II

What is the hook / necessity that would have them value advancing their training enough to risk their families?

I think you would need a built in hook stronger than just the desire to be better fighters.  Each of them as posited will probably have dependents (assuming they are adults of age) unless families are just extended and not immediate.
Tortuga
player, 197 posts
Mon 25 Mar 2013
at 23:13
  • msg #161

Re: The Lounge II

The hook is that their development as martial artists has plateaued until they get real world experience/develop their sense of civic responsibility. This doesn't necessarily mean "be a better fighter" unless that's all the character gains from studying their art.

Beyond that I don't want to restrict everyone by giving them the same interior motivations as to why becoming more proficient in their art is important enough for the risk involved.

That's a player-level character creation choice.
This message was last edited by the player at 23:22, Mon 25 Mar 2013.
Tortuga
player, 198 posts
Tue 26 Mar 2013
at 04:29
  • msg #162

Re: The Lounge II

Another very different game idea. Let me know what you guys think about the following:

It started slowly. Missing pets. A few odd murders. Reports of... things spotted in the parks and sewers after dark. Nothing substantial, nothing that couldn't be explained.

Then someone killed... something. It was big. Inhuman. Ugly, and wearing some sort of chainmail armor, carrying a big club. It took half a clip to put it down, and the autopsy proved that it wasn't human on the inside. The papers called it an ogre.

Then the towers started popping up. Huge structures in the middle of cities, towns, cornfields. Caves opening up in the sides of hills. Catacombs in suburban basements. The military swept into the more public appearances, shutting them down, closing them off, but rumors snuck out of vast treasures, strange monsters, and most interestingly, magic.

Picking up on gamer nomenculture, the media started to call them "dungeons". The governments of the world almost universally declared them disaster sites, cordoning them off, demolishing what they could, collapsing caves, but it can take days for them to learn about those that show up in out of the way places.

A cottage industry has sprung up of brave and reckless dungeon-crawlers trying to get in, get rich, and get out before the military shows up to blow the entrances. Most of the time, they don't come out again. That doesn't seem to discourage people from trying.

Delvers is a GURPS 4e game set in a modern world being spiked with instances of fantasy. The players are those desperate, greedy, or crazy enough to risk making runs into these dangerous places for the treasure that hides within.
art42
player, 7 posts
Tue 26 Mar 2013
at 04:38
  • msg #163

Re: The Lounge II

In reply to Tortuga (msg # 162):

Sounds interesting. What point total are you thinking of?
Tortuga
player, 199 posts
Tue 26 Mar 2013
at 04:42
  • msg #164

Re: The Lounge II

I'd like to shoot for characters who are capable enough to consider attempting this, but not so much that it's trivial or easy for them. I'm thinking 150-200 points.
art42
player, 8 posts
Tue 26 Mar 2013
at 04:49
  • msg #165

Re: The Lounge II

Sounds good. Would you likely be allowing much in the way of military small arms, or just civilian stuff?
This message had punctuation tweaked by the player at 04:49, Tue 26 Mar 2013.
Tortuga
player, 200 posts
Tue 26 Mar 2013
at 05:01
  • msg #166

Re: The Lounge II

Military gear is available if you're willing to pay black market prices and risk ATF attention. It's generally a lot less inconspicuous to run around with, but that might not matter if you're checking out a cave system in the middle of nowhere.

The way I see the flow of gameplay going is that the players are similar to stormchases, driving around the country looking for rumors of new dungeons before the Feds hear about them, delving into an extremely dangerous situation, then trying to unload the loot they acquire without attracting too much attention.
art42
player, 9 posts
Tue 26 Mar 2013
at 05:19
  • msg #167

Re: The Lounge II

Would semi-auto LC3 versions of assault riles be available with out going to the black market?
Tortuga
player, 201 posts
Tue 26 Mar 2013
at 05:25
  • msg #168

Re: The Lounge II

Yep, though state and federal laws are often contradictory about what you can legally transport and how. Don't get caught and it shouldn't matter.
otghand
player, 14 posts
Tue 26 Mar 2013
at 11:38
  • msg #169

Re: The Lounge II

Sounds very interesting.  In a "real" world context of today I could see a few ex-military not quite re-adjusted to civilian life types teaming up with cryptozoologist types to give it a go.

On the don't get caught front, it does not take much of a gunsmith to convert legal semi-auto long arms to full auto with aftermarket parts.

Grenades might be a problem - but it sure would be handy if we had some. ;^)
krusher
player, 4 posts
Mon 1 Apr 2013
at 19:02
  • msg #170

Re: The Lounge II

I sure hope the demise of SWG is a cruel, cruel April Fool's prank.
MazVN
player, 50 posts
Mon 1 Apr 2013
at 19:42
  • msg #171

Re: The Lounge II

krusher:
I sure hope the demise of SWG is a cruel, cruel April Fool's prank.

Who is SWG?
krusher
player, 5 posts
Mon 1 Apr 2013
at 19:45
  • msg #172

Re: The Lounge II

Splattered with Gore
MazVN
player, 51 posts
Mon 1 Apr 2013
at 19:55
  • msg #173

Re: The Lounge II

In reply to krusher (msg # 172):

Aaah.
RedSabaron
player, 27 posts
Mon 1 Apr 2013
at 21:28
  • msg #174

Re: The Lounge II

That was my first instinct. Ceredyn is back on the ban list though. I don't know if that is a legacy of any of the other times he requested a ban.
jason254
player, 12 posts
Mon 1 Apr 2013
at 22:50
  • msg #175

Re: The Lounge II

The ban list was last updated thursday the 28th, so it looks like it's a hold over as he was on after that.
MazVN
player, 52 posts
Mon 1 Apr 2013
at 23:01
  • msg #176

Re: The Lounge II

Me and Ceredyn do not match in playstyle, but SWG seemed like a fun game, from what I saw of it. Would be a shame for it to stop before the labyrinth is completed. So I think there's a good chance it's just an Aprils joke. :)

Also, because that sentence confused me... what do you mean by "any of the other times he requested a ban"? To help him "not waste time on Rpol" or what? I can relate to that. *nods*.
This message was last edited by the player at 23:03, Mon 01 Apr 2013.
krusher
player, 6 posts
Mon 1 Apr 2013
at 23:13
  • msg #177

Re: The Lounge II

I wonder if the prize he had for the winner of the labyrinth caused the problem, if there is one.
Mad Mick
GM, 77 posts
Tue 2 Apr 2013
at 06:32
  • msg #178

Re: The Lounge II

He's not on the "Help Me, I can't help myself list":  link to a message in another game

I think we'll hear from him soon enough.  =)
krusher
player, 7 posts
Tue 2 Apr 2013
at 06:34
  • msg #179

Re: The Lounge II

I hope so..

Copied all my character stuff from there just in case.
Tortuga
player, 208 posts
Wed 3 Apr 2013
at 23:12
  • msg #180

Re: The Lounge II

I think what I'd like to run is a horror/investigative game mixed in with some other genre. Any requests/suggestions?
Gurpser
player, 33 posts
Thu 4 Apr 2013
at 03:33
  • msg #181

Re: The Lounge II

"The Fearful Founders": paranormal investigators in colonial America.

"The horror... the horror...": GURPS Horror + GURPS SEALs in Vietnam.
Johnny Angel
player, 54 posts
Thu 4 Apr 2013
at 07:00
  • msg #182

Re: The Lounge II

Tortuga:
I think what I'd like to run is a horror/investigative game mixed in with some other genre. Any requests/suggestions?



Lately I've been having the idea that a fantasy game mixed with that genre might be interesting.  The movie 13th Warrior with maybe a little bit of the show Supernatural and a dash of the Dresden Files.
Tortuga
player, 209 posts
Thu 4 Apr 2013
at 14:15
  • msg #183

Re: The Lounge II

GURPS Ravenloft?
Mad Mick
GM, 79 posts
Thu 4 Apr 2013
at 14:19
  • msg #184

Re: The Lounge II

GURPS Ravenloft games are fun.  I was in one a few years ago, but it sadly died on the vine.
This message was last edited by the GM at 14:26, Thu 04 Apr 2013.
Tortuga
player, 210 posts
Thu 4 Apr 2013
at 14:22
  • msg #185

Re: The Lounge II

I wouldn't run it as a DF game, just something dark/gothic fantasy. The slipstream nature of the setting offers a wide variety of character world origins, too.

Infinite Worlds Ravenloft?
Gurpser
player, 34 posts
Thu 4 Apr 2013
at 15:58
  • msg #186

Re: The Lounge II

I'd submit a character for the Ravenloft game.
Tortuga
player, 211 posts
Fri 5 Apr 2013
at 21:54
  • msg #187

Re: The Lounge II

I'd like opinions on the following possible permutations, please:

1. Infinite Cadets. Players are cadets at Infinity Patrol HQ, going through their training, when a conveyor accident dumps them into Ravenloft.

2. Rescue Mission. Players are a squad of penetration service scouts, performing a search and rescue mission for a group of cadets whose conveyor went missing.

3. Players are a Time Tours guide, crew, and passengers whose trip to Johnson's Rome gets sucked VERY off course.

4. PCs are swagmen on the lam from the I-Cops; they jump into the wrong Nexus Portal to get away.

In any case, the emphasis will be focused on the atmosphere and horror of the setting, rather than a pulpy fearless monster hunters game. This is horror more than fantasy, and even in case 4, where the players don't have to be from homeline, you won't have weird superpowers or Quick Gadgeteer.
otghand
player, 20 posts
Fri 5 Apr 2013
at 21:56
  • msg #188

Re: The Lounge II

1 or 2, depending on the desired point level, with 1 being the lower.
Tortuga
player, 212 posts
Fri 5 Apr 2013
at 22:01
  • msg #189

Re: The Lounge II

Point value would be around 125 for cadets, 175 for penetration servicemen, 100 for Time Tours or Swagmen.

Higher point levels mean a proportionately harder game. It'll be scaled to your capabilities in any event.
art42
player, 10 posts
Fri 5 Apr 2013
at 22:39
  • msg #190

Re: The Lounge II

1 or 2, with a preference for 2.
Tortuga
player, 214 posts
Mon 8 Apr 2013
at 18:24
  • msg #191

Re: The Lounge II

Went with 2. Go make guys for it.
SpaceKing
player, 2 posts
Thu 18 Apr 2013
at 11:12
  • msg #192

Re: The Lounge II

Hey guys.

I'm writing up a setting for a GURPS game I'm starting soon called A Moon Over Icewood. It's about 18th century town in the Alaskan forest during winter which is plagued by dark and horrific events, which only grow more grim as the winter grows colder and more sinister.

Its straight up horror material, and I'm going full adult with it. I'm writing up a ton of material for it; writing up citizens, important people, buildings, businesses, etc. Its meant to be a combination of mystery and survival, where you're trying to juggle staying alive in an increasingly hostile climate whilst dark forces continue to wear down at the town. Without intervention, all will be lost.

Can anyone suggest any tips on building a setting like this? Things to consider? Material to look at that's similar? Would help a lot in making the setting rich and worthy for players to explore.
Mahatatain
player, 3 posts
Thu 18 Apr 2013
at 11:23
  • msg #193

Re: The Lounge II

SpaceKing:
Material to look at that's similar?

Have you seen a film called "Ravenous" with Guy Pearce and Robert Carlyle: http://www.imdb.com/title/tt0129332/

It's 19th Century rather than 18th but it's got some common themes with the setting/situation you're describing.

Hope that helps.
SpaceKing
player, 3 posts
Thu 18 Apr 2013
at 11:46
  • msg #194

Re: The Lounge II

No, but I have seen The Grey, where Liam Neison is trapped in Alaska with the survivors of a plane crash, facing the elements, wolves and other dangers.
Mad Mick
GM, 80 posts
Thu 18 Apr 2013
at 11:48
  • msg #195

Re: The Lounge II

This may not be what you're thinking of, but the two things that came to mind were comics.

30 Days of Night was turned into a film, which I never saw, but the comic did a nice job of creating the mood for an isolated Alaskan town stalked by horror:  http://en.wikipedia.org/wiki/30_Days_of_Night

And Warren Ellis in his Global Frequency comic looked at a Norwegian town haunted by strange visions:  http://comicbookdb.com/issue.php?ID=2330
otghand
player, 21 posts
Thu 18 Apr 2013
at 14:28
  • msg #196

Re: The Lounge II

Not a lot of settlement in 18th Century Alaska beyond the natives.  Pretty much just maybe some Russian fur trading stations on the coast IIRC.

I second the 30 Days of Night.  I also recall a short story (perhaps turned into a Twilight Zone - not sure) about a small Siberian town where there was an alliance of Werewolves and Vampires each of whom protected the other during their off seasons (endless day/summer for the Vamps, Endless night/winter for the Wolves)

Lost me a the Adult though, and some of the best horror ever written would not need that rating.
SpaceKing
player, 5 posts
Fri 19 Apr 2013
at 00:36
  • msg #197

Re: The Lounge II

Yeah, I'm thinking of shifting the time period to the 19th century, where there were more sort of frontier towns. Not exactly a history buff for Alaska.
This message was last edited by the player at 00:37, Fri 19 Apr 2013.
Tortuga
player, 219 posts
Fri 19 Apr 2013
at 00:46
  • msg #198

Re: The Lounge II

Long story short:

18th century: The Russians were settling Alaska. The game would work fine if we were playing Russians. The Spaniards messed around a little but left soon, and the Brits had a few isolated trading ports, but nothing significant.

Russia sold Alaska to the US in 1867. We largely ignored it until the 1890s gold rush.

So a 1890s era gold rush sort of game would work, too. It wasn't even a US territory until the early 20th century, though.
SpaceKing
player, 6 posts
Fri 19 Apr 2013
at 00:49
  • msg #199

Re: The Lounge II

I'm not sure the gold rush feeling would work. Its more of a town where people are complacent, rather than loads of miners coming to seek fortune. Early 20th century probably works better. Before they built a railroad in the country, but at least after they started some industry in mining, fishing, and the like.
Tortuga
player, 220 posts
Fri 19 Apr 2013
at 00:59
  • msg #200

Re: The Lounge II

Then I'd suggest one of:

1. Russian Alaska c. 1860s. They spent 80 years settling it; they could easily have a settled town.

2. A town that was founded during the rush. Take 1890. Add however old you want the town to be. Alaska never has a railroad connecting it to the lower 48 states, but there's an Alaska railroad as of 1902.

3. Set the game in Canada instead.
This message was last edited by the player at 00:59, Fri 19 Apr 2013.
otghand
player, 22 posts
Fri 19 Apr 2013
at 01:47
  • msg #201

Re: The Lounge II

Or pick a whaling town on the coast.  They were pretty quiet in the winter.
Mad Mick
GM, 81 posts
Fri 19 Apr 2013
at 04:45
  • msg #202

Re: The Lounge II

Another comic recommendation this time.  =)  For a look at a fictionalized version of a Yukon mining town, you can check out Don Rosa's The Life and Times of Scrooge McDuck or its companion book, creatively titled The Life and Times of Scrooge McDuck Companion.

http://en.wikipedia.org/wiki/T...es_of_Scrooge_McDuck

Ch. 8, "King of the Klondike," is a neat look at gold-rush towns.

In the Companion, Ch. 8a and Ch. 8b, "The Prisoner of White Agony Creek" and "Hearts of the Yukon," gives you more to look at.

There's also Carl Barks' "Back to the Klondike" and Rosa's "Last Sled to Dawson," but those stories only show the Yukon in flashbacks.

(You'll have to wait for the orchestra soundtrack, though. I think  Tuomas Holopainen is still composing it.)
This message was last edited by the GM at 04:46, Fri 19 Apr 2013.
SpaceKing
player, 7 posts
Fri 19 Apr 2013
at 07:08
  • msg #203

Re: The Lounge II

I originally did set it in Canada but changed it to Alaska to have a more isolated feel. There's more of a human presence in Canada when compared to Alaska.

Again, probably going to just end up setting it in early 1900.
Tortuga
player, 221 posts
Fri 19 Apr 2013
at 12:19
  • msg #204

Re: The Lounge II

If you set it during the 18th century anywhere but New England is going to be fairly isolated.
Gurpser
player, 36 posts
Fri 19 Apr 2013
at 16:11
  • msg #205

Re: The Lounge II

And areas of New England would be isolated as well. Our technology really skews our ideas of what isolation is.
LandWalker
player, 107 posts
Sat 20 Apr 2013
at 21:55
  • msg #206

Re: The Lounge II

Does anybody here know of any good, and preferably straight-forward, methods for making a labeled hex grid other than mkhexgrid?

I have to throw in that final qualifier mostly because I've found that the hexes I get out of mkhexgrid aren't "thick enough", so the lines have a tendency to vanish at certain zoom levels in MapTool...
Tortuga
player, 222 posts
Sat 20 Apr 2013
at 21:56
  • msg #207

Re: The Lounge II

Maptool stopped working for me.
otghand
player, 23 posts
Sat 20 Apr 2013
at 23:04
  • msg #208

Re: The Lounge II

I can not get Maptool to work currently either.

Hexographer is free and might do what you want.
LandWalker
player, 108 posts
Sun 21 Apr 2013
at 00:18
  • msg #209

Re: The Lounge II

Can't get it to work?  As in, the program won't start? Seems odd.

I only use it for making maps, not for actually running games online, but I'd like to be able to put labels on the hexes (e.g. so someone can say "I move to C19" or some such).
Tortuga
player, 223 posts
Sun 21 Apr 2013
at 00:22
  • msg #210

Re: The Lounge II

It's a conflict with the latest version of Java, apparently.
otghand
player, 24 posts
Sun 21 Apr 2013
at 00:28
  • msg #211

Re: The Lounge II

I just discovered I could get the 1.3.b89 version to work if one downloads the zip file rather than the .dmg file.
LandWalker
player, 109 posts
Mon 22 Apr 2013
at 01:28
  • msg #212

Re: The Lounge II

A general polling of the public interest:

I am contemplating running a low-tech arena game. Very generic, no fluffy frills or any of that. The main objective is to act as a sort of playtest / feedback session for a couple of house rules that I've been working on for quite some time—the primary one being an overhaul of the melee damage system that is intended both to bring the melee damage results more into the realm of believability (rather than the "punch as hard as a Colt .45" neighborhood they're currently in) and to base damage on a modified ST roll in order to get a nice bell curve going, and the secondary one being a different take on the hit location / attack location system.  There are a number of other, lesser house rules as well.

There are a couple of forewarnings about this, though:
  1. The damage overhaul is very complicated. It isn't that it does a lot of calculations, but the calculations it does do just don't make sense for RPOL's dice roller. I use a spreadsheet to make the whole thing palatable.

  2. Damage values are significantly lower than RAW. Remember, Low-Tech points out that Fine Mail (DR 4/2*) could "resist all but the heaviest sword cuts and spear thrusts."  That meant that when I set about my calculations, I fully intended for most spear thrusts and sword cuts to have a very hard time with DR 4 mail. Case in point, a ST 12 man making a basic Attack with a broadsword has an average damage of 3.71. Legitimately injuring somebody wearing respectable armor mostly means having to hit where their armor isn't, or making Committed (Strong) or All-Out (Strong) attacks.


This is not apt to be a cinematic arena (although I do allow Weapon Master at the moment, as well as the Cinematic damages from Deadly Spring. We'll see if either of those holds...).  I'm liable to use just about every gritty/realistic optional rule I can lay my hands on. I may also throw in the Last Gasp rules from Pyramid 3/34.

If any of that sounds appealing to you, and if you'd have any interest in assisting with the playtesting of this stuff, let me know.  If it looks like I can get a handful of folks willing to put up with me for a while, I'll set something up and see what happens.
This message was last edited by the player at 01:33, Mon 22 Apr 2013.
Mad Mick
GM, 82 posts
Mon 22 Apr 2013
at 01:33
  • msg #213

Re: The Lounge II

Sounds interesting, LW.  I foresee a lot of attacks aiming for chinks in armor.  =)
Tortuga
player, 224 posts
Mon 22 Apr 2013
at 01:35
  • msg #214

Re: The Lounge II

Doesn't a sword swing or spear thrust average 3.5 for a ST 10 attacker (most of them) anyway?
LandWalker
player, 110 posts
Mon 22 Apr 2013
at 01:44
  • msg #215

Re: The Lounge II

Mad Mick:
Sounds interesting, LW.  I foresee a lot of attacks aiming for chinks in armor.  =)


Indeed!  I am a strong advocate of targeting chinks, gaps (from LT.101), and even just "hit locations that don't have the good stuff covering them."

I'm hoping to also see a lot of uses of things like Sweep, Hook, Setup Attacks (from Pyramid 3/52, "Delayed Gratification"), and the like. Anything to get the edge necessary for a decisive blow!

Tortuga:
Doesn't a sword swing or spear thrust average 3.5 for a ST 10 attacker (most of them) anyway?


A two-handed spear thrust, using a basic attack by a ST 10 wielder, is 1d+1 imp, with an average of 4.5. The same numbers are true for a ST 10 basic broadsword slash, only replacing "imp" with "cut."  Meaning that an average person making a ho-hum attack beats Fine Mail more than half of the time—that's hardly "heaviest sword cuts and spear thrusts" territory.

And because the ST-based damage ramps up so quickly by RAW, you get into "DR 4 is a minor nuisance" territory awfully quickly...

I'm not saying that my calculations are going to be everyone's cup of tea, though. A lot of people will probably hate it, both in theory and in practice, and that's fine, and I absolutely understand the rationale behind that position.  I've just always been disappointed by how easily armor becomes marginal in the GURPS muscle-based damage system, so this is something to make me feel better about the meaningfulness of armor in a game world.
Tortuga
player, 225 posts
Mon 22 Apr 2013
at 01:47
  • msg #216

Re: The Lounge II

Yeah, my problem with it is that fights go on for too long as it is. But for certain types of games nerfing damage probably works. :)
MazVN
player, 54 posts
Mon 22 Apr 2013
at 05:36
  • msg #217

Re: The Lounge II

In reply to LandWalker (msg # 215):

Did you take edge protection into the calculation? Since you focus on DR:4 and not DR:8?
LandWalker
player, 111 posts
Mon 22 Apr 2013
at 11:15
  • msg #218

Re: The Lounge II

MazVN:
In reply to LandWalker (msg # 215):

Did you take edge protection into the calculation? Since you focus on DR:4 and not DR:8?


I took edge protection into account, but probably not in the way (or with the conclusions) that you have in mind.  The end conclusion was "DR N rather than DR N×2 is the correct focal point."

Rationale looks something like this (although it's early in the morning, so forgive my still-dormant brain if I butcher this):
  • DR 4 should be good for resisting "all but the heaviest sword cuts and spear thrusts" by a human opponent.
  • By RAW, a ST 10 wielder does an average of 4.5 basic damage with a one-handed Broadsword Cut or 2.5 basic damage with a Short Baton swing.
  • The Short Baton, then, defeats the DR of Fine Mail (2 vs. crushing) on an average roll.
  • The average roll of a Broadsword cut (4.5) is higher than the DR of Fine Mail (4 vs. cutting) by the same amount (half a point).
  • If the mail isn't adequately "resisting" the Small Baton, then it's also not adequately resisting the Broadsword. Which makes sense, because you're still suffering injury even if you aren't getting opened up across the chest.


Basically the shorter version is "If you're still getting slowly bludgeoned to death, then that's not true resistance to an attack."

Yes, that means that in my damage calculation, cutting damage has a very hard time penetrating enough to effect its damage multiplier—and for a person of average strength making an unmodified Attack, it's actually impossible except on a critical hit. And I'm 100% okay with that—swords are for cutting down unarmored opponents, hacking at unarmored locations of an enemy, or for thrusting (especially for armor gaps!).  Not having that pesky Parry 0U means they're also handy for defense and parrying Henri's mace, of course.
otghand
player, 25 posts
Mon 22 Apr 2013
at 11:40
  • msg #219

Re: The Lounge II

You should also consider that if the fine mail has the frequently found 1 DR underlayer intended to protect against crushing / blunt trauma damage, then those average attack examples have no effect as the DR of Fine Mail with padding is 5/3, enough to defeat that average roll of 4.5 and 2.5.  That average guy has only a 1/3 chance of doing any damage at all.
LandWalker
player, 112 posts
Mon 22 Apr 2013
at 12:37
  • msg #220

Re: The Lounge II

If fighters in the playtest wish to layer armor, they are more than welcome to do so, of course.

As far as the effects of that under RAW, however, you're still looking at someone of wholly unnoteworthy ST defeating DR 4 on 33% of their attacks--and those aren't even attacks where they're trying hard (i.e. Committed or All-Out Attacks).  I understand that different people may draw different interpretations of "resists all but the heaviest" cutting and impaling attacks, but for me, that just ain't it.  If you want to cause injury through that kind of armor, you better be putting some serious muscle into it.

Anyway, it sounds like Mick might be on board.  If two or three more folks are interested in helping take this for a test drive, that should be enough to get things started.
Tortuga
player, 226 posts
Mon 22 Apr 2013
at 12:38
  • msg #221

Re: The Lounge II

I interpret it as meaningless flavor text.
Gurpser
player, 37 posts
Mon 22 Apr 2013
at 12:48
  • msg #222

Re: The Lounge II

Although I disagree with your interpretation I'd be more than happy to throw some dice at the the issue with you. Sign me up.
Mad Mick
GM, 83 posts
Mon 22 Apr 2013
at 13:24
  • msg #223

Re: The Lounge II

And I'll help you playtest it, man.
otghand
player, 26 posts
Mon 22 Apr 2013
at 14:11
  • msg #224

Re: The Lounge II

I am happy to help playtest as well.
LandWalker
player, 113 posts
Mon 22 Apr 2013
at 14:37
  • msg #225

Re: The Lounge II

I really appreciate you guys being willing to humor me on this.  3 is enough to get us started, I think, and I can scrounge up a fourth to round it out. When I get home tonight I'll get working on putting something together for it so we can start throwing stones at my glass house.
Gurpser
player, 38 posts
Mon 22 Apr 2013
at 14:41
  • msg #226

Re: The Lounge II

Isn't there an optional rule where you double the DR against cutting weapons? You only take cutting damage if it gets through that, otherwise it is crushing. I think it is in Low Tech. That coupled with damage rules for armor might give you the realism you're craving.
LandWalker
player, 114 posts
Mon 22 Apr 2013
at 22:06
  • msg #227

Re: The Lounge II

Alright, folks.  Those brave souls willing to endure this travesty have been added to the game.  Let me know if you have any issues, and I'll continue putting stuff together.  I'll also be uploading the "Damage Spreadsheet" somewhere (any good suggestions?  I only know of Rapidshare and Dropbox, and have limited experience with either) so you can download and commence laughing at it.

link to another game
This message was last edited by the player at 22:07, Mon 22 Apr 2013.
Mad Mick
GM, 84 posts
Tue 23 Apr 2013
at 03:02
  • msg #228

Re: The Lounge II

Dropbox is good.  You can also use Google docs, too.
MazVN
player, 55 posts
Tue 23 Apr 2013
at 12:09
  • msg #229

Re: The Lounge II

Gurpser:
Isn't there an optional rule where you double the DR against cutting weapons? You only take cutting damage if it gets through that, otherwise it is crushing. I think it is in Low Tech. That coupled with damage rules for armor might give you the realism you're craving.

That's the Edge Protection rule I mentioned.
steelsmiter
player, 87 posts
Wed 24 Apr 2013
at 01:50
  • msg #230

Re: The Lounge II

So, anyone up for running a Discworld game (preferrably in 4th ed) involving a sapient ferret?
Mad Mick
GM, 85 posts
Wed 24 Apr 2013
at 07:24
  • msg #231

Re: The Lounge II

A . . . sapient ferret?  =)
otghand
player, 27 posts
Wed 24 Apr 2013
at 12:14
  • msg #232

Re: The Lounge II

I want to play the sapient pearwood trunk.
Aethulred
player, 4 posts
Wed 24 Apr 2013
at 14:00
  • msg #233

Re: The Lounge II

Rather than the Ferreting Sapient?
steelsmiter
player, 88 posts
Wed 24 Apr 2013
at 16:51
  • msg #234

Re: The Lounge II

Mad Mick:
A . . . sapient ferret?  =)

Yah know, capable of tool use, speaking morporkian, and whatnot
MazVN
player, 56 posts
Wed 24 Apr 2013
at 19:27
  • msg #235

Re: The Lounge II

Isn't that more or less CMOT Dibbler? He always gave me a certain ferret-vibe ;)
Tortuga
player, 227 posts
Wed 24 Apr 2013
at 19:28
  • msg #236

Re: The Lounge II

Someday I'll run a Discworld game with a cyberpunk theme. Shades-runners.
steelsmiter
player, 89 posts
Thu 25 Apr 2013
at 00:46
  • msg #237

Re: The Lounge II

In reply to MazVN (msg # 235):

Well yeah, but I want one that might have a very real danger of being used for sausage... and jokes aside, I like this shades runner idea.
Tortuga
player, 228 posts
Thu 25 Apr 2013
at 05:37
  • msg #238

Re: The Lounge II

So the slipstream world hopping sandbox game is going great and I love running a single game with multiple groups of players all bouncing around. It's been going for months and is closing in on 5000 posts.

I'd sort of like to run another one, but I'd need to pick a set-up that interests enough players. The basic pattern would be the same:

* multiple groups of players who don't interact directly much, but whose actions have an effect felt by the others.

* long periods of downtime representing day-to-day life that we largely skim over punctuated by sudden adventures generated by player choice and the consequences of their actions

* focus on the characters and their development rather than following a single linear plot.

So I'm looking for suggestions for campaign set-ups.

One that springs to mind easily enough is a superhero game. Players are different teams in different parts of the same city, or different cities.

Cyberpunk would work too. Different attitudes, but different groups of ops.

Fantasy viz a different parties with different goals and different focuses. A Banestorm game, perhaps.

Ideas? Interest?
MazVN
player, 57 posts
Thu 25 Apr 2013
at 09:44
  • msg #239

Re: The Lounge II

steelsmiter:
In reply to MazVN (msg # 235):

Well yeah, but I want one that might have a very real danger of being used for sausage... and jokes aside, I like this shades runner idea.

I second that. The Shade-runners idea is very cool :)
Tortuga
player, 229 posts
Thu 25 Apr 2013
at 12:16
  • msg #240

Re: The Lounge II

I invite any of you to run with it. I'm not funny enough to run discworld, and failed gamer humor sets my teeth on edge.
MazVN
player, 58 posts
Thu 25 Apr 2013
at 14:40
  • msg #241

Re: The Lounge II

In reply to Tortuga (msg # 240):

Thanks for offering it up :)

I might run it at some point but it would probably be a relatively serious encounter-based game. Where the weirdness of the Discworld is sprinkling on top and a mood setter, but not the focus of the game. I also feel I probably don't know the Ankh-Morpork well enough. Although maybe this could help as inspiration: http://discworldapp.com/
Tortuga
player, 230 posts
Thu 25 Apr 2013
at 14:45
  • msg #242

Re: The Lounge II

I could run it if everyone agreed that it was going to be "weird" discworld instead of "we try to be funny but don't realize how hard comedy actually is" discworld.
MazVN
player, 59 posts
Thu 25 Apr 2013
at 15:10
  • msg #243

Re: The Lounge II

Tortuga:
I could run it if everyone agreed that it was going to be "weird" discworld instead of "we try to be funny but don't realize how hard comedy actually is" discworld.

Hehehehe, good point.
Gurpser
player, 39 posts
Thu 25 Apr 2013
at 15:39
  • msg #244

Re: The Lounge II

I don't know, I think you need to lighten up on the bad comedy thing. It's not like we get a lot of good writing here anyway. The only way to get better, at anything, is practice. If you go to an open mic show expecting to hear the next Stevie Ray Vaughan or Bill Hicks you're going to have to sit through somethings that set those teeth on edge.
Tortuga
player, 231 posts
Thu 25 Apr 2013
at 15:43
  • msg #245

Re: The Lounge II

Okay, never mind then. My plate is pretty full anyway.
Gurpser
player, 40 posts
Thu 25 Apr 2013
at 15:46
  • msg #246

Re: The Lounge II

Oh, don't worry I wasn't planning on playing. Just think budding comedians should be nurtured.
steelsmiter
player, 90 posts
Thu 25 Apr 2013
at 16:25
  • msg #247

Re: The Lounge II

MazVN:
In reply to Tortuga (msg # 240):

Thanks for offering it up :)

I might run it at some point but it would probably be a relatively serious encounter-based game. Where the weirdness of the Discworld is sprinkling on top and a mood setter, but not the focus of the game. I also feel I probably don't know the Ankh-Morpork well enough. Although maybe this could help as inspiration: http://discworldapp.com/


The app would be great if it came in android. I think you'd do ok running it as long as you are ok with non-disc references.


Edit:also the city watch books are my favorite books. I've always wanted to run in Snapcase's time but that might not be too good for a shades runner game.
This message was last edited by the player at 16:39, Thu 25 Apr 2013.
pesterfield
player, 53 posts
Thu 25 Apr 2013
at 17:22
  • msg #248

Re: The Lounge II

quote:
One that springs to mind easily enough is a superhero game. Players are different teams in different parts of the same city, or different cities
That would be interesting.
Aethulred
player, 5 posts
Thu 25 Apr 2013
at 21:39
  • msg #249

Re: The Lounge II

Super Hero? ... Shouldn't they be Sub-heroes in Disc World?
steelsmiter
player, 91 posts
Thu 25 Apr 2013
at 22:10
  • msg #250

Re: The Lounge II

Aethulred:
Super Hero? ... Shouldn't they be Sub-heroes in Disc World?

They would but that quote you refer to is about another game.
Tortuga
player, 232 posts
Thu 25 Apr 2013
at 22:26
  • msg #251

Re: The Lounge II

Well, GURPS Discworld specifically points out that comedy is not the same as incompetence. Funny is not the same as stupid.

"Because a discworld game should be (mostly) comic, some players may come up with silly, inconsistent, or unbalanced characters. This indicates a misunderstanding of the setting. The Disc is a strange place, and much that happens is funny, but the inhabitants are more than straight-men and victims.... Comedy on the discworld comes from situation and personality."
steelsmiter
player, 92 posts
Thu 25 Apr 2013
at 23:40
  • msg #252

Re: The Lounge II

In reply to Tortuga (msg # 251):

Ya know given time and lack of sjgames gratification I will eventually finish my fan conversion.
Tortuga
player, 234 posts
Tue 30 Apr 2013
at 22:36
  • msg #253

Re: The Lounge II

Okay, I've basically got two game ideas buzzing around in my skull.

The first is a GURPS Supers game set at the start of the Marvel Universe's Superhero Age. Sort of an Ultimates thing, updating the Fantastic Four's initial flight to occur in 2013, along with the appearances of Thor, the Hulk, Iron Man, Spidey, etc. The players would be among the first metahumans right alongside them, with their own origin stories, etc.

I'd do my usual GURPS Supers thing; you can build your "normal" character on 50, 75, 100, or 150 points, but the more you spend the fewer points in powers you get. 250 point characters don't get any powers at all; they're the Hawkeyes and Punishers and Moon Knights of the setting.

How many points in powers you get depends on how much control you give the GM. Total control? You're a thousand point character. Make the mechanics yourself? You get 250. That includes your "normal" self. Give me a theme? You get 500.

Either way, your powers manifest gradually, and you need to learn how to use them.

Idea two:
I'm a writer. I've published a lot of steampunk, and I just finished the rough draft of my first epic fantasy. I think it'd make a fun game, so I'm going to run a game based on it. Not exactly, of course. My games aren't terribly linear, and the protagonist is being replaced by a group of PCs, but the setting, NPCs, and some of the events are the same. So this'd be a 125-150 point TL 2-3 fantasy game set in the world of a novel I'll be publishing in a few months. Sort of a sneak preview for the players, I guess.

Call it a reverse Dragonlance? A game based on a book? I dunno.

Thoughts?
Zoncxs
player, 9 posts
Tue 30 Apr 2013
at 22:45
  • msg #254

Re: The Lounge II

In reply to Tortuga (msg # 253):

I like both, so I would say do both! but I lean more to the supers game just because I like your idea on creating the characters (should I put myself in your hands or go for it myself? yay!).

So I would vote for supers. I got plenty of ideas for powers, some recent!
Tortuga
player, 235 posts
Tue 30 Apr 2013
at 22:53
  • msg #255

Re: The Lounge II

Well, the 3 power options are:

Leave it in my hands (1000 point character)
Give me a theme, like "Fire" or "Healing". Simple input from the player. (500 point character). Nothing that's an actual power. "Strong" is fine. "Superhuman Strength" is not.
Build it yourself (subject to GM approval; 250 point character)

I'll probably also allow players to specify powers they didn't find interesting.
Gurpser
player, 41 posts
Tue 30 Apr 2013
at 23:06
  • msg #256

Re: The Lounge II

I'd give any of them a shot.
hakootoko
player, 5 posts
Tue 30 Apr 2013
at 23:33
  • msg #257

Re: The Lounge II

I've never played GURPS Superheroes before, so the thousand point character would save me a lot of trouble. I'd just have to look up powers as I discovered I had em.
pesterfield
player, 54 posts
Tue 30 Apr 2013
at 23:42
  • msg #258

Re: The Lounge II

I'm for the supers idea, but I hope powers don't manifest too gradually.

I've seen some fold up before we even got to discovering powers.
Linkdead
player, 14 posts
Wed 1 May 2013
at 00:06
  • msg #259

Re: The Lounge II

The Supers game sounds fun and the idea of being a new hero cutting one's teeth along side cannons is cool.
Tortuga
player, 236 posts
Wed 1 May 2013
at 00:17
  • msg #260

Re: The Lounge II

pesterfield:
I'm for the supers idea, but I hope powers don't manifest too gradually.

I've seen some fold up before we even got to discovering powers.


It wouldn't be instantly, but you'd start to discover them fairly quickly. You'd have an origin in the first or second scene.
Tortuga
player, 238 posts
Sat 4 May 2013
at 14:35
  • msg #261

Re: The Lounge II

You're all welcome to make characters for the epic fantasy game. link to another game
Johnny Angel
player, 57 posts
Thu 23 May 2013
at 04:09
  • msg #262

Re: The Lounge II

In a Dungeon Fantasy game, what are some tips to help a Bard's Rapier Wit from getting out of hand?

In my current game, it hasn't gotten out of hand.  At the beginning of the night, it took me by surprise, but I read over it, and I'm comfortable with it for the time being.  However, I can see how it might get a little crazy once more points become available.
cltchrn
player, 7 posts
Thu 23 May 2013
at 04:50
  • msg #263

Re: The Lounge II

Here are a few ideas:
  1. The foe must be sentient (IQ 6+), viz., he must be able to speak a language.
  2. The foe must understand the language spoken by the Bard.
  3. The repartee must be convincingly witty.
  4. The Bard must have some (even remedial) knowledge about the foe with which to form a witty comment.

Number 1 is pretty self explanatory: If they are not intelligent enough to understand speech, they cannot be affected by a retort.

Number 2 is similar, but I add the following caveat: The Public Speaking roll is at -1 if the foe knows the Bard's language at an Accented level, -3 if Broken.

Number 3 is subject to your interpretation. You could even give bonuses or penalties based on how witty you think it is.

Number 4 is the trickiest one to explain to the players. For example, if the party knows they will be facing the Wizards of the West, the Bard could do a bit of research about them by either asking for pertinent information or doing research themselves (with an appropriate roll), essentially preparing himself to be able to outwit them verbally.

By the same token, the Bard won't usually be able to use Rapier Wit on random encounter Bandit 1 unless the player can convince me that he has some method of discerning similar background information (and they meet conditions 1 and 2). For example, if the player knew that most Shadow-Elves in this region have been stricken with poverty, I would be inclined to allow him to use Rapier Wit on Bandit 1 according to that background information.

As a little bonus, if the Bard has had the opportunity prior to the fight to make a Body Sense roll (not in combat), I allow them to use Rapier Wit so long as they meet conditions 1 and 2.

This can discourage players from wanting to even take the trait because it seems harsh, but if you can convince them of your fairness, it can work.
Johnny Angel
player, 58 posts
Thu 23 May 2013
at 04:58
  • msg #264

Re: The Lounge II

In reply to cltchrn (msg # 263):

That seems like a good set of guidelines.  I feel as though, I was a little more generous tonight than I should have been.  While I'm understand what the trait does, I haven't seen it in play enough to get a good feel for what modifiers would be appropriate when giving the enemy a will roll.  Your comment about the bandit was insightful.
cltchrn
player, 8 posts
Thu 23 May 2013
at 05:16
  • msg #265

Re: The Lounge II

Honestly, it's okay to be generous sometimes. As a player, it feels good when things work well. The benefit that it gives you is that gauge of how much is too much. If you happen to be less generous next time, the player has no right to complain. It was but for GM mercy that it worked in the first place. It also really helps to be honest. If you just tell your player that you aren't completely comfortable with the use of the trait and that you'd like to try a few parameters to see how they work, they'll be a bit more understanding (viz., less frustrated) than if you just arbitrarily nerf what was working just fine a minute ago.

Hope that helps. :)
Johnny Angel
player, 59 posts
Thu 23 May 2013
at 06:05
  • msg #266

Re: The Lounge II

In the current scenario, there is a combat tournament going on.  One of the PCs entered the tournament.  The Bard PC is using Rapier Wit to heckle the opponents and help the fighting PC win.  I think it's a cool idea, so I'm allowing it, but I'm concerned it may make some of the later fights far easier than intended.
otghand
player, 28 posts
Thu 23 May 2013
at 11:19
  • msg #267

Re: The Lounge II

quote:
The repartee must be convincingly witty.


To this condition I object.  A player can play a character stronger than they are, more agile, smarter, or with any number of abilities or skills that they themselves do not in real life know.  This should be no different.
Linkdead
player, 17 posts
Thu 23 May 2013
at 13:01
  • msg #268

Re: The Lounge II

I would suggest that common sense be your guide.  The advantage states “This advantage is usually only appropriate in a silly campaign!”  To me that means a world where normal rules don’t always apply, such as people are mentally stunned by verbal insults to the point that they don’t defend well when being attacked with sharp objects.

If you're running a realistic campaign I would limit the Rapier Wit in some way.  Give the foes big Will bonuses because, well, how often do you see someone truly stunned by hecklers?
Johnny Angel
player, 60 posts
Fri 24 May 2013
at 03:10
  • msg #269

Re: The Lounge II

For groups of foes, I've been considering allowing the leader of a group to oppose Rapier Wit with a Leadership roll.
steelsmiter
player, 95 posts
Fri 24 May 2013
at 03:44
  • msg #270

Re: The Lounge II

In reply to Johnny Angel (msg # 269):

That right there... pretty good.
cltchrn
player, 9 posts
Fri 24 May 2013
at 04:57
  • msg #271

Re: The Lounge II

otghand:
To this condition I object.  A player can play a character stronger than they are, more agile, smarter, or with any number of abilities or skills that they themselves do not in real life know.  This should be no different.

I agree with you to an extent, but I was taking that particular idea straight from the text of Basic:

p. 79:
...any modifier the GM assigns based on your description of the verbal attack...

I'm not sure how this could mean anything but what I said, but I'd be interested in how you are reading it. I understand this to mean that the GM may give bonuses or penalties based on the words of the repartee itself. This is not to say it must be an automatic failure if it isn't that great, but it can be a way to both control the potential abuse of the trait while encouraging creativity. :)

In reply to Linkdead (msg # 268):

Given Dungeon Fantasy RAW, Rapier Wit is appropriate. (It's on the Bard template.)


In reply to Johnny Angel (msg # 269):

Another thing to remember about groups is what the trait itself says in Basic:
p. 79:
...-1 per opponent beyond the first to affect a group (and you must know something the entire group has in common; e.g., they’re all flunkies of the same household or members of the same military unit).

Emphasis mine. That means five baddies gives -5. Ten gives -10. It's going to fix itself pretty quick. Adding to that your idea of the Leadership roll is brilliant. I am for it. :)
Mad Mick
GM, 90 posts
Sat 25 May 2013
at 02:17
  • msg #272

Re: The Lounge II

Doesn't Elan use something like Rapier Wit in Order of the Stick?  Or maybe I'm thinking about a swashbuckler class feature that involves creative punning.
Johnny Angel
player, 61 posts
Sat 25 May 2013
at 04:18
  • msg #273

Re: The Lounge II

Mad Mick:
Doesn't Elan use something like Rapier Wit in Order of the Stick?  Or maybe I'm thinking about a swashbuckler class feature that involves creative punning.



I think he may have done so in one of the strips.

Also, the Swashbuckler DF template does allow it as an optional trait.
otghand
player, 36 posts
Tue 20 Aug 2013
at 20:04
  • msg #274

Re: The Lounge II

Any one hear anything from Gurpser?  Do we know if he is alive and well?
Snowmantle
player, 30 posts
Wed 21 Aug 2013
at 12:34
  • msg #275

Re: The Lounge II

I forget the name of it, but I left a game about a month ago that Gurpser had seemed to have abandoned. If I recall, there were posts in another game run by him/her but no word on why the one I played in was dropped.
Witchycat
player, 40 posts
Furry Kitty with
a witch's hat
Sat 24 Aug 2013
at 02:58
  • msg #276

Re: The Lounge II

No clue about Gurpser.  But I did play in some of his games and he would just disappear. So who knows, maybe he will just pop up again.
otghand
player, 37 posts
Wed 18 Sep 2013
at 00:44
  • msg #277

Avoiding online game-death by combat

What are folks best suggestions for avoiding game-death by combat?  By this I mean the granularity of GURPS combat being less than conducive to rapid resolution in PBP situations.

Has anyone experimented with ways to compress the combats?
Tortuga
player, 252 posts
Wed 18 Sep 2013
at 00:51
  • msg #278

Re: Avoiding online game-death by combat

I usually simplify initiative to "before the opposition" "the opposition" and "after the opposition" and let players post in whatever order during those phases.

I also institute a strict 24 hour clock on combat posting. Post or your turn is skipped.
steelsmiter
player, 96 posts
Fri 25 Oct 2013
at 11:35
  • msg #279

Re: Avoiding online game-death by combat

Just out of curiosity, is there anyone out there that wants to kill B'harne?

That is to say does anyone wanna run a Jihad to Destroy Barney game?
Tortuga
player, 264 posts
Mon 30 Dec 2013
at 23:26
  • msg #280

Re: Avoiding online game-death by combat

I'd like to run a 1930s pulp supers game. Like all the games I run, focus will be on immersion to the point of balancing your social life and career with running around and fighting nazi spies and gangsters. The game will lead up to World War 2, though it's entirely possible to alter the course of history, potentially into something entirely unrecognizable.

The general focus will be on your careers as crime-fighters as the years roll by. The nature of powers will evolve as the game moves on... in the pulp era, for the most part, they make you better at doing things that fall within the realm of human possibility... though there might be exceptions.

What happens "on screen" will be a relatively short span of your lives. Months, or even years might be skimmed over between "adventures". Most of your life is routine - even if that routine involves fighting mobsters or nazis, only the "important" conflicts that involve all the PCs will be represented "on screen".

I believe this will focus the game on who you are and who you become through your experiences rather than on the experiences themselves, and it allows us to play out decades of in-game time without the game lasting decades.

Characters:
After the event that bestows you with powers, you'll be worth 250 points. You can create characters of any point value up to that 250 (maxing out means no powers). Every play may take one ! skill.

I'm looking for strongly motivated characters with the drive to pursue their goals in absence of GM prompting. There will be a plot, but you'll have the opportunity to pursue your own agendas, and dynamic characters are more interesting than static ones.

Thoughts? Questions? Suggestions?
This message was last edited by the player at 23:47, Mon 30 Dec 2013.
Vicedets
player, 4 posts
I like Fantasy.
I also like Sci-Fi.
Tue 31 Dec 2013
at 01:35
  • msg #281

Re: Avoiding online game-death by combat

No suggestions or anything other than "I'm down to play this."
hakootoko
player, 7 posts
Tue 31 Dec 2013
at 01:53
  • msg #282

Re: Avoiding online game-death by combat

So it starts as an origin story?
Tortuga
player, 265 posts
Tue 31 Dec 2013
at 02:02
  • msg #283

Re: Avoiding online game-death by combat

It's an inciting incident; an event that changes the world with the appearance of superhuman abilities. The players will be involved and among the first affected, which will happen in play.
ToTheStars
player, 1 post
Tue 31 Dec 2013
at 02:05
  • msg #284

Re: Avoiding online game-death by combat

Vicedets:
No suggestions or anything other than "I'm down to play this."

I second this. :D
jmurrell
player, 10 posts
Thu 2 Jan 2014
at 01:33
  • msg #285

Re: Avoiding online game-death by combat

Moving this discussion from the Game ad thread.
2l8m8:
I like player-blind character creation a lot better.

Tortuga:
It's definitely a question of style... I prefer blind-character creation myself.

See, I'm just the opposite. I hate blind character creation.

If I play the experienced, cynical, jaded character I want someone else to play the naive idealist. Then we can bicker and riff off of the differences.

Or if the group are all chatty-cathy's I'll play the taciturn, no-nonsense one who never uses more words than he has to.

Part of the fun (for me) of roleplaying is those character interactions. You get some of that with npc's with a good gm but in my experience it works better with the other PC's.
otghand
player, 41 posts
Thu 2 Jan 2014
at 01:42
  • msg #286

Re: Avoiding online game-death by combat

What is it you dislike about blind character creation?  There is nothing inherent in it to my eye that prevents lots of character interactions.  For myself I like figuring out just what makes the other characters tick in the course of the game rather than knowing up front what a character will be like.
Tortuga
player, 266 posts
Thu 2 Jan 2014
at 02:01
  • msg #287

Re: Avoiding online game-death by combat

It's about character orchestration, or what in philosophy of literature they call unity of opposites. Maximum dramatic potential comes from a cast who share conflicting personality traits.

A GM interested in a compelling group dynamic can choose to assemble a player-group with an eye towards the most interesting combination, but the problem with blind-creation is that players have no idea what sorts of characters have a greater chance of acceptance, because the GM doesn't know. It depends entirely on what is submitted.

The alternative, with open creation, is to choose players rather than characters. Whatever players best suit your style, and then having them come up with a group that has that orchestration.
jmurrell
player, 11 posts
Thu 2 Jan 2014
at 02:47
  • msg #288

Re: Avoiding online game-death by combat

In reply to otghand (msg # 286):

As a player I do better when I'm not creating in a vacuum. I am more creative when I have something to work off of.  I like to set up dramatic contrasts up front; believer vs skeptic (like Mulder and Sculley), cynical vs idealistic, impetuous vs careful planner, or city mouse vs country mouse. Now I do find that characters have emergent properties, I discover things about my characters in play and I enjoy that.

As a GM my experience has been that most team-wrecking, and/or fun-wrecking player actions are justified by "I was just playing my character".

And its mostly about personalities, not so much skill sets.

"Unity of opposites", nice to know there is a name for what I'm looking for.
otghand
player, 42 posts
Thu 2 Jan 2014
at 03:01
  • msg #289

Re: Avoiding online game-death by combat

I am never creating in a vacuum - I always have something to work off of, be it a character archetype, a goal, or just the general milieu of the game.  I guess it boils down to gamer vs. story teller.  Unity of Opposites might work well for a storyteller, but it takes away a lot of the uncertainty which can be a source of drama and fun for a gamer, and I skew heavily toward the gamer side of the dial.

Anyway good luck with your game.  I hope you find the right mix of players.
Tortuga
player, 267 posts
Thu 2 Jan 2014
at 03:23
  • msg #290

Re: Avoiding online game-death by combat

It's literary theory that goes back to ancient Greek dramatists, so yeah, storytellers have done well with it over the centuries. Millennium.

But that's the difference between playing a game and telling a story, and every player/GM likes a different mix of both elements. As JM said, though, a good group can carry a poor game, but a poor group will destroy the best game. The dynamic of the player group is the most important factor to a game's success or failure.

No individual player is as important as how the group (including the GM) plays the game.

For me, as I mentioned, it boils down to two options:

1. Assemble the most interesting character-group from the characters submitted (burden entirely on the GM).

2. Pick great players by hand and have them come up with the group collectively.

On RPoL I tend to go with #1. In person I go with #2, because I know and trust the players well enough that I can invite who suits whatever I'm doing.
jmurrell
player, 12 posts
Thu 2 Jan 2014
at 04:08
  • msg #291

Re: Avoiding online game-death by combat

Tortuga:
It's literary theory that goes back to ancient Greek dramatists, so yeah, storytellers have done well with it over the centuries. Millennium.

But that's the difference between playing a game and telling a story, and every player/GM likes a different mix of both elements.

And that mix can vary from game to game. I tend to have a strong simulationist* streak but there are times I like a game where I can indulge my inner power-gamer.

As I gm the games that are the most fun for me have had a lot of interaction between the PC's. If the only interactions are npc with PC that gets old for me as a gm.
hakootoko
player, 8 posts
Thu 2 Jan 2014
at 13:28
  • msg #292

Re: Avoiding online game-death by combat

Tortuga:
For me, as I mentioned, it boils down to two options:

1. Assemble the most interesting character-group from the characters submitted (burden entirely on the GM).

2. Pick great players by hand and have them come up with the group collectively.


(1) has it's own problems. I rarely apply to games where I have to construct an entire character and then only have a chance of being selected. It's too much effort for just chance of playing. And then it would end up in the pile of stillborn characters, along with those made for games that never took off. There's already a lot of regret in that pile.
Tortuga
player, 268 posts
Thu 2 Jan 2014
at 15:14
  • msg #293

Re: Avoiding online game-death by combat

Any game where you have more than 5-6 people applying you're going to have people who aren't going to get in, just because there isn't enough room.

But most of the time I have players hold of on creating their sheets until after acceptance for just this reason.
otghand
player, 43 posts
Thu 2 Jan 2014
at 15:34
  • msg #294

Re: Avoiding online game-death by combat

I actually enjoy the process of creation, but then I use GCA for GURPS which makes it painless wrt bookkeeping.  Most commonly I rough out an idea to make sure it is feasible within the point level and then discuss with the GM.  For me the last 10% of the points are the hardest as they involve the hard choices.
2l8m8
player, 8 posts
Thu 2 Jan 2014
at 15:44
  • msg #295

Re: Avoiding online game-death by combat

Just so you know, the whole point I was trying to get to, was this conversation. I'm not knocking anyone, just learning here. I definitely go with the 'gamer' side of things instead of the 'story' side. I find people, even here, I know and like to game with, and try to get them together. It works, but it's horrible when they have 'time off', because pretty much, they're in every one of my games. Someone takes a holiday, all my games come screeching to a halt. Option 2, for sure. ;)

I also use GCA, and can do a quick concept up in about 10 minutes. I prefer not to bother, though. I'll submit an idea, bounce it off the GM, and see what they say. "Ew! We don't want that here," either means a re-do, or more likely, a pass. If I get so far off the track, then it's probably a completely different game I'm thinking of, than the GM is thinking of. Either the corrected genre is still cool, or I politely continue on my way, hopefully with no hard feelings. Sometimes that's tough, how do you explain things without using language like you're using now? Which brings us full circle, to the point I was looking for but didn't know how to ask. Thanks, everyone, and Happy New Year! :)
Varsovian
player, 7 posts
Wed 15 Jan 2014
at 20:01
  • msg #296

Re: Avoiding online game-death by combat

I made a GM Wanted ad and I decided to repost it here, as I'd really love this game to be run with GURPS:




I'd be interested in a game featuring cops and their jobs :)

I see two possible variants of such a game:

1. Uniformed police officers on patrol - if we ran with it, I'd prefer for such a game to keep things rather realistic... "Third Watch" RP anyone?

2. Police detectives - I'd prefer this to be rather realistic, too, more like a police procedural than Agatha Christie-like mysteries. But if you wanted to run as the latter, I'd be up for this, too :)

It could be a solo or group game. Adult or Mature.




Sooo... anyone interested?
Tortuga
player, 270 posts
Wed 15 Jan 2014
at 20:09
  • msg #297

Re: Avoiding online game-death by combat

I would definitely be interested in a procedural game.
steelsmiter
player, 102 posts
Wed 15 Jan 2014
at 20:21
  • msg #298

Re: Avoiding online game-death by combat

Well, since I seem to be having difficulty playing the son of Martin Riggs, I wouldn't mind that one either.
Varsovian
player, 8 posts
Wed 15 Jan 2014
at 20:26
  • msg #299

Re: Avoiding online game-death by combat

When it comes to me, I have a character concept in mind: a Chinese-descent police officer who later becomes a detective. She's played by Hettienne Park :)

She can be fit into all kinds of police games, as I can play her in various stages of her career. On one small RPOL game, she was already a chief of police in Cheyenne, Wyoming :)
Varsovian
player, 9 posts
Mon 20 Jan 2014
at 12:56
  • msg #300

Re: Avoiding online game-death by combat

So... I was trying to have a GURPS cop game started and I had a dispute with the GM over the character creation. I made an observation that building a competent police detective with some years of experience on the force would require about 150 CPs. The GM disagreed. I was pointed to this character:

http://www.gurpscharacter.com/...nt/lt-nancy-harrigan

According to the GM, this is a realistic police detective built on 100 CPs. I disagree. What do you think about this character, people?

As I said, I don't think it's a realistic character at all. For once, her attributes seem to be a bit too low. A police officer with ST 10, DX 10 *and* HT 10? It seems unreasonable. Police officers are supposed to be fit, as far as I know. I don't know about the States, but back here, the physical requirements to get to the police are actually higher than in the military.

More importantly: the character lacks some skills she'd have picked up during service. Such us Climbing (for climbing fences and the like), Diplomacy (for talking to individual people, crowd control, negotiating etc.), Forced Entry (cops kick down doors occasionally, right?), Tonfa (every patrol officer knows how to use one), Judo & Karate (do American cops really learn the simplistic Brawling for defense?) and Swimming (I'd really like to think that cops are required to know how to swim). Also, as a lieutenant, she'd have some basics of Leadership.

Also, she lacks any skills not related to her job, which is simply unrealistic. She's an intelligent person - so, how come she seems to have no academic skills at all? It looks like she didn't go to school at all, like she doesn't read, watch news... She can't even cook!

Finally, her point balance is helped by her having some serious flaws. She has Addiction, Overconfidence, Stubborness, Workaholic *and* Obsession? It's too much. Not too mention, it makes her into a walking stereotype...

So, I say it's not a good character to use as a reference at all. What do you think?
Mad Mick
GM, 94 posts
Mon 20 Jan 2014
at 13:50
  • msg #301

Re: Avoiding online game-death by combat

10 is average.  I've met plenty of cops who are probably ST/DX/HT 10.  Her IQ is great, too.  She's an investigator type.

Fit would have been great, but it looks like she bought extra Per instead.

I don't see a problem with her disadvantages.  Most of them are -5, and they seem perfectly in character.  In GURPS 4E, the rule of thumb is that a PC should have disadvantages worth 50% of the character build.  She's actually only at -41, and I personally like a disadvantage limit of -40.

Her Criminology, Law, Psychology, and Writing skills could all be reasonably picked up during her university career.

Plenty of people (like me (= )have defaults in skills like Cooking and Housekeeping.  If you're doing regular, routine work in a low-stress environment, you normally have +5 or so to the skill roll, which is why she's able to drive to work without flipping her car.  Now, if she were in a high-speed chase, she'd be in trouble.

For point totals, a 50 CP character is an average person.  100 points are good for starting adventurers, and established heroes are at the 150 point level.  Navy SEALs are around 200-250 points.

Could she have more points?  Potentially.  Is she realistic?  You bet.

She looks like a perfectly reasonable cop to me.  =)

Edit:  GURPS Mysteries has a template for a police detective that's worth 60 points.  Give her more rank, Administration, and maybe Leadership, and you have a lieutenant.

Edit 2:  Here's another reference.  A Beat Cop [45] template is on p. 15:  http://gurpsland.no-ip.org/pdf/G4ETemplatesSmall.pdf
This message was last edited by the GM at 14:19, Mon 20 Jan 2014.
Tortuga
player, 271 posts
Mon 20 Jan 2014
at 14:14
  • msg #302

Re: Avoiding online game-death by combat

The GURPS Cops Detective template is 55 points, which is fine for a real-world detective. Action movie detectives will be worth more, like any action-movie characters.

ST 10
DX 10
IQ 12 [20]
HT 10

Advantages:
Legal Enforcement Powers [5]
Police Rank 2 [10]
10 points in Perception, Charisma, Contacts, Patron, or Will

Disadvantages:
Duty (15 or less) [-15]
Additional -10 points from Addiction (Tobacco), Bad Temper, Bully, Cannot Harm Innocents, Overconfidence, Secret (Corrupt), Sense of Duty, or Stubbornness.

Primary Skills:
Area Knowledge (City) [1]-12, Area Knowledge (Precinct) [1]-12, Criminology [4]-13, Detect Lies [1]-10, Fast-Talk [4]-13, Forensics [2]-11, Guns (Pistol) [2]-12, Interrogation [4]-13, Law (Criminal Law/Procedure)[1]-7/13, Professsional Skill (Law Enforcement)[1]-11, Writing [1]-11.

Secondary Skills:
Acting[1]-11, Driving[1]-9, Holdout[2]-12, Intimidation[2]-12, Psychology[2]-10, Savoir Faire (Police)[1]-12, Shadowing[2]-12, Stealth[2]-10, Streetwise IQ[2]-12

Background:
5 points in Administration, Public Speaking, Brawling, Comptuer Operation, Diplomacy, Disguise, First aid, Guns (Shotgun), Running, Shortsword, or Wrestling


A detective's job is pretty much just to interrogate suspects, interview witnesses, and perform stakeouts. Evidence is processed by forensic technicians. Most physical grunt work is done by patrol officers.
otghand
player, 45 posts
Mon 20 Jan 2014
at 14:23
  • msg #303

Re: Avoiding online game-death by combat

She is also has multiple personality disorder as her name appears to be both Nancy and Susanna. ;^)

More seriously  I think needs more points, probably ~125 total.  A 31 year old police Lt. is not a starting adventurer - that is someone with some experience.  The number of skills in which she has 4 or 8 points indicates time on the job well beyond learned it in college to me as well.

There are some holes as well.  Her police rank is probably too low for a Lt. given there are four ranks below that in the Houston PD.

All in all she seems one dimensional.
trooper6
player, 77 posts
Mon 20 Jan 2014
at 18:25
  • msg #304

Re: Avoiding online game-death by combat

There is no good answer for you question, because different GMs have different styles and ideas about realism.

The Cult of Stat Normalizers, tend to like the PCs closer to 50cp, with lower and fewer skills...they tend to expect a lot of skills are done off of default. Sometimes they give general situations bonuses, sometimes they don't.

Other GMs imagine 100 or 150 as being within the realm of realism.

It really just depends on your GM. There is no right or wrong answer.

Ask your GM, I'd recommend asking your GM how often they imagine characters will fail at their primary skill rolls in his or her realistic game. Ask your GM if they give generous situational bonuses or not. Ask how often they imagine there will be PC death. Just get a sense of whether their ideas of realism matches your ideas of realism. If they don't match, ask yourself if you could enjoy this other sort of realism. If not, then maybe you shouldn't be in that particular campaign.
Varsovian
player, 10 posts
Mon 20 Jan 2014
at 21:13
  • msg #305

Re: Avoiding online game-death by combat

Actually, the GM bailed on me altogether :((( When I declared that I'd prefer to make a character on about 150 CPs, he said that I'm trying to create a superhero and that he's not interested in GMing this kind of game...

Really? 150 CPs is superhero level?

Anyway, some comments to the discussion:

Mad Mick:
10 is average.  I've met plenty of cops who are probably ST/DX/HT 10.


But how is that even possible? There are physical requirements for people who enlist into police academies and I'd imagine that these requirements are above the level of an average (= physically unfit) person. So how can real cops have average physical stats?

quote:
Her IQ is great, too.  She's an investigator type.


Is IQ 13 really "great"? For me, it's just the IQ of a smart person. But definitely nothing genius level...

quote:
I don't see a problem with her disadvantages.  Most of them are -5, and they seem perfectly in character.


For me, they're perfectly "in stereotype" :) A cop who smokes and is obsessed about her job... verrrrrrry "original". Plus, they really make her into an annoying personality that wouldn't be fun to play.

quote:
Her Criminology, Law, Psychology, and Writing skills could all be reasonably picked up during her university career.


Yeah... assuming that she had no other academic interest than preparing herself for a job in the police. Again, that's bad character concept... Why doesn't she have, say, a point or two in Literature? Wouldn't that be more interesting?

Speaking of skills, what about the skills I mentioned? Is it really possible for any cop (including detectives, who are all former patrol officers) not to have any points in Tonfa, the basic weapon of any beat cop? What about Swimming?

quote:
Plenty of people (like me (= )have defaults in skills like Cooking and Housekeeping.  If you're doing regular, routine work in a low-stress environment, you normally have +5 or so to the skill roll, which is why she's able to drive to work without flipping her car.  Now, if she were in a high-speed chase, she'd be in trouble.


And that's another problem. Aren't cops trained in driving well?

quote:
Here's another reference.  A Beat Cop [45] template is on p. 15:  http://gurpsland.no-ip.org/pdf/G4ETemplatesSmall.pdf


Not sure I like it, either. It seems like a template for a very rookie cop. Low attributes (a male cop with ST 10? Definitely not in my country), few skills... and, of course, a ton of disadvantages. The template assumes that there are no cops who are simply well-adjusted, normal people!

Tortuga:
The GURPS Cops Detective template is 55 points, which is fine for a real-world detective.


I looked at that template and I don't like it. For once, it's optimiized for GURPS 3E. In 4E, that detective would have to have IQ 11... which seems really poor.

And it's one another cop who can't swim and who has piss-poor driving skills (Driving 9? Come on) and who may not even have any skill in running or self-defence (both of them are listed as optional)...

otghand:
More seriously  I think needs more points, probably ~125 total.  A 31 year old police Lt. is not a starting adventurer - that is someone with some experience.


Exactly!
This message was last edited by the player at 21:13, Mon 20 Jan 2014.
2l8m8
player, 9 posts
Mon 20 Jan 2014
at 21:14
  • msg #306

Re: Avoiding online game-death by combat

You got to look at the relative environment, not the absolute. If I do a low point campaign, its kind of a given you can do all your normal stuff. Buying cooking is nice for RP, but you don't do that in low point games.

Personally, I like higher points as well, but its all relative. Bad guys won't be as good, either. ;) If you disagree enough with the GM, you should probably just bow out. Seriously, you're just going to have more disagreements, and the fact you brought it here is admirable, but it proves you can't work it out.
Varsovian
player, 11 posts
Mon 20 Jan 2014
at 21:18
  • msg #307

Re: Avoiding online game-death by combat

The sad thing was, there was no "enviroment". It was supposed to be a solo game...
Tortuga
player, 272 posts
Mon 20 Jan 2014
at 21:27
  • msg #308

Re: Avoiding online game-death by combat

quote:
I looked at that template and I don't like it. For once, it's optimiized for GURPS 3E. In 4E, that detective would have to have IQ 11... which seems really poor.

And it's one another cop who can't swim and who has piss-poor driving skills (Driving 9? Come on) and who may not even have any skill in running or self-defence (both of them are listed as optional)...


Don't drop the IQ to 11, just raise the value of the template to 75 instead of 55.

It's an occupational template, not a complete character. It's everything that the detective needs to do her job. Swimming isn't part of that job. Most detectives aren't going to be physically taking criminals down by punching them (a great way to get the perp off on an excessive force charge) frequently enough train for it. Most detectives aren't going to get into car chases.

If a character has those skills, it isn't from the template. Sure, the detective might know kung-fu, but the department didn't pay for it, and it's not part of the training.

Compare it with the beat cop template:

Attributes: ST 10, DX 10, IQ 11, HT 10
Advantages: Legal Enforcement Powers, Police Rank 0 to 2, 15 points from Perception, Contacts, Fit, Patron, Strong Will
Disadvantages: Duty, etc.
Skills: Area Knowledge (Beat), Area Knowledge (City), Brawling[2]11, Criminology[1]10, First Aid [1]11, Guns(pistol)[4]12, Guns(shotgun)[1]10, Law(Criminal/Procedure)[1]8/14,

etc etc.

Note that beat cops have Fit, Brawling, better gun skills. They do have climbing and better drive, because that's what a beat cop's job is. It's not what a detective's job is, so it's not a part of the template.

Can a detective have those skills? Sure! It's not from the job, though, because a detective doesn't involve violent take-downs, car chases, or foot pursuit of a fleeing suspect. At least, not often enough that they're trained for it.

Of course, in most US precincts, a Detective did at least 4 years as a beat cop, so they might have retained some of those skills.
This message was last edited by the player at 21:29, Mon 20 Jan 2014.
2l8m8
player, 10 posts
Mon 20 Jan 2014
at 21:36
  • msg #309

Re: Avoiding online game-death by combat

sigh. I can see your disappointment. Perhaps if you mentioned, you would like extra points for non-combat skills, only, to round out the character? I've seen realistic 300 point characters, and 50 point ones.

The whole skill deterioration rules might account for people not knowing stuff they used to, too. Like me, I don't know how to... uh... well, that rule sucks. I can still pour concrete, I was certified in that years ago, and went years between using it. I do forget a little of the tricks for polynomials, but I can still do the same algebraic stuff with shortcuts.
Tortuga
player, 273 posts
Mon 20 Jan 2014
at 21:42
  • msg #310

Re: Avoiding online game-death by combat

Maybe you passed all your IQ rolls. I know I haven't. I was a boy scout. Barely tie a square knot these days.
Varsovian
player, 12 posts
Mon 20 Jan 2014
at 21:52
  • msg #311

Re: Avoiding online game-death by combat

Tortuga:
It's an occupational template, not a complete character.


Well, that's why I didn't complain about the lack of Cooking on that template ;)

quote:
Note that beat cops have Fit, Brawling, better gun skills. They do have climbing and better drive, because that's what a beat cop's job is. It's not what a detective's job is, so it's not a part of the template.


Yeah, but as you mentioned yourself, all detectives are former beat cops. So, the detective template should be built on top of the beat cop template. I can't imagine that detectives suddenly forget all of their previous training... If you were trained in driving or self-defence, you don't suddenly lose those skills just because your current job doesn't require them.

It'd be especially true for the character I was building, as she was supposed to be a detective that was only promoted from beat cop very recently.

2l8m8:
sigh. I can see your disappointment. Perhaps if you mentioned, you would like extra points for non-combat skills, only, to round out the character?


I did mention that. For example, my character was supposed to be of Chinese descent, so I needed to spend 4 points on her Cantonese language. I told the GM that it was all flavour to me, a way of making the character more interesting... but I didn't get any extra points for that.

quote:
The whole skill deterioration rules might account for people not knowing stuff they used to, too.


There are skill deterioration rules in GURPS?
Tortuga
player, 274 posts
Mon 20 Jan 2014
at 22:01
  • msg #312

Re: Avoiding online game-death by combat

Every 6 months you go without using or reading up on or practicing a skill at all you need to make an IQ roll. On a failure it drops a level.
Varsovian
player, 13 posts
Mon 20 Jan 2014
at 22:04
  • msg #313

Re: Avoiding online game-death by combat

Interesting. Where's that rule from? (asking for reference's sake)
Tortuga
player, 275 posts
Mon 20 Jan 2014
at 22:09
  • msg #314

Re: Avoiding online game-death by combat

Page 294 in the Characters book under "Maintaining Skills" in the sidebar. It's an optional skill; I'd only suggest using it in skills intended to emulate reality rather than fiction.
trooper6
player, 78 posts
Mon 20 Jan 2014
at 22:30
  • msg #315

Re: Avoiding online game-death by combat

Varsovian,

Really you just need to figure out what sort of GM you are dealing with and what they think "realistic" or "cinematic" is. I like realistic games, but I realized that there are people whose idea of "realism" is completely at odds with my idea of "realism."

Things you should ask a prospective GM:

What cp levels are starting characters?
Do you have a cap on starting attributes? Or do you have a level that you think is cinematically high? (for example you need to know if they think having a IQ 12 makes you unbelievably better than most people and verging on cinematic, or if they think that fits within the realm of average and realistic).
What do you consider an average skill level for a person who uses that skill for a living? For a living if their living is dangerous? (You need to know if their idea of an average realistic firearm skill is 10, 12, or 14).
Is there a level of attribute or skill above which you think the player needs to justify having?
Are you a GM who likes PCs to have lots of skills, including flavor skills, or are you a GM who likes PCs to have fewer skills and rely on defaults a lot more?
When you say realism, what do you mean by that? How does that interact with PC death or frequency of failure?

Just make sure you and your GM are compatible.
Tortuga
player, 276 posts
Mon 20 Jan 2014
at 22:49
  • msg #316

Re: Avoiding online game-death by combat

Yes, realism and power-level are two different things.

Where trooper6 and I disagree, I think, is in the prevalence and utility of people using skills at or around default. Possibly default + the dabbler perk.

The way I envision competency in GURPS:

1. No default. You've never even sat in a car, you don't know what the pedals do, or how to start it, really. You can jab at the lock with picks, but you've never really seen anyone pick a lock. You know that guns shoot, but you don't even know to hold it firmly, and will never hit an intended target. No chance of success, but failure may be interesting.

2. Default. This includes limited use of the skill personally. You shot some targets at a range once. You've seen other people drive. The concept of the skill is, at least, not foreign to you. The more often you've done it, the better your default, modeled with the Dabbler perk.

3. Skilled. At least 200 hours training, 400 hours self-training or with an instructor lacking Teaching-12+, or 800 hours on the job learning. The degree of skill is largely determined by the degree of utility in your life.

Most people do everything by default. Their "flavor skills" are mostly default, unless it's at least a moderate interest you've partaken in for years (enough to hit that 200/400/800 hour mark). Talent helps a lot in learning.

In my campaigns, for example, most hunters and criminals rely on the guns default. Unless a cop is a sharpshooter he'll have a point. This makes him far better than almost any civilian he comes across. Players skill levels should be examined contextually against this.

And I think that's key. Character competence shouldn't be measured against an absolute, but against the campaign context. Skill 11 is amazing when everyone else has default at 6.

For attributes, advantages that provide the same benefit are more interesting. HT 10 and Fit is more common and more interesting than HT 11. IQ 10 + 2 levels of Talent is more common and interesting than IQ 12. It's more character optimal in most places as well, speeding learning time and providing social benefits, for less cost.

/rant
This message was last edited by the player at 22:49, Mon 20 Jan 2014.
Aethulred
player, 12 posts
Mon 20 Jan 2014
at 23:00
  • msg #317

Re: Avoiding online game-death by combat

Honestly, I can't see how a 12 makes you cinematic. A 10 is a 50% success rate... in a craft skill, you are going to do very poorly if only half of what you start turns out salable. If you get to an 11, you succeed about 2/3s of the time, 12 means you succeed just over 3/4 of the time, so a successful craftsman best have a skill of at least 12.
12 means you are well practiced in that skill and use it regularly. I would agree that you can't be that good in every skill, but you should be at least that good in those skills you make a living at! 13 is believable.. at 14, you are a standout in your skill; 15 and up makes you a well known merchant of fine wares everyone knows like Tiffany or Swiss Army ...
otghand
player, 46 posts
Mon 20 Jan 2014
at 23:06
  • msg #318

Re: Avoiding online game-death by combat

The problem I have with this approach is that it is unsuitable for the individual who accept a dangerous life, and those people are by definition not average.  I know as a player in a game I am really reluctant to rely on a skill where the downside is potentially fatal if the odds of failure are high.  A skill of 12 is fine when most of the time the task is routine +4 and even when not the downside is an annoyance, not loss of life, limb, or other serious consequence.

I think too little allowance is being made for life skills as well.  Take driving.  I drive an hour each way to work, 5 days a week.  Call it 40 weeks out of the year (allowing for days off, other circumstances, and a preference for round numbers).  That is 40*5*2=400 hours a year.  Do that for very many years and you get some serious points in driving in GURPS terms.  Not the same as a combat driving course, but more than 1 point.

Those 100 point characters are fine for someone just starting out, but that is about it.  That Police Lt. should probably have had wealth, comfortable as well, plus a patron (police dept.) which provides valuable equipment and logistical support.

When playing historical games it can be worse.  You can not play even minor nobility on an average guy point budget because after you pay for the wealth and the title / status, you now suck at the physical tasks the nobility were required to be practiced in.

Lastly, I admit to a preference for playing large than life characters even if not full on cinematic.  Playing average Joe to whom crap happens is too much like life, not an escape from it.

YMMV
Tortuga
player, 277 posts
Mon 20 Jan 2014
at 23:43
  • msg #319

Re: Avoiding online game-death by combat

Keep in mind the +5 bonuses for routine, day to day tasks. As Trooper6 mentioned, circumstantial bonuses are huge. So is taking extra time, and equipment bonuses.

But remember, there is a difference between high-level and cinematic. You can have cinematic 50 point characters with skills of 10-11, and realistic 150 point characters with skills of 15-16.

Your power level is always in comparison to the NPCs around you, and a good GM will always make sure that you're challenged. The best GMs I've played with have things balanced so that the players' opposition is enough that they MUST come up with a clever plan in order to win, regardless of what their skill levels are.
This message was last edited by the player at 23:45, Mon 20 Jan 2014.
2l8m8
player, 11 posts
Tue 21 Jan 2014
at 00:17
  • msg #320

Re: Avoiding online game-death by combat

While everyone has a crit failure, let's talk about some realistic skills, and I'll let you figure the numbers.

Profession: I usually hit the right technical fix 90% of the time. I'd say 80% of that is rushed, and 20% of it I might take extra time. When it takes forever, I'd say that's a crit fail, I need to fix it eventually no matter what, there's no 'fail & done' like there is in GURPS. As mentioned, 40+ hours a week, 50+ weeks / year, for 20 years, I should have a bunch of points. Add to this a ton of intense training, including a 4 year apprenticeship. Just guessing, but those numbers would probably get to 20+ skill, and while not trying to brag, I don't think I have a low IQ. (IMO no one who plays GURPS does.)

Guns (rifle): Again, intense training from the military, but not so much training after that. Moderate practice, I'd say maybe enough for 200 hours every 3 years or so. I can hit a quarter at 100 yards, every time. Sure, there's crit fails, but the last time I went shooting, I had 20 hits out of 20 hits. As mentioned, add situational modifiers for bench rest shooting.

Guns (shotgun): Similar to above, but I do trap league. There isn't extra time mods. It's not an 'every day task'. I have a $100 shotgun, so no equip mods. I still hit 24 out of 25. I'm not that great, either. The guys who do it a lot, and have good guns, hit 399 out of 400.

That said, it's a game, and things are modeled. The model might not be perfect, it's all relative, just have fun. The bad guys can't shoot you any better than you can shoot them. It's like a D&D game, one DM has a lot of magic, and another has almost none. I had one, an artifact weapon was a +1 dagger. That's cool if you like it, but to me, it should be Thor's hammer. Just because I don't like it, though, doesn't make it invalid, just a different viewpoint of where the balance should be. You're taking the numbers far too literally, just because I'm a good rifle shot, doesn't mean 20 is good. Instead of you hitting X% of your shots, you need to look at it in the perspective of you hit X% more than the other guy.
trooper6
player, 79 posts
Tue 21 Jan 2014
at 00:32
  • msg #321

Re: Avoiding online game-death by combat

Tortuga and I both enjoy realistic campaigns. But we have different ideas about how that realism will be accomplished.
He is more likely to have a person try a skill at default 6 with a +5 situation bonus, while I'm more likely to have a person with skill 11. He thinks it is more interesting to have a person with HT 10 and Fit than a person with HT 11. I'm more excited about having both in my campaign and finding ways to make interesting the distinction between both of those two PCs.

Neither one of these is more correct of an approach. There are so many exciting and different ways to come into a GURPS game!

This is why I say it is rather more important to find out what approach your GM is going to take, so you can know if the approach matches your expectations. If the GM says "cinematic" find out what they mean by that. If the GM says "gritty" find out what they mean by that. If the GM says "low powered" or "high powered" find out what they mean by that. Find out what they mean when they say the game will be a Western...how do they understand the genre?

The key is to find people you are compatible with rather than arguing about the best way to do a thing.
Varsovian
player, 14 posts
Tue 21 Jan 2014
at 00:47
  • msg #322

Re: Avoiding online game-death by combat

Hmm.

So... anyone compatible with me? I'd really love to do something with GURPS - the cop game or something else...
Big Brother
player, 2 posts
Tue 21 Jan 2014
at 00:53
  • msg #323

Re: Avoiding online game-death by combat

I'm not really paying much attention to the conversation, but I would love to play a Reign of Steel campaign. I have pretty much all the 3rd ed books, or I'm willing to play 4th with some massive amounts of help in CC. *shrugs* Anyway, if anyone's willing...
steelsmiter
player, 103 posts
Tue 21 Jan 2014
at 01:47
  • msg #324

Re: Avoiding online game-death by combat

Varsovian:
Hmm.

So... anyone compatible with me? I'd really love to do something with GURPS - the cop game or something else...

I was hoping to play a cop game but mine was an Action one.
jason254
player, 13 posts
Tue 21 Jan 2014
at 02:01
  • msg #325

Re: Avoiding online game-death by combat

In reply to trooper6 (msg # 321):

I agree.  I think in large part the primary goal for starting up with a new gm is to get a feel for how they do things and if that is fun for you.  In the end it's not the specifics in a character that matter but how much fun you have in the game.  But if you get hung up on CP totals you might be missing out on a game you would have otherwise really enjoyed.

I remember a long time ago I had the privilege to play in a game gm'd by sockpuppet.  The CP total was a lot higher than what I was used to which was cool.  I made a character highly skilled in combat without realizing she doesn't do turn based combat which was a disappointment.  I stuck with the game though as I found her writing unbelievably good and her ideas highly imaginative.  I had a blast while it lasted.  Sadly she got burned out and ended the game and I don't think she runs games any more.
Mad Mick
GM, 95 posts
Tue 21 Jan 2014
at 02:09
  • msg #326

Re: Avoiding online game-death by combat

Except for this one.  =)

I miss Sock, too!  As Trooper said, it's important to find a GM and players that you're compatible with.  When the right group comes along for me, I don't care if the CPs are 50 or 5,000 and if we're just dungeon crawling fools or anthropomorphic animals.

And I agree, Big Brother, a Reign of Steel game would be a lot of fun.
2l8m8
player, 12 posts
Tue 21 Jan 2014
at 02:19
  • msg #327

Re: Avoiding online game-death by combat

CC? What's that?

And I do go for the higher points, like I said. The right cop game would be fun... action, as mentioned. Reign of Steel would be cool, but I think I'm a jinx on that. Had it as my very first GURPS book, a BD present with the 3E rules when they were pretty new, they just came out with the revised edition. I've tried playing it s many times, GMing it, have the 4E version of it... alas and alack, I have never gotten very far. I think the very farthest, the PCs raided a recharging shack, and never got around to walking out. But if someone wants to have a possible jinx, count me in.
Big Brother
player, 3 posts
Tue 21 Jan 2014
at 02:37
  • msg #328

Re: Avoiding online game-death by combat

See? We already have all the players we need... just need a GM. ;)

I miss Sock too. Think she knows how highly people around here seem to think of her?
Tortuga
player, 278 posts
Tue 21 Jan 2014
at 04:07
  • msg #329

Re: Avoiding online game-death by combat

I'm actually leaning towards higher power games these days. Next one will probably be 150 points.
otghand
player, 47 posts
Tue 21 Jan 2014
at 04:13
  • msg #330

Re: Avoiding online game-death by combat

In reply to Tortuga (msg # 319):

quote:
Your power level is always in comparison to the NPCs around you


I disagree.  Your power level is often, and I will argue most importantly, measured by the intersection of chance of failure and consequences of failure.  Put another way, it is a measure of what level of difficulty you can face with an acceptable level of risk.
Tortuga
player, 279 posts
Tue 21 Jan 2014
at 04:26
  • msg #331

Re: Avoiding online game-death by combat

If 99% of the world has relevant skills at 10 and you have a 12, you're high powered.

If 99% of the world has relevant skills at 12 and you have a 12, you're average.

If 99% of the world has relevant skills at 15 and you have a 12, you're crippled.
otghand
player, 48 posts
Tue 21 Jan 2014
at 04:35
  • msg #332

Re: Avoiding online game-death by combat

In reply to Tortuga (msg # 331):

If with a skill of 12 you will fail 25% of the time and failure puts you at serious risk you are not high powered! you are an accident waiting to happen.  You will not have to wait long.
Tortuga
player, 280 posts
Tue 21 Jan 2014
at 04:50
  • msg #333

Re: Avoiding online game-death by combat

Yeah, but everyone else is twice as likely to fail. Being twice as good as everyone else sounds pretty high-powered to me.

But then "High powered" is a comparative value judgement. Who are you high powered or low powered compared to? Some other character in some other campaign, or the other characters you're going to face in your own campaign?

Is a 350 point character facing 500 point adversaries more "high powered" than a 100 point character in a world of 50 point enemies?
This message was last edited by the player at 04:51, Tue 21 Jan 2014.
trooper6
player, 80 posts
Tue 21 Jan 2014
at 05:50
  • msg #334

Re: Avoiding online game-death by combat

I don't think of "high powered" as being related solely to the power of the PC with regard to the other people into the game, but with regard to a larger concept of power as defined by the point total ranges laid out in the book. The relationship of the PC's power lever to the other people in the game I think I'd use the terms "over powered" or under powered."

Let me explain.

If you have a game where the PCs are built on 1000cps, and everybody else is built on 2000cps. The PCs aren't low-powered PCs. They are High Powered PCs...considering that the average PC is 150cps. Now they are also under-powered compared to the NPCs...but 1000cp is still high powered.

Similarly, if the GM sets the starting cp limit at 20cp and has all the NPCs at 10cp...they are over-powered compared to the NPCs...but in no way are they high powered PCs...because the standard starting power is 150cp. They are severely low powered PCs who are nonetheless overpowered with regard to the NPCs around them.
Tortuga
player, 281 posts
Tue 21 Jan 2014
at 14:09
  • msg #335

Re: Avoiding online game-death by combat

Is the average PC 150 points, though? Compared to what? Every PC in every game run by every GM? Every PC you've played in all your games?

Any value comparison is highly subjective by nature.

I'm splitting hairs, though. "Average" PCs are 25-50 points.

I think at one point Kromm posted that he felt that 250 points was where GURPS really came into its own.
2l8m8
player, 13 posts
Tue 21 Jan 2014
at 16:03
  • msg #336

Re: Avoiding online game-death by combat

I agree with Kromm. 250 is my favorite level of power, and I can make a normal, realistic guy, or a superhero. There are things the superhero can't do, doesn't have a lot of skills, etc, and that's kind of exactly what we're talking about here. I can do a moderately effective superhero with 250 and skills, but if I do a single-purpose sort of build, I can get something close to superman with 250. Close, mind you, superman is just ridiculous power-wise. I tend to do a good job at that, though, I can kick a 300 pointer's butt with a 200 point guy. Why? I don't have all those extra skills we've been talking about. That's what the GM is kind of leaning toward, probably, is my guess. a minimalist creation viewpoint, go read Order of the Stick, and when you see Min-Max, you'll get what I mean.
Tortuga
player, 282 posts
Tue 21 Jan 2014
at 17:07
  • msg #337

Re: Avoiding online game-death by combat

I don't know about "normal", but I think it's perfectly possible to come up with a very exceptional "realistic" 250 point character.

I think that 250 points works better in "action movie realism" sort of games, rather than "real world realism" sort of games.
jmurrell
player, 13 posts
Tue 21 Jan 2014
at 21:30
  • msg #338

Re: Avoiding online game-death by combat

I've seen 400 point "realistic" characters. Exceptional but not outside human ability.

More important than just raw point totals I think are expectations about attribute and skill levels. I don't normally let players cut sheets until concepts are established. Then I'll give out a set of guidelines. This is what I used for a steampunk game. link to a message in another game

Skills for example used this:

Skills
  • Skill level 10 is what gets called "amateurish", meaning "not really good enough" (this is, of course, a calumny against amateurs).
  • Skill level 12 is what passes for competence in run-of-the-mill occupations. This is the level that you expect of a nameless NPC plumber chosen at random from the Yellow pages.
  • Skill level 14 is expertise in the mass occupations and basic competence in intensely-trained elite occupations. This is the level of competence you expect of doctors dealing with routine cases, from commercial pilots, etc.
  • Skill level 16 is true expertise. It is the level that you expect in a main skill of a specialist, eg. a designated marksman, the specialist consultant to whom you are referred as a non-routine case.
  • Skill level 18 is advanced expertise. An intensely-trained specialist in an elite outfit might be expected to have an 18 in his or her single main skill.
  • Skill level 20 is outstanding expertise. This is the skill level of the leading expert whom all the elite outfits wish they could get to work for them.
  • Skill level 22 is the sort of thing you see in figures like Don Bradman and Albert Einstein, whose performance and achievement dominates an elite discipline for a generation. Fifty years after these people retire, PhD candidates in statistics write dissertations estimating how outstanding they were.


Now we can argue about how realistic those are but it gives my players a sense of what I expect.
otghand
player, 49 posts
Tue 21 Jan 2014
at 21:40
  • msg #339

Re: Avoiding online game-death by combat

This exactly, except you slight commercial pilots.  The amount of training those guys get and maintain is quite serious.  The Air National Guard / Naval Reserve pilots pretty much always spank the active duty transport pilots in the various competitions simply because they fly so much more.
Tortuga
player, 283 posts
Tue 21 Jan 2014
at 21:50
  • msg #340

Re: Avoiding online game-death by combat

I'm more or less inclined to agree with those benchmarks, though as a player I find the vanishing returns for higher skill less than optimal for the cost involved. It depends on the campaign and the penalties the GM assesses, of course, but after you hit 13 or so every point of skill becomes increasingly points-inefficient.

One thing that does bother me in character design is equating "high-attributes, few points in skill" with "low-attributes, high points in skill." Someone with a DX 12 and 8 points in Broadsword has a 14, as does someone with DX 14 and 2 points in the skill, but the first character has far more training and experience.

Where this bothers me is when a player takes a high attribute and drops a point or two in a bunch of skills, but their concept is someone highly educated or with a lot of training, instead of a talented beginner.
This message was last edited by the player at 22:00, Tue 21 Jan 2014.
Exwrestler
player, 2 posts
Tue 21 Jan 2014
at 21:59
  • msg #341

Re: Avoiding online game-death by combat

Tortuga:
One thing that does bother me in character design is equating "high-attributes, few points in skill" with "low-attributes, high points in skill." Someone with a DX 12 and 8 points in Broadsword has a 14, as does someone with DX 14 and 2 points in the skill, but the first character has far more training and experience.

Where this bothers me is when a player takes a high attribute and drops a point or two in a bunch of skills, but their concept is someone highly educated or with a lot of training, instead of a talented beginner.


Well as a 42 year old grappler who has been wrestling since 1986 and can't seem to get over on some of these 28 year old world champions I have to, unfortunately, say that sometimes this models real life pretty well.
Tortuga
player, 284 posts
Tue 21 Jan 2014
at 22:03
  • msg #342

Re: Avoiding online game-death by combat

I'm not talking about effectiveness, I'm talking about the mechanical difference between "High attributes, low skills" and "Average attribute, high skills".

If you want to play a highly trained character, put a lot of points into skills.
If you want to play a highly talented character, put a lot of points into attributes and (where applicable) Talent.

It's more of a pet peeve, but I see a lot of "60 year old tenured professor" with an IQ of 14 and 2 points in their subject, or "grizzled master swordsman" with a DX of 15 and 1 point in Broadsword.

Highly-talented beginner is totally a legitimate concept, but if it's NOT your concept, don't take high-stat low-skills.
This message was last edited by the player at 22:04, Tue 21 Jan 2014.
jmurrell
player, 14 posts
Tue 21 Jan 2014
at 22:06
  • msg #343

Re: Avoiding online game-death by combat

In reply to otghand (msg # 339):

quote:
Now we can argue about

jmurrell
player, 15 posts
Tue 21 Jan 2014
at 22:12
  • msg #344

Re: Avoiding online game-death by combat

Tortuga:
I'm more or less inclined to agree with those benchmarks, though as a player I find the vanishing returns for higher skill less than optimal for the cost involved. It depends on the campaign and the penalties the GM assesses, of course, but after you hit 13 or so every point of skill becomes increasingly points-inefficient.


Well I don't have players build to a point limit, I do build-to-concept instead. So that's less of an issue for me, but having guidelines is even more important.

quote:
One thing that does bother me in character design is equating "high-attributes, few points in skill" with "low-attributes, high points in skill." Someone with a DX 12 and 8 points in Broadsword has a 14, as does someone with DX 14 and 2 points in the skill, but the first character has far more training and experience.

Where this bothers me is when a player takes a high attribute and drops a point or two in a bunch of skills, but their concept is someone highly educated or with a lot of training, instead of a talented beginner.
Agreed, though floating skills to other attributes make a difference.
Tortuga
player, 285 posts
Mon 3 Feb 2014
at 22:53
  • msg #345

Re: Avoiding online game-death by combat

Speaking of higher powered games, I'd like to run a higher-powered version of "Heroic Apotheosis."

HA was a game in which players found themselves being tossed from world to world and faced with various adventure scenarios. They were high-school students, and through the course of the game gradually learned survival skills based on what they'd been up to.

I'd like to run this general scenario again, with one small tweak:

The players are still "normal" and unexceptional in the real world, but when they travel to a new world they possess one of the locals, gaining stronger bodies and more skills for the duration. They don't start from scratch as outsiders in each world, but have identities and a place in society.

Some of the plot revolves around what happens in the "real" world, and character advancement is the retention of some of the skills learned from those they possessed in their last worldjump.

Does this sound interesting/compelling?

"Real world" characters would be worth 50-75 points, and point levels in other worlds would vary tremendously. Players would NOT be building these other characters; they'd have to discover the capabilities of their new bodies through trial and error.
otghand
player, 50 posts
Tue 4 Feb 2014
at 15:57
  • msg #346

The appeal, or lack, of  "Adult".

I saw the advertisement for the new GURPS game and was briefly exited, right up until I saw the Adult tag.  I am curious what the collective thinks of "Adult" games vs. "Mature" games?  I don't have any interest in "Adult".  In my experience (though not on RPOL) such a description usually presages a venture by some into badly written porn, either of the slasher violence variety or the sexual sort.

So what is the appeal on RPOL?  Is your experience different?  How many potential players do you think "Adult" costs you or gains you vs. Mature, and is the exchange favorable?
Mad Mick
GM, 96 posts
Tue 4 Feb 2014
at 16:23
  • msg #347

Re: The appeal, or lack, of  "Adult".

Hey, otghand.  =)  I started the Supers game based on a request from some players who had lost their GM but still wanted to play their characters, and I gave them the option to run the game as Mature or Adult (the original game might have been Adult, but I can't remember).

I generally prefer Mature over Adult, to be honest, but a great example of Adult games are Ceredyn's Borderlands or Splattered with Gore games, if you're familiar with either of those, which do have violence and sex from time to time (particularly SwG), but it's not porn/torture porn.

The Adult tag is there to protect the players in the game more than anything else.  If players are hoping for badly-written erotica, they'll need to go elsewhere for that.  =)
otghand
player, 51 posts
Tue 4 Feb 2014
at 16:25
  • msg #348

Re: The appeal, or lack, of  "Adult".

Now I am curious - what game was it that lost its GM?
Big Brother
player, 4 posts
Tue 4 Feb 2014
at 16:32
  • msg #349

Re: The appeal, or lack, of  "Adult".

I prefer Mature or Adult games in general, simply because they allow a wider array of posts. Granted, I typically specify "no sex," but since I generally prefer World of Darkness, that's not a problem (after all, we're talking the setting that gave you a cathedral of flesh that ate its creator). In fact, it amounts to preferring Adult games because I, personally, don't really get the difference between M and A games, so I figure, "Why not play it safe?"

That said, some games I think should never be Adult (or even Mature) games - for example, Star Trek and Star Wars. To me, both of those settings are "everyman settings," and should be as much for 8 year olds as 80 year olds.
otghand
player, 52 posts
Tue 4 Feb 2014
at 16:37
  • msg #350

Re: The appeal, or lack, of  "Adult".

Interestingly, my version of play it safe is to never join "Adult" rated games.
steelsmiter
player, 104 posts
Tue 4 Feb 2014
at 16:47
  • msg #351

Re: The appeal, or lack, of  "Adult".

I don't run anything but Adult games because I want narrative freedom. I'll actually quit RPoL if they ever force Subscription Only.
Big Brother
player, 5 posts
Tue 4 Feb 2014
at 16:50
  • msg #352

Re: The appeal, or lack, of  "Adult".

otghand:
Interestingly, my version of play it safe is to never join "Adult" rated games.


Well, I was referring to safe between M and A specifically, not "maybe I'll get lucky and this game won't have sex." I just don't personally partake of that aspect if it comes up.

steelsmiter:
I'll actually quit RPoL if they ever force Subscription Only.


Although that seems totally off topic and unrelated, I have to admit that I agree. While RPOL is great, it's not worth paying for (except on my terms).
otghand
player, 53 posts
Tue 4 Feb 2014
at 16:53
  • msg #353

Re: The appeal, or lack, of  "Adult".

steelsmiter:
I don't run anything but Adult games because I want narrative freedom.


How does the "Adult" tag give you narrative freedom?
steelsmiter
player, 105 posts
Tue 4 Feb 2014
at 16:57
  • msg #354

Re: The appeal, or lack, of  "Adult".

Big Brother:
Although that seems totally off topic and unrelated

It isn't. Subscription Only refers to the fact that you'll have to pay to run adult games. If or when that ever happens, I'm out.

quote:
How does the "Adult" tag give you narrative freedom?

I can swear and go into extreme graphic detail to my heart's content. If I want. I don't always do it, but I don't want to have to fruit all the time either, and I have a potty mouth.
Mad Mick
GM, 97 posts
Tue 4 Feb 2014
at 16:58
  • msg #355

Re: The appeal, or lack, of  "Adult".

otghand:
Now I am curious - what game was it that lost its GM?


I'm not quite sure, otg.  The other game went belly-up last year, and I believe the GM left the site, but I'm not sure.
Big Brother
player, 6 posts
Tue 4 Feb 2014
at 17:00
  • msg #356

Re: The appeal, or lack, of  "Adult".

steelsmiter:
Big Brother:
Although that seems totally off topic and unrelated

It isn't. Subscription Only refers to the fact that you'll have to pay to run adult games. If or when that ever happens, I'm out.


Ah, that I didn't know. I'd probably stick around for that - I don't actually get "mature" or "adult" often enough for it to matter that much to me. I thought a subscription would be, well... a subscription. ;)
otghand
player, 54 posts
Tue 4 Feb 2014
at 17:20
  • msg #357

Re: The appeal, or lack, of  "Adult".

steelsmiter:
I can swear and go into extreme graphic detail to my heart's content. If I want. I don't always do it, but I don't want to have to fruit all the time either, and I have a potty mouth.


All I can say is I would not be a good fit for your games.  I really hate reading poor use of the language (AKA potty mouth) no matter how "real" it might seem, and I find that my mind's eye can out graphic anything an author can entertainingly write.

I have a very fond spot for the old 40's and 50's movie tradition of creative language use meant to imply a foul mouth without descending to the sewers.

YMMV
2l8m8
player, 14 posts
Tue 4 Feb 2014
at 17:28
  • msg #358

Re: The appeal, or lack, of  "Adult".

I have found that, due to the requirement of legitimately stating your age, there are people who will not join. One lady in particular was quite adamant about it, and she was an excellent player & a friend of mine, so I reduced the game to mature, and have not, and plan not to, run any more adult games. The distinction is rather small unless you get into stuff I don't want in my games, anyhow.

There are those who will not join because it's not adult, however. I strongly suggest you take it on an individual basis, because the line is so close to either side. If you ask the GM why it's rated as such, it might be your definition of the other rating. It's not very concise, and I don't think there really is a way to make it so.

I used to do all adult, because I simply didn't want youngsters in the game. It's no guarantee, though, because they lie to the site all the time. Also, the most immature player I ever had was in his 60's.
Mad Mick
GM, 98 posts
Tue 4 Feb 2014
at 17:51
  • msg #359

Re: The appeal, or lack, of  "Adult".

2l8m8, you're definitely right about age being no guarantor of maturity level.  =)

From my understanding of RPOL's ratings, a PG-13 movie would be Mature, and an R-rated movie would be Adult.  Here in Hong Kong, we have Category I (All ages), Category II (some restrictions), and Category III (18 and over, which includes things like The Big Lebowski and Django Unchained, as well as straight-up porn).

Of course, I know people who don't go see a movie if it's R-rated, and I lived at a house in grad school that forbade R-rated movies.
steelsmiter
player, 106 posts
Tue 4 Feb 2014
at 17:57
  • msg #360

Re: The appeal, or lack, of  "Adult".

otghand:
All I can say is I would not be a good fit for your games.  I really hate reading poor use of the language (AKA potty mouth) no matter how "real" it might seem, and I find that my mind's eye can out graphic anything an author can entertainingly write.

I have a very fond spot for the old 40's and 50's movie tradition of creative language use meant to imply a foul mouth without descending to the sewers.

Where as I think TV shows that never express real parental anger at the child's hijinks (even without the use of potty mouth, I know my grandparents were treated far more poorly than the beav ever was) and those that involve police officers that never draw their guns are horribly idealistic, and not much more than propaganda.

quote:
I have found that, due to the requirement of legitimately stating your age, there are people who will not join.

I had someone try to tell me there was a risk of identity theft associated with following the pledge to include both your age and your date of birth. I told them if they had that kind of trust issues I didn't want them in my game anyway because they'd just end up doubting my word the whole time.

quote:
I used to do all adult, because I simply didn't want youngsters in the game. It's no guarantee, though, because they lie to the site all the time.

This can be a problem I guess. Though with the fact that I require both the numerical age and specific date, I've noticed the problem tends to weed itself out.

quote:
There are those who will not join because it's not adult, however. I strongly suggest you take it on an individual basis, because the line is so close to either side. If you ask the GM why it's rated as such, it might be your definition of the other rating. It's not very concise, and I don't think there really is a way to make it so.

Oh I'll join any game that seems of interest to me regardless of rating, if the GM will have me.
This message was last edited by the player at 19:59, Tue 04 Feb 2014.
otghand
player, 55 posts
Tue 4 Feb 2014
at 19:56
  • msg #361

Re: The appeal, or lack, of  "Adult".

In reply to Mad Mick (msg # 359):

Please do post updates here on how your game is going.  I am curious about GURPS with Supers having played quite a bit of GURPS since late 2nd early 3rd (and have copies of Melee, Wizard, and The Fantasy Trip around somewhere) but never have played in a Supers environment.
2l8m8
player, 15 posts
Wed 5 Feb 2014
at 00:11
  • msg #362

Re: The appeal, or lack, of  "Adult".

The beef wasn't about trust, identity theft, or any other similar issues. The lady simply didn't want  to publish her age, period. That is something I can respect, although it doesn't follow the adult rules. I knew her, liked her, and would want her in my game. So I compromised, since I wasn't as strong feeling about it as she was, and I plan to continue doing so. Mostly because, if I start a game, I would be honored to have her, and if that's what it takes, I'm good with mature. I feel most of the stuff the higher rating allows is poor rp anyhow, although there are rare occasions where it enhances the game. I honestly can't recall more than a half dozen instances in twice as many years, though.
Mad Mick
GM, 99 posts
Wed 5 Feb 2014
at 01:30
  • msg #363

Re: The appeal, or lack, of  "Adult".

Oh, right on, 2l8m8.  I balked the first time someone asked me for my date of birth in a game application.  The GM thought I had something to hide and actually banned me while I was still in the RTJ phase.

Guys, I had a number of RTJs for this one.  I was only taking 2 or 3 new characters, so if you've been thinking of starting up a GURPS Supers game, there's certainly an audience for one.
steelsmiter
player, 107 posts
Wed 5 Feb 2014
at 01:33
  • msg #364

Re: The appeal, or lack, of  "Adult".

2l8m8:
The beef wasn't about trust, identity theft, or any other similar issues.


I didn't really mean to imply your complaint was about such, rather that I had an unrelated incident of a similar nature.
steelsmiter
player, 108 posts
Wed 5 Feb 2014
at 01:34
  • msg #365

Re: The appeal, or lack, of  "Adult".

Mad Mick:
Oh, right on, 2l8m8.  I balked the first time someone asked me for my date of birth in a game application.  The GM thought I had something to hide and actually banned me while I was still in the RTJ phase.

I did that once, but not because of mistrust, rather because I had decided I wanted things done in a specific way and they were given the choice to respect that and chose not to.
2l8m8
player, 16 posts
Wed 5 Feb 2014
at 02:38
  • msg #366

Re: The appeal, or lack, of  "Adult".

steelsmiter:
I didn't really mean to imply your complaint was about such, rather that I had an unrelated incident of a similar nature.

NP, just making sure we were on the same page. I just wanted to point out that people do refrain from joining just because of the rating, and I have a good reason to not use the adult rating. I actually have seen no difference in maturity, as expected. Then again, since I've changed, I pretty much had known friends from this site joining, so I can't say it's a fair representative sample, either. Take it for what you will, it's basically raw data pertaining to the OP, is all.
trooper6
player, 81 posts
Wed 5 Feb 2014
at 22:52
  • msg #367

Re: The appeal, or lack, of  "Adult".

My very first RPOL game was adult...Arena of Champions. There was no porn...and wasn't even exceedingly graphic in describing violence...but it was Adult just in case. I loved that game. So I have always had a positive association with Adult rated games.

So if Mature is PG-13 and Adult is R. I want access to R rated games. I want to be able to play in or run a game like The Godfather...which is rated R...so it would be Adult, not Mature. So my tastes in literature and media tend run towards what would be rated as Adult here in RPOL and I'd like to be able to know my games can similarly deal with mature content.

Also, in a Mature game you must operate from the assumption that your players might be 14. Whereas the assumption is that they aren't 14 when in an Adult game. I'd go for an adult game just for that alone.
Vicedets
player, 5 posts
I like Fantasy.
I also like Sci-Fi.
Wed 5 Feb 2014
at 23:01
  • msg #368

Re: The appeal, or lack, of  "Adult".

In my experiences playing in both adult and non-adult games, there's been no difference in maturity levels from players. I ran an adult game for a while because I just wanted the freedom of being able to go down that road if I chose to.
steelsmiter
player, 109 posts
Wed 5 Feb 2014
at 23:03
  • msg #369

Re: The appeal, or lack, of  "Adult".

trooper6:
My very first RPOL game was adult...Arena of Champions. There was no porn...and wasn't even exceedingly graphic in describing violence...but it was Adult just in case. I loved that game. So I have always had a positive association with Adult rated games.

This is why I have always had problems with people making assumptions about Adult games.

quote:
So if Mature is PG-13 and Adult is R. I want access to R rated games. I want to be able to play in or run a game like The Godfather...which is rated R...so it would be Adult, not Mature.

And I'm ok going as graphic as Machete.

quote:
Also, in a Mature game you must operate from the assumption that your players might be 14. Whereas the assumption is that they aren't 14 when in an Adult game. I'd go for an adult game just for that alone.

+1
2l8m8
player, 17 posts
Thu 6 Feb 2014
at 00:37
  • msg #370

Re: The appeal, or lack, of  "Adult".

These are all reasons I've been using the adult classification, but as mentioned, switched to mature, and found no difference. I guess it all comes down to who's playing, and how they handle themselves. Basically, taking the same players across that line, nothing really happens. However, I am comparing GOOD players, so the whole rating system is unneeded and useless from the start, because I know them and their maturity.
Tortuga
player, 286 posts
Thu 6 Feb 2014
at 02:48
  • msg #371

Re: The appeal, or lack, of  "Adult".

The rating system is primarily there to protect RPoL from liability.
2l8m8
player, 18 posts
Thu 6 Feb 2014
at 13:26
  • msg #372

Re: The appeal, or lack, of  "Adult".

This is true, however it also categorizes players who apply to your games. Lying and misrepresentation aside, there are certain types you weed out the more restrictive it gets.

I'm just saying, it seems to me it doesn't work well for that. You try to weed out juvenile behavior by age, but the most juvenile player I had was decades older than me, and I hate to admit, I am no youngster. Some of the most mature players are quite young. I'm playing in a game now (not this site) where I found out my partner-in-arms is actually about 16 years old. Never would have guessed in a million years. Quite good RPer, I need to figure out how to tell him that without the slight of calling him a 'young whipper-snapper' LOL.

The only thing it is good for, is PERCEIVED restrictions and limitations. People THINK it will be a more mature game when they apply. It is up to the GM to enforce this, and this can be done in any level of restriction. There is a bit of controversy about what you may or may not type vis a vis the rules, but mostly, in the games I run / play in, it wouldn't matter because we don't go to the level of description that needs to be contained in a special category. Sex is fade to black, gore is limited to 'a big mess', and swearing is almost a contest to see who can come up with the best, clean, epithet. I'm partial to 'Bloody Blue Blankets!' myself, it rolls off the tongue nicely. ;)
trooper6
player, 82 posts
Fri 7 Feb 2014
at 05:18
  • msg #373

Re: The appeal, or lack, of  "Adult".

For me it is not just about maturity. It is also about what I feel comfortable saying around people who are minors. A person who is 14 may be the most mature 9th grader ever, but they are still a minor. And there are a bunch of things I don't feel comfortable RPing around a minor that I still want the possibility of having in a game...even if that possibility never manifests. If I know my RP partner over there if 14, I'm going to do a lot of censorship...and I'd rather not have to do that.
2l8m8
player, 19 posts
Fri 7 Feb 2014
at 11:35
  • msg #374

Re: The appeal, or lack, of  "Adult".

Understandable. I find, it doesn't happen, though. Not in the games I play. I tend to make sure it's readable without needing to go there. Different style of play, perhaps, but that's kind of the point I was alluding to. I don't use it because I don't need it, while others might need it because they want to use it.
steelsmiter
player, 110 posts
Fri 7 Feb 2014
at 15:04
  • msg #375

Re: The appeal, or lack, of  "Adult".

I'm not overly concerned with player maturity as long as the player is respectful, accepting of my rules calls, and mindful of the fact that I'm there to ensure that RPoL's rules don't get broken.
Tortuga
player, 288 posts
Fri 7 Feb 2014
at 15:06
  • msg #376

Re: The appeal, or lack, of  "Adult".

steelsmiter:
I'm not overly concerned with player maturity as long as the player is respectful, accepting of my rules calls, and mindful of the fact that I'm there to ensure that RPoL's rules don't get broken.


Isn't that basically a definition of maturity, though?
steelsmiter
player, 111 posts
Fri 7 Feb 2014
at 15:15
  • msg #377

Re: The appeal, or lack, of  "Adult".

Tortuga:
steelsmiter:
I'm not overly concerned with player maturity as long as the player is respectful, accepting of my rules calls, and mindful of the fact that I'm there to ensure that RPoL's rules don't get broken.


Isn't that basically a definition of maturity, though?

Yeah it's a definition of maturity, but I'm silly and I don't want stuffy people who think gaming is always SRS BSNS, and who can't cut loose every now and then. I can't have fun with people that are so straight laced they can't have fun. By that same token if they've got something cheesy to say or do, I'm not stopping them.
otghand
player, 56 posts
Fri 7 Feb 2014
at 15:50
  • msg #378

Re: The appeal, or lack, of  "Adult".

In reply to steelsmiter (msg # 377):

I think you lost me there.  How does the use of the Adult tag facilitate this?

In my experience (not on RPOL, I have not joined and Adult game here) too many who think they are being "Adult" equate that to writing slash fiction or being a poor man's Sam Peckinpah.
steelsmiter
player, 112 posts
Fri 7 Feb 2014
at 15:56
  • msg #379

Re: The appeal, or lack, of  "Adult".

Oh it was really tangential.  A comment was made to the effect that the Adult flag doesn't indicate anything about player maturity, so I responded with the fact that I'm not looking for maturity, I'm looking for respect (both for me and the site rules).
Tortuga
player, 289 posts
Fri 7 Feb 2014
at 16:46
  • msg #380

Re: The appeal, or lack, of  "Adult".

To me that's what maturity is. Respect. For yourself, for the other players, for the game. You can be silly or goofy or take it lightly as long as you don't interfere with everyone else's good times.
Mad Mick
GM, 100 posts
Mon 10 Feb 2014
at 23:30
  • msg #381

Re: The appeal, or lack, of  "Adult".

It looks like this discussion has spilled over a bit into the GPIA thread Ceredyn started.  I've played with Ceredyn in a number of games, and his games do require an Adult rating, probably most notably for violence (his Splattered with Gore series particularly).  In the six years I've played in his Keep game, I can think of maybe three times the sexual content has warranted an Adult tag, but he doesn't linger over it.  Still, if you don't play Adult games because of violence, language, or the occasional sexual content, then you probably shouldn't play his games, most notably for the violence.

I've been fortunately to play with a number of fantastic GMs on RPOL, but I have to say, Ceredyn is at the top of the list.  That's not to take away from any of the rest of the great GMs on RPOL, but Ceredyn's games are always challenging, excellently written, and a whole lot of fun.
Tortuga
player, 292 posts
Wed 26 Feb 2014
at 04:23
  • msg #382

Power Level and Advancement

I'm thinking about running a game that starts with a low-average power level - say 50-100 points - but front loads CP awards allowing for rapid development. 10 cp or so at a time, until players are around 250 points.

The idea here is ordinary people in unusual circumstances forced to adapt and rise to the challenge, undergoing rapid growth and change to surpass their limitations.

I've got two basic scenarios in mind.

#1: Peasants from a small village becoming mighty heroes etc etc etc.
#2: Modern day humans conscripted into the life of space piracy.
Just a Pilgrim
player, 1 post
Thu 27 Feb 2014
at 20:09
  • msg #383

Re: Power Level and Advancement

Tortuga:
I'm thinking about running a game that starts with a low-average power level - say 50-100 points - but front loads CP awards allowing for rapid development. 10 cp or so at a time, until players are around 250 points.

The idea here is ordinary people in unusual circumstances forced to adapt and rise to the challenge, undergoing rapid growth and change to surpass their limitations.

I've got two basic scenarios in mind.

#1: Peasants from a small village becoming mighty heroes etc etc etc.
#2: Modern day humans conscripted into the life of space piracy.


The second one sounds like it would be interesting. The only potential problem i can see with it is, that any skills the modern day human PC's have are going to be made basically worthless by the TL and Cultural Differences mali.

Combine that with a low CP score and the characters (and their players) have to contend with a rather hefty double handicap at game start, setting them up for early frustration before the advancement has a chance to kick in and make the PCs 'playable'.
Tortuga
player, 293 posts
Thu 27 Feb 2014
at 20:15
  • msg #384

Re: Power Level and Advancement

It would make more sense to focus on skills, advantages, and attributes that are constant across TL and culture, but with the rapid advancement it doesn't matter so  much from a character-optimization perspective what skills you pick for your base character.
KnightSteve
player, 2 posts
Tue 8 Apr 2014
at 00:10
  • msg #385

Re: Power Level and Advancement

Is there a zombie apocalypse/Walking Dead style game going on around here somewhere? I have been watching the show on Netflix and thought it would be fun to play a game in the same style.
jason254
player, 14 posts
Tue 8 Apr 2014
at 01:44
  • msg #386

Re: Power Level and Advancement

KnightSteve:
Is there a zombie apocalypse/Walking Dead style game going on around here somewhere? I have been watching the show on Netflix and thought it would be fun to play a game in the same style.

I have not seen one.  I would be up for a game like this as well.
otghand
player, 66 posts
Tue 8 Apr 2014
at 03:53
  • msg #387

Re: Power Level and Advancement

One or two started and faltered recently.
KnightSteve
player, 3 posts
Tue 8 Apr 2014
at 23:15
  • msg #388

Re: Power Level and Advancement

well, damn. That sucks pretty bad. I guess I will keep up my search.
drwheat
player, 1 post
Wed 9 Apr 2014
at 20:29
  • msg #389

Re: Power Level and Advancement

I was in a fun GURPS zombie game that fizzled out about a year ago.  Very sad.  My character even had a chain saw, and I didn't get to use it!  ;)

I've always been leery of doing a walking dead style game on pbp with GURPS, because I don't really like posting up hex maps, and staying away from the zombies is a big part of it.  I did have a zombie apocalypse game sketched out to go, but it wasn't with GURPS.
Big Brother
player, 9 posts
Wed 9 Apr 2014
at 20:47
  • msg #390

Re: Power Level and Advancement

If you find one, I'll be happy to join as well.
KnightSteve
player, 4 posts
Thu 10 Apr 2014
at 21:48
  • msg #391

Re: Power Level and Advancement

In reply to Big Brother (msg # 390):

I will let you know.
Tortuga
player, 305 posts
Sun 20 Apr 2014
at 23:50
  • msg #392

Re: Power Level and Advancement

I'd like to see GURPS X-Crawl.

I think that'd be neat.
otghand
player, 67 posts
Wed 7 May 2014
at 17:58
  • msg #393

Musketeer

I have an itch to try playing a Musketeer character as outlined in Pyramid 3/36.  Any GMs of DF games out there with a slot for one?
otghand
player, 68 posts
Thu 15 May 2014
at 17:48
  • msg #394

Re: Musketeer

Nothing?  No games out there or no interest in allowing the Musketeer?
steelsmiter
player, 128 posts
Thu 15 May 2014
at 17:50
  • msg #395

Re: Musketeer

otghand:
Nothing?  No games out there or no interest in allowing the Musketeer?

I tried to get an action game based on a pyramid article. It seems those aren't as popular.
otghand
player, 69 posts
Thu 15 May 2014
at 18:13
  • msg #396

Re: Musketeer

That might be it, but as I recall your request was a lot more specific as to scenario, etc.  I just want to play the character type without any other requirements as to scenario, etc.
Big Brother
player, 11 posts
Wed 11 Jun 2014
at 20:01
  • msg #397

[Insert your zombie title here]

I'm considering creating a low-level (to begin with) GURPS Lite campaign set around a zompocalypse scenario (no relationship to Regular Show), wherein the characters are just regular shmoes who happen to survive a zombie outbreak and are forced to, well, continue surviving. Aside from zombies, threats would include things like weather (imagine being in a zombie apocalypse this past winter in the north eastern United States), roving gangs of fellow survivors, and the land itself. And so on.

But before I do, is there any interest? Are there any suggestions?
Tortuga
player, 307 posts
Wed 11 Jun 2014
at 21:06
  • msg #398

Re: [Insert your zombie title here]

Expect all characters to be expert on survival and zombie outbreak scenarios even if there's nothing in their background or skillset that implies they might be.
otghand
player, 70 posts
Wed 11 Jun 2014
at 21:15
  • msg #399

Re: [Insert your zombie title here]

I like after the fall type scenarios, but have little interest in playing ordinary folk.  For me role playing is escapism and I have a marked preference for Big Damn Heroes facing suitable challenges.
Big Brother
player, 12 posts
Wed 11 Jun 2014
at 21:25
  • msg #400

Re: [Insert your zombie title here]

Tortuga:
Expect all characters to be expert on survival and zombie outbreak scenarios even if there's nothing in their background or skillset that implies they might be.


Yeah, I'd be fairly quick to shoot down those "characters." I mean, knowing how to shoot a gun is one thing, but being Rambo is quite another. And who in NYC (or wherever) really knows how to survive without power and water? Again, boy scout training is one thing, but that'll only help so much when the zompocalpse happens.
jason254
player, 15 posts
Wed 11 Jun 2014
at 23:47
  • msg #401

Re: [Insert your zombie title here]

I would be interested in such a game.  And I wouldn't mind if some characters are more suited to combat (and more powerful) than others.  A group with well defined leaders and followers can be fun too.

I would suggest instead of a straight point system where everyone is equal, throw in some variability where you have to roll.  Some will get more and some less, which is okay with me.
Big Brother
player, 13 posts
Thu 12 Jun 2014
at 00:53
  • msg #402

Re: [Insert your zombie title here]

jason254:
I would suggest instead of a straight point system where everyone is equal, throw in some variability where you have to roll.  Some will get more and some less, which is okay with me.


That's not a bad idea. How would you suggest implementing that if I wanted an average of 40+20 disadvantages?

And while we're on that topic, how does that sound for a point spread?
jason254
player, 16 posts
Thu 12 Jun 2014
at 18:38
  • msg #403

Re: [Insert your zombie title here]

Big Brother:
jason254:
I would suggest instead of a straight point system where everyone is equal, throw in some variability where you have to roll.  Some will get more and some less, which is okay with me.


That's not a bad idea. How would you suggest implementing that if I wanted an average of 40+20 disadvantages?

And while we're on that topic, how does that sound for a point spread?

I'm not a huge fan of disads.  I would suggest 50 +10 in disads.

As for the roll, once a character is finished they can roll a d10.  Any points from this roll can only be spent on skills.

This way one could skimp a little on skills with the initial creation with the hope of rolling a decent roll on the d10.  But if someone does this they risk getting burned if the roll is low.  The best bet is to make a well rounded character and use the d10 roll a side benefit.

Further you could limit what skills the bonus points can be spent on.  But I wouldn't bother.

btw, the amount of points looks okay to me.  As long as a character survives I suggest being a bit generous with CP's bonus's (for killing zombies, good roleplay and whatever criteria you wish to use) which would allow one to craft their character in response to the zombie threat.

Character advancement can be slow with online play and a strict adherence to the Gurps rules.
Tortuga
player, 308 posts
Thu 12 Jun 2014
at 18:41
  • msg #404

Re: [Insert your zombie title here]

I'd suggest a d6 roll.

1   you play a weak character. 25 points.
2-5 you play an average character. 50 points.
6   you play an experienced character. 75 points.
Big Brother
player, 14 posts
Thu 12 Jun 2014
at 20:48
  • msg #405

Re: [Insert your zombie title here]

I'm not sure it would go over well to have such a vast difference, realistic or not.

That said, I've been watching B (and worse) zombie movies these past two days, and maybe it'd be worth it to make the characters slightly more capable (~75 points) and have the characters be among the last survivors in the area - thus, they'd have, say, ~50 points to spend on "pre-apocalypse" Advantages, Skills, etc, and the remainder for those gained after the fall. It would also solve Tortuga's issue (re: survival skills).

As for character advancement that would definitely be faster than "suggested." I'd probably do the standard advancement, but also give awards monthly.
Mahatatain
player, 5 posts
Fri 13 Jun 2014
at 15:55
  • msg #406

Re: [Insert your zombie title here]

I realise that it's not the kind of game you're proposing but I'd be very interested in playing a zombie style game set a little after the outbreak so that most characters will be those who have managed to adapt and survive.  Almost by definition they will be competent and experienced.
Vicedets
player, 7 posts
I like Fantasy.
I also like Sci-Fi.
Fri 13 Jun 2014
at 19:47
  • msg #407

Re: [Insert your zombie title here]

I've played a game or two about apocalypse/survival/zombies, and the only one I really enjoyed that wasn't flooded with characters with survival skills without good reason was one my roommate ran where we had to make character sheets based off of ourselves. We all looked at everybody's sheets at the end too and forced each other to back up claims about our skill level with certain things. It was fun.

I guess my point is that you're going to get survivalist characters because survival is the name of the game.

I also don't like the idea of rolling for skill points. Yeah, life isn't fair, but that's not fun.
hedonismbot
player, 2 posts
Fri 13 Jun 2014
at 19:59
  • msg #408

Re: [Insert your zombie title here]

Could you use mandatory templates to represent the characters' skills and stats before the apocalypse, and then let players buy what they want with what's left for their 'learned' post-apocalyptic abilities?

Maybe a bunch of 45-50 point templates of normal people, and then giving an extra 15-25 points for stuff they've had to learn to stay alive?
This message was last edited by the player at 20:00, Fri 13 June 2014.
Big Brother
player, 15 posts
Fri 13 Jun 2014
at 22:44
  • msg #409

Re: [Insert your zombie title here]

hedonismbot:
Could you use mandatory templates to represent the characters' skills and stats before the apocalypse, and then let players buy what they want with what's left for their 'learned' post-apocalyptic abilities?

Maybe a bunch of 45-50 point templates of normal people, and then giving an extra 15-25 points for stuff they've had to learn to stay alive?


I kinda like that idea, actually. Not half bad.
Tortuga
player, 309 posts
Fri 13 Jun 2014
at 22:56
  • msg #410

Re: [Insert your zombie title here]

I have a game that I've been running in Nemesis that I've been thinking of running in GURPS:

quote:
GYGAX is a top secret US Department of Defense project to explore a subterranean complex discovered in the desert. The complex bears a striking resemblance to concepts and ideas presented in the tabletop roleplaying game Dungeons and Dragons. Players will be tasked with investigating the Dungeon and dealing with the traps and monsters that dwell within.


Players will be soldiers and civilian scientific experts (biologists, archaeologists, etc) belonging to an exploration team dispatched into the anomaly.

The tone is less "action hero high fantasy" than it is "postmodern weird horror." 150 to 200 point characters – you're among the best available – but realistic rules rather than cinematic. High danger for the PCs.

Anyone interested in this?
Big Brother
player, 16 posts
Fri 13 Jun 2014
at 22:58
  • msg #411

Re: [Insert your zombie title here]

That sounds like a game right up my alley.

A while back I considered creating a similar game, only it took place in a tower; aside from going up instead of down, though, it was very similar. I just didn't have the time at that point. :/
Tortuga
player, 310 posts
Sat 14 Jun 2014
at 22:09
  • msg #412

Re: [Insert your zombie title here]

Here's a post I made in Game Proposals so we can GURPS out over the idea here.

quote:
Setting: Small American mining community and beyond
Genre: Various
Mood: Gritty to Nightmarish. Postmodern to realistic.
System: GURPS

Players are the inhabitants of a small mining community caught in a disastrous collapse. Cut off from the surface, there's no choice but to delve deeper into the earth, where a fantastic discovery awaits.

The Discovery

There are a couple ways we can go with this.

Horror: The survivors find that they're not alone under the cold, hard earth. Something's down there. Something hunting them. Can they escape to the surface? And if they do, what are the implications for humanity?

Cast-Aways: The tunnels lead to another world. Or another time. Maybe other tunnels lead home or to other worlds, or maybe they're just stranded in a new place.

Dungeon Crawl: To escape and survive, our heroes must navigate a trap-filled dungeon full of terrible monsters and unimaginable treasure. If they escape alive, they'll be changed by their experiences... and maybe there are more dungeons out there to pilfer.

Apotheosis: They'll be changed all right... changed for the better. More human than human. What they find elevates them above the common masses of humanity. But what if they're not the only ones?

If any of the above interests you, let's talk about it. Give me your thoughts. I can keep the specifics vague enough to allow for surprises, but we can hammer out some basic expectations.

Aethulred
player, 16 posts
Sun 15 Jun 2014
at 01:49
  • msg #413

Re: [Insert your zombie title here]

The Apotheosis idea rings true for me...
Big Brother
player, 17 posts
Mon 16 Jun 2014
at 16:53
  • msg #414

Re: [Insert your zombie title here]

Is there a GURPS book that covers the American Civil War, or should I refer to ...  that wild west cowboy book?
Tortuga
player, 312 posts
Mon 16 Jun 2014
at 16:57
  • msg #415

Re: [Insert your zombie title here]

That's probably your best bet. There's a GURPS Deadlands if you strip out all the steampunk stuff much of it is still relevant to the era.
otghand
player, 71 posts
Mon 16 Jun 2014
at 18:24
  • msg #416

Re: [Insert your zombie title here]

High Tech covers the period from an available tech point of view.

GURPS Old West (is that the Wild West Cowboy book?) Covers the ACW as well.

http://www.sjgames.com/gurps/books/oldwest/
Big Brother
player, 18 posts
Mon 16 Jun 2014
at 18:34
  • msg #417

Re: [Insert your zombie title here]

otghand:
GURPS Old West (is that the Wild West Cowboy book?)


Yeah, I got it covered from the tech POV, but I was hoping for other info. Old West was the book I was referring to yeah, and thanks.
otghand
player, 72 posts
Mon 16 Jun 2014
at 19:05
  • msg #418

Re: [Insert your zombie title here]

I am curious, what aspects of the ACW are you looking for information on in a GURPS context?  You might do well with a general audience history book for instance.
Big Brother
player, 19 posts
Mon 16 Jun 2014
at 21:27
  • msg #419

Re: [Insert your zombie title here]

I guess I was a bit-misleading in saying "non-Tech." What I'm looking to do so get things like stats for soldiers, guidelines for how to insert characters into the setting believably (which I can do, but it would be nice to maybe see someone else's ideas), that sorta thing. Without having to do dissertation-level research, preferably.

Edit: And some ideas for small alternate scenarios couldn't hurt, either.
This message was last edited by the player at 21:28, Mon 16 June 2014.
otghand
player, 73 posts
Tue 17 Jun 2014
at 02:47
  • msg #420

Re: [Insert your zombie title here]

I would suggest then that you focus your efforts on the trans-mississippi theater then.  Things were a lot more free wheeling out there with raids and counter raids but few large army movements.
Tortuga
player, 314 posts
Wed 25 Jun 2014
at 14:04
  • msg #421

Boomtown

Posted this to the Game Idea board, but wanted to solicit GURPS-specific opinions. It was inspired by the GURPS Borderlands or Weird West Thread.

quote:
The players are natives of some small community that sees the sudden discovery of a dungeon or other "adventure platform" and have to deal with the sudden influx of ridiculously powerful adventurers coming to look for fortune and glory.

Players are just "normal" folks - 25-50 points in GURPS terms, 0-level in DnD, etc dealing with the economic and legal ramifications of a sudden influx of adventurers and the trouble that comes with them.

Actual play would consist of hiring on as henchmen, trying to keep the peace, getting wrapped up in feuds between rivals, and generally standing up to powerful characters who could turn you into a fine red mist. You know, being heroes. Or, alternatively, trying to exploit the situation for personal gain without getting killed. Sure, the potions you sold to the barbarian were bogus, but if they don't work it means he probably won't survive to come take his revenge. Right? Right?

A fantasy setting is the obvious choice, but I could see this working in some kind of backwater sci-fi setting (on the edge of civilization) or a post apocalyptic wasteland as well.

System is pretty open; anything that lets you play "average people." GURPS, World of Darness, Fate, PDQ. State your preferences. Feel free to bring up new options if you'd care to.

otghand
player, 74 posts
Wed 25 Jun 2014
at 14:12
  • msg #422

Re: Boomtown

Interesting milieu, zero interest in point values that low due to my preference for Big Damn Heroes.
Tortuga
player, 315 posts
Wed 25 Jun 2014
at 15:01
  • msg #423

Re: Boomtown

The Big Damn Heroes are the antagonists.
Just a Pilgrim
player, 3 posts
Sat 28 Jun 2014
at 00:47
  • msg #424

Re: Boomtown

A lot would depend on the game's tone. I can see it working played as a Paranoia style comedy/farce. Straight? Not so much.

Characters of that level are extremely limited in what they can do in absolute terms even without regular/high level NPCs to overshadow them in relative ones.

Your players are bound to get frustrated by and tired of the straight jacket the mechanics and power differential impose on their characters actions because lets face it: roleplaying is escapism.

Setting notwithstanding if we wanted to experience life as average joes and janes doing average things we wouldn't need to waste our limited leisure time sitting in front of a computer screen typing for it, we could just go outside into the sun and live our own.
This message was last edited by the player at 01:12, Sat 28 June 2014.
steelsmiter
player, 129 posts
Sat 28 Jun 2014
at 02:07
  • msg #425

Re: Boomtown

Just a Pilgrim:
if we wanted to experience life as average joes and janes doing average things we wouldn't need to waste our limited leisure time sitting in front of a computer screen typing for it, we could just go outside into the sun and live our own.

Yep. I don't want:

Here's a neat world, you guys are farmers, furriers, and cobblers (er well... you get the idea). Player mooks are stupid.

I want:

Here's a neat world, it's kinda broke, You guys go fix it. I don't even care if it's Monster Hunter BDH, or even Dungeon Fantasy BDH, but anything less than 150 points and I'll just see it as a good laugh.

That said, the world doesn't have to be simple, It can be insanely complex. Consequences of irresponsibility or stupidity are fair game. I got no problem handling situations without combat. As long as there's some reasonable level of competency.

I'm not talking about "rollplaying" either. In fact I have a few usernames on a list somewhere hidden to the eyes of everyone where some people are perma-banned from playing in a game I GM. If anyone wants me to Co-GM a game, and I find out any such players are involved, I'll inform them of my negative bias against the player and that I'll need to step out of the game entirely. This has evolved as a result of several players in one game doing various annoying things.

A restatement of JaP: I'm blah in real life. Seriously I have Neurological Disorder, Restricted Diet, Terminal Illness (maybe qualifies for mitigator), Wounded and the BESM Defect: Weak Point. my ST is 8, my DX is 9, my IQ might be 12, HT is probably 9 as well due to failed Restricted Diet rolls. I've been gaming about 12 hours a month for the majority of the last 14 years, so that and any math defaults I get for doing basic algebra on a daily basis are... pretty much all I got. Like I said, I'm pretty blah.

I don't want that crap in my games. I want to be capable of at least protecting my girfriend from some any punk kid in a gang that's been living the thug life for 5 years (operating presumably at some level of brawling-or suitably thuggish weapon skill no worse than Average difficulty-higher than default?...) if said thug decides to mug us. Heck I want that in real life.
Tortuga
player, 316 posts
Sat 28 Jun 2014
at 05:00
  • msg #426

Re: Boomtown

Just a Pilgrim:
A lot would depend on the game's tone. I can see it working played as a Paranoia style comedy/farce. Straight? Not so much.


Definitely dark comedy/satire, though more of a Cohen brothers than Paranoia.

quote:
Characters of that level are extremely limited in what they can do in absolute terms even without regular/high level NPCs to overshadow them in relative ones.


That's an extremely dim view of human achievement, but you're entitled to it.

quote:
Your players are bound to get frustrated by and tired of the straight jacket the mechanics and power differential impose on their characters actions because lets face it: roleplaying is escapism.


Some players may be frustrated with some things, and for some people roleplaying is escapism, and for some people escapism equates to power fantasy.

I'd hardly call it universal. Most of my IRL group are narrativists who prefer exploring the characters' inner lives and motivations. A lot of social interplay with very few die rolls.

quote:
Setting notwithstanding if we wanted to experience life as average joes and janes doing average things we wouldn't need to waste our limited leisure time sitting in front of a computer screen typing for it, we could just go outside into the sun and live our own.


And yet, The Sims is a multi-million dollar success. And yet, people play Animal Crossing, Harvest Moon, and Farmville. And yet, someone made a Wuthering Heights tabletop RPG. And yet, there are soap opera themed RPGs.

People like a lot of things. Gamers like a wide variety of different games. It's wonderful.
This message was last edited by the player at 05:56, Sat 28 June 2014.
Just a Pilgrim
player, 4 posts
Sat 28 Jun 2014
at 14:26
  • msg #427

Re: Boomtown

Tortuga:
Just a Pilgrim:
Characters of that level are extremely limited in what they can do in absolute terms even without regular/high level NPCs to overshadow them in relative ones.


That's an extremely dim view of human achievement, but you're entitled to it.


Not human achievement but rather game mechanics, in particular mechanics of crunchy systems like GURPS; which is what you were asking about. If you want a game that's social interaction and/or narrative focussed personally i'd go with freeform or one of the soft/diceless resolution systems.

With Gurps the system is liable to prove more hindrance than help when it does come into play(*).

Tortuga:
quote:
Your players are bound to get frustrated by and tired of the straight jacket the mechanics and power differential impose on their characters actions because lets face it: roleplaying is escapism.


Some players may be frustrated with some things, and for some people roleplaying is escapism, and for some people escapism equates to power fantasy. I'd hardly call it universal.


You'd be surprised. Back in the day (before WotC nuked the pen&paper market with cardboard crack) when they were still under original management and flush TSR commissioned a research study about roleplayers and roleplaying behavior (basically they wanted a scientific analysis to better taylor their product line for marketing purposes). The results were pretty unequivocal.

It might not be universal in the strictest sense of the word (and say unflattering things about us both as hobbyists and a species in general), but close enough as to make (almost) no difference.

You're going to have to be very careful and upfront about managing prospective players expectations with regards to what you want this game to be, and how it'll affect/limit their play.

And on the danger of repeating myself (again) GURPS would imo not be a very good system to underpin it.

Tortuga:
Most of my IRL group are narrativists who prefer exploring the characters' inner lives and motivations. A lot of social interplay with very few die rolls.


Works played over the dinner table where everybody is on at the same time, but PbP?

Moreover played straight (please note the qualifier) the day-to-day life of your average medieval villager is, if you'll pardon my colourful language, repetitive and boring as f#%k.

Seriously, the world's most anonymous cubicle drone lives a life of High Adventure[tm] by comparison. Now pair that with hardcore system mechanics and you've got trouble.

Tortuga:
quote:
Setting notwithstanding if we wanted to experience life as average joes and janes doing average things we wouldn't need to waste our limited leisure time sitting in front of a computer screen typing for it, we could just go outside into the sun and live our own.


And yet, The Sims is a multi-million dollar success. And yet, people play Animal Crossing, Harvest Moon, and Farmville.


True, and i've certainly played my share of The Sims in my time.  However i'll note that the above are simulators/resource management games (were i unkind i'd add skinner boxes) not roleplaying games. Their play at its core is about mastery and manipulation of the game's mechanics not narrative or psychological exploration (iow the direct opposite of what you seem to be looking for).

Tortuga:
And yet, someone made a Wuthering Heights tabletop RPG.


Christ above! And i thought i had a jaded view of humanity.

Tortuga:
And yet, there are soap opera themed RPGs.


That... actually sounds like it might be fun. In a very sick, this-will-require-highproof-lubriqation kind of way.

Tortuga:
People like a lot of things. Gamers like a wide variety of different games. It's wonderful.


Certainly, but like and works are not the same thing. In this case i simply don't think that the specific combination of medium and mechanics will support your creative aspirations for the game. GURPS just doesn't have enough 'give' imho. YMMV of course.




* = "Sorry Dave, but you don't have any points in Axe so you'll have to roll at DX-5 to hit that chicken you are trying to butcher."

I'm exaggerating of course, greatly, but you see what i'm trying to get at. Having a system obliges you to use it.

Given that the type of characters you propose will have fairly low and narrow ranges of skills, and GURPS is not a very forgiving system for getting caught out, you'll end up having people rolling either for tasks that are extremely mundane (like plowing a field with the oxen), or in which their PC has no expertise and chances for success will be so low as to amount to almost pure random chance. Neither really serves the game's interests.
Tortuga
player, 317 posts
Sat 28 Jun 2014
at 15:48
  • msg #428

Re: Boomtown

Just a Pilgrim:
Tortuga:
Just a Pilgrim:
Characters of that level are extremely limited in what they can do in absolute terms even without regular/high level NPCs to overshadow them in relative ones.


That's an extremely dim view of human achievement, but you're entitled to it.


Not human achievement but rather game mechanics, in particular mechanics of crunchy systems like GURPS; which is what you were asking about. If you want a game that's social interaction and/or narrative focussed personally i'd go with freeform or one of the soft/diceless resolution systems.

With Gurps the system is liable to prove more hindrance than help when it does come into play(*).


I disagree.(**)


quote:
You'd be surprised. Back in the day (before WotC nuked the pen&paper market with cardboard crack) when they were still under original management and flush TSR commissioned a research study about roleplayers and roleplaying behavior (basically they wanted a scientific analysis to better taylor their product line for marketing purposes). The results were pretty unequivocal.

It might not be universal in the strictest sense of the word (and say unflattering things about us both as hobbyists and a species in general), but close enough as to make (almost) no difference.

You're going to have to be very careful and upfront about managing prospective players expectations with regards to what you want this game to be, and how it'll affect/limit their play.

And on the danger of repeating myself (again) GURPS would imo not be a very good system to underpin it.


Yes, the gamers who TSR polled (players of Dungeons and Dragons 17 years ago) might have had a certain mindset, but roleplaying (and its player base) has expanded a great deal since then, in part due to the exchange of ideas and collective development allowed by the internet.

New and innovative gaming ideas could spread not once a year at industry conventions, but daily on-line at places like the Forge and rpg.net. The indie gaming movement has moved far from Gygax and co giving their wargame units names and personality fragments in their basement.


quote:
Works played over the dinner table where everybody is on at the same time, but PbP?

Moreover played straight (please note the qualifier) the day-to-day life of your average medieval villager is, if you'll pardon my colourful language, repetitive and boring as f#%k.

Seriously, the world's most anonymous cubicle drone lives a life of High Adventure[tm] by comparison. Now pair that with hardcore system mechanics and you've got trouble.


Good thing that played straight isn't what I'm proposing, then.

"Actual play would consist of hiring on as henchmen, trying to keep the peace, getting wrapped up in feuds between rivals, and generally standing up to powerful characters who could turn you into a fine red mist. You know, being heroes. Or, alternatively, trying to exploit the situation for personal gain without getting killed. Sure, the potions you sold to the barbarian were bogus, but if they don't work it means he probably won't survive to come take his revenge. Right? Right?"

Sounds fun to me.


quote:
True, and i've certainly played my share of The Sims in my time.  However i'll note that the above are simulators/resource management games (were i unkind i'd add skinner boxes) not roleplaying games. Their play at its core is about mastery and manipulation of the game's mechanics not narrative or psychological exploration (iow the direct opposite of what you seem to be looking for).


And other people make up elaborate stories about their sims, which they share with other players, almost to the level of fannish obsession. These stories are weirdly and immensely popular.

I don't really get that part of it either, but my point is: don't assume your tastes are a universal indication of anything. What I'm proposing isn't anywhere near the same thing, but a lot of people enjoy playing out perfectly mundane and normal situations.

Some of the freeform games in the players' wanted forum confuse me and I can't understand why anyone would willingly spend time with them, but I'm not going to deny the fact that they do.

quote:
Tortuga:
And yet, someone made a Wuthering Heights tabletop RPG.


Christ above! And i thought i had a jaded view of humanity.


http://index.rpg.net/display-entry.phtml?mainid=5061

quote:
* = "Sorry Dave, but you don't have any points in Axe so you'll have to roll at DX-5 to hit that chicken you are trying to butcher."

I'm exaggerating of course, greatly, but you see what i'm trying to get at. Having a system obliges you to use it.

Given that the type of characters you propose will have fairly low and narrow ranges of skills, and GURPS is not a very forgiving system for getting caught out, you'll end up having people rolling either for tasks that are extremely mundane (like plowing a field with the oxen), or in which their PC has no expertise and chances for success will be so low as to amount to almost pure random chance. Neither really serves the game's interests.


This ignores the +4 bonus for routine tasks (plowing field with trained oxen), bonuses for taking extra time, decent tools, etc.

GURPS has steep defaults, but if you ignore the difficulty and equipment modifiers you're not using them right.

Take butchering a chicken. According to Low Tech Companion 3, the skill used is Professional Skill (Butcher) or Survival, but let's say that you don't have either but for some reason are still the one who has to do the job. (weapon skills don't cover tool use; skills cover tasks. Using an axe to kill someone is Axe/Mace, using it to build a house is Carpentry, using it to fell a tree is PS (Lumberjack) or Survival).

Your default is IQ-5, or Per-5. Let's assume that both stats are 10; you're average. So you have a 5.

You have the basic tools for the job. A knife, a cleaver, etc.

This is a pretty routine task. +4 task difficulty is "rolls made by ordinary people at day to day jobs." Sure, that sounds right. Maybe your GM is adversarial, though, and he thinks it's "a mildly risky task most people would undertake without hesitation." That's still a +3, giving you a default of 8.

Base time to butcher a chicken is 1 minute. (1 hour/100 lbs) We'll take 15 because we're not very good, giving us a +4 to skill.

There. We're rolling against an effective 12 to butcher a chicken. Fail and you've punctured the bowels and ruined the meat. Critically fail and you contaminated it without realizing; now everyone is going to get sepsis.
This message was last edited by the player at 15:51, Sat 28 June 2014.
Aethulred
player, 17 posts
Sat 28 Jun 2014
at 16:35
  • msg #429

Re: Boomtown

I am sorry, but this discussion is funny ... anyone trying to butcher a chicken with an axe should be at +5 to the die roll... It should be a Cooking skill, something that everyman should have some experience with, as there is no fast ffood and eating at an inn, or Tavern every meal  will probably break you.  Btread, Cheese and Sausaage gets old and most Vegetables need to be cooked.
Butchering is the craft skill for running a Slaughter House / Butcher shop  ... most Cooks can't butcher a cow or other Large animal, most hunters can ... true they normally butcher deer, rrabbits, Wild birds, but the concepts are there.
Many such skills are "Everyman" knowledge .... if you live near the water, almost everyone can clean a fish. If you come from the desert and manage to get a fish ... it could be funny.

As for points to build a Character... you don't have to have 100 orr 150 or 300.  I have played in 75 point games that were fun and challenging, likewise 300 point Supers gammes that were dull and boring.  The biggest disconnect I see in GURPS is IQ, where a not so quick player wants to play an IQ 13 or so Character, but because he/she isn't close to IQ 13, you get aa real disconnect for lots of every day happenings that our 'Bright Character'  stands and drools on his shoes because the Player can't think.

Anyway... everyone likes Games a certain way... RPLO offers a varietty...pick those you like and let others do the same is my view. OH , and take a chance on something different  once in a while.
The Other thing I hate is to contact the GGM and build a character only to have the GM decide he has enough people; or to get the game up and running and somewhere around 200-300 posts or less the GM apparently loses the vision and leavess, som etimes he tells you, sometimes they just quit posting.  I and a few of my RPOL acquaintences have started Blacklistiing GMs for that sort of behavior.
Tortuga
player, 318 posts
Sat 28 Jun 2014
at 16:51
  • msg #430

Re: Boomtown

quote:
The biggest disconnect I see in GURPS is IQ, where a not so quick player wants to play an IQ 13 or so Character, but because he/she isn't close to IQ 13, you get aa real disconnect for lots of every day happenings that our 'Bright Character'  stands and drools on his shoes because the Player can't think.


I think that's less of a problem in pbp games, because then you have days to think of solutions the IQ 13 character would come up with in minutes.

quote:
The Other thing I hate is to contact the GGM and build a character only to have the GM decide he has enough people; or to get the game up and running and somewhere around 200-300 posts or less the GM apparently loses the vision and leavess, som etimes he tells you, sometimes they just quit posting.  I and a few of my RPOL acquaintences have started Blacklistiing GMs for that sort of behavior.


It would be easier to have a list of GMs that aren't blacklisted.
Just a Pilgrim
player, 5 posts
Sat 28 Jun 2014
at 18:20
  • msg #431

Re: Boomtown

Aethulred:
The other thing I hate is to contact the GM and build a character only to have the GM decide he has enough people;


Haven't come across that yet. Games that never got off the ground for some reason or none at all sure, but GMs that decide they want to cherry-pick their players from the applicant pool rather then select first-come-first-served generally don't ask for more than a brief character concept and perhaps a writing sample up front.

I certainly would be leery of any GM who'd ask for more before actually accepting me as a player unless i knew (s)e was were good for it from prior games.

Aethulred:
or to get the game up and running and somewhere around 200-300 posts or less the GM apparently loses the vision and leaves, sometimes he tells you, sometimes they just quit posting.  I and a few of my RPOL acquaintances have started blacklisting GMs for that sort of behavior.


Happens both ways with players too so i'm kinda reluctant to cast any rocks on that issue(*).

There is no need for keeping blacklists though. Just check the RPOL history of the GM before you RTJ. If it lists a rat-tail of defunct games with low post numbers you've got a habitual flake and shouldn't bother.







* = yes, i've been guilty of it as well. Sometimes it's Real Life pulling rank, others i get hit by spells of a grey apathy that sucks all drive right out of me and i can barely scrape together the energy do the things i must much less be creative on something i do for leisure.
This message was last edited by the player at 18:23, Sat 28 June 2014.
Aethulred
player, 18 posts
Sat 28 Jun 2014
at 23:05
  • msg #432

Re: Boomtown

I understand the Grey Apathy... we have all had bouts of it ... my solution is to have a plan of sorts for the future, so if it hits, I can feed some canned planned substance in until the apathy passes.

As for bailing on a game ... I haven't yet ... although I have been in a few that were really Sl-o-o-ow. I ended up taking one over, and although I have lost all but one of the original players, it's still moving along with the one original and one new player... we have had several come and go due to real life or because it wasn't all about them ... a couple I will accept the blame for, as I let them build this character they HAD to have, but which just didn't fit in the world all that well, and thus didn't get to use all that super woofie ability that is only useful in certain situations.... I just don't build the game around everyone's character desires, which does seem to cause folk issues.
BlueDwarf
player, 1 post
Sat 28 Jun 2014
at 23:19
  • msg #433

Re: Boomtown

In reply to Aethulred (msg # 429):

Aethulred I think what some GMs try to do is to use the system to railroad some players, rather than allowing players to make their own decisions, they make everyday tasks as difficult as possible to "encourage" a particular direction of play. GURPS can lend itself to that, and I have to admit it is one of my pet peevs. But then, I like the sandbox style of play and there are some who feel insecure in such a style of play, so it is horses for courses.

But it is hard to justify what is "everyday" knowledge for characters in very different situations from us even in the real world (it is often called culture shock), so GURPS tries to create general skills to cover that in the game world, with skills like "Computer Operations", House-keeping", "Area Knowledge" and Cultural Familiarity.

I have never bailed from a game either. Have left one due to communication issues with the GM, and the GM has shut down another. Of games I GMed (not GURPS) I have stopped one when the players and I agreed the system was not working (a homebrew strategy game) and another that was an extension of a tabletop game when we moved interstate. But I have seen a few also grind to a halt, due to players more often than GM, but often a combination of both. Currently in 3 GURPS games, and usually post within a couple of minutes to a couple of hours of  relevant thread being replied to.
Aethulred
player, 19 posts
Sat 28 Jun 2014
at 23:59
  • msg #434

Re: Boomtown

Understand and agree ... I have tried to allow most wishes, and probably some I should not have. I by no means wish to seem perfect ... I have misunderstood and screwed up on multiple occasions... but that's the human part.

I understand the concept of common skills... I think some of these are often overlooked ... a Cook has to know a bit of herbs, a bit of meat cutting, something about anatomy to crave/cut up food... lots of disparate skills. A hunter likewise, knows something about survival, animal empathy (to know where to hunt), field cooking and basic shelter construction... both of them have to know how to use a knife, although neither would have any fighting skill from their Knife use ... well the hunter might, but you see the idea... just because I can use a knife to chop onions at 14 doesn't mean I am a concern in a dark alley with a knife!
trooper6
player, 86 posts
Tue 1 Jul 2014
at 04:27
  • msg #435

Re: Boomtown

I agree whole-heartily that escapism doesn't necessarily have to mean power fantasies.
I also think there is a lot of great fun and excitement in playing "realistic folks."

However, I do not like playing 25-50cp characters. Especially when there is a chance that a GM interprets "realism" to mean misery and punishment. I also don't tend to prefer to play with a GM who imagines that PCs should have skill ranges in the 8-12 range. 8-10 for regular skills, 10-12 for professional skills, including skills used in high stress situations or ones that take range penalties. I find those GMs always say, "Yeah, but you get a +4 in mundane situations!" then they game starts, they immediately put the PCs in non-mundane situations and then the PCs have very poor chances to succeed in those rolls and we get a comedy of errors. That is especially not fun for a heavy duty role-player like myself who cares a lot about the inner life of my PC and narrative exploration. Because that exploration ends pretty quickly when the PC can't do much of anything when the situation gets bad.

I like playing realistic people. But you can build a realistic person with a lot more than 25cp. Heck, I couldn't build myself with 25cp, and I really exist. Looking at Basic p. 487, under the Heroic level of power, it describes those people as "people at the realistic pinnacle of physical, mental, or social achievement; e.g., Navy SEALs, world-class scientists, and millionaires." And all of those people are realistic people...they exist in the real world.

If I'm going to run a game where people are meant to feel realistic, but they are also going to be private detective and therefore have to make skill checks under stressful situations often...it would be unrealistic to make them try to do that on 25cp.

So, yeah, I like gritty and realistic. But gritty and realistic doesn't come from cp levels, but the way that the PCs are created, the various rules options being used, and the tone of the game.

Now, my exception to the 25cp distaste is if the game is not going to consist of deep roleplaying and serious work on your PC. 25cp PCs don't have a long life expectancy when things go bad. So if the GM hands me a generic archetype without much depth or background who is expected to die in the zombie apocalypse, I can handle that. I enjoy a good one off nook-fest where we all die or get captured or humiliated pretty quickly. But that is going to be a beer and pretzels experience rather than a deep exploration of character for me.
Tortuga
player, 319 posts
Tue 1 Jul 2014
at 04:33
  • msg #436

Re: Boomtown

25 points isn't "realistic", it's "normal."

You could play 150-200 point "realistic" characters, sure. But they'd be far above normal.

There's nothing wrong with that. High CP isn't better or worse than low CP. Just different.
BlueDwarf
player, 2 posts
Tue 1 Jul 2014
at 05:02
  • msg #437

Re: Boomtown

I'm with trooper  on this one. 25 cu is normal for children, not the average adult. Most adults today have a lot more skills than that, let alone perks/disadvantages, wealth, status and contacts. I doubt you could cover the average Joe's contact list alone today, let alone family members and social group.
Tortuga
player, 320 posts
Tue 1 Jul 2014
at 05:27
  • msg #438

Re: Boomtown

Joe Average

ST 10 [0] hp: 10
DX 10 [0] per 10
IQ 10 [0] wil 10
HT 10 [0] fp: 10

Advantages:

Disadvantages:

[-5]Quirks:
-1 Some Likes
-1 Some dislikes
-1 Other
-1 Personality
-1 Traits

[21]Skills:
Area Knowledge (My Hometown)      IQ   [1]   10
Driving (Automobile)              DX   [2]   10
Professional Skill (My Job)       IQ+2 [8]   12
Hobby Skill (My big hobby)        IQ+2 [8]   12
Housekeeping                      IQ   [1]   10
Computer Operation/8              IQ   [1]   10

Has 14 points for whatever other skills or interests, mostly at attribute level. Probably Current Events (Sports or Headline News). Whatever they do often enough to justify skill levels; most activities are done by default with Extra Time and task modifiers.

Rationale from GURPS Characters:

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 roughly 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).


Remember: +0 difficulty rolls are for adventuring tasks that most people (especially 25 point characters) will never engage in. Car chases. Most rolls will be at +4 for routine tasks, which maps to reality pretty well.

And this is for a 25 point character: Low end of average. Most average characters will probably be at 50, giving you another 39 points.

Anyway, that's entirely viable for an average person, which doesn't suit all kinds of game. Which is fine, right?
Mad Mick
GM, 102 posts
Tue 1 Jul 2014
at 05:46
  • msg #439

Re: Boomtown

25-50 CP isn't my idea of a good time, but depending on the game, a character built on a few points could be fun.  The Dude and Walter Mitty would probably be built in that CP range.  Sam Gamgee, too.
BlueDwarf
player, 3 posts
Tue 1 Jul 2014
at 07:52
  • msg #440

Re: Boomtown

In reply to Tortuga (msg # 438):

You seriously have ZERO contacts? No family? No friends? Wealth of just $20,000, including car, house, computer, clothes, etc etc? Unless you are still a student you must be one of the poorest people I know with a computer then, or you are living in the third world. Even in some third world countries, the average citizen owns a car and house worth around $50,000 (I know of a couple of examples who are not wealthy by national standards), but they rely on a list of connections as long as your arm. The average citizen of any developed country with a mortgage usually has a car worth at least $20,000 and at least $80,000 sunk into the house. That is a starting wealth of at least five times the listed value, or the category of "wealthy" (+20). Assuming you have a mildly competent local mechanic who fixes your car most of the time (would you trust a guy with a skill less than 15? He would end up in court given the statistical number of critical failures he would have per day!) What about a doctor? There are two competent contacts most of us have. They are at least somewhat reliable (x1, can't always get an appointment) but they appear almost every time you show up at their work place in work hours (frequency fairly often, x1) so they would be worth at least 2 points each.  Now your work contacts. Most of us have at least 5 contacts for work, be they subcontractors, co-workers, boss, etc. Conservatively, they should be worth at least 5 points collectively.

So you need to add around 30 points you your character listing to be accurate, assuming you have average appearance, fitness, weight, and no friends or family members who could be counted as allies if things get a little challenging...something most people in the third world DO have, as they need to rely on each other if they can't rely on money!
Big Brother
player, 20 posts
Tue 1 Jul 2014
at 13:37
  • msg #441

Re: Boomtown

Not to mention, everyone has at least one or to Advantages and Disadvantages. In the modern, First World, research has suggested that some sort of Insomnia is probably one of your Disadvantages.

That said, I don't really disagree with Tortuga - it IS possible to create "Average Joe" on 25 points. Although that seems a bit low even for me.
Tortuga
player, 321 posts
Tue 1 Jul 2014
at 15:12
  • msg #442

Re: Boomtown

I agree 25 is the low-end of average, but there are plenty of people who fit that bill. Take, for example, the exact same character, but with a crummy job; throw on poverty and negative status.

BlueDwarf, remember, contacts are associates who provide you with useful information. Most people have friends. Most of those friends are not contacts. But the example I gave was super-generic, and I took no disadvantage.

Add in poverty, low status, bad sight, or any fairly common disadvantages, and take whatever "everbody has them" advantages you think people have.

Imagine the recent graduate who still has to live at home because the job market sucks.
BlueDwarf
player, 4 posts
Tue 1 Jul 2014
at 22:33
  • msg #443

Re: Boomtown

In reply to Tortuga (msg # 442):

Yeah, granted. But contact don't just have useful information...they also can have a useful skill. Most of our friends should have one thing they can do well, unless they are all likewise unemployed!

Though the recent graduate would usually have IQ of at least 11 if he passed his uni course. But that would hold true for the high-school drop out. But even the high school drop-out would usually have at least his drug dealer as a contact :).

But yes, you can make 25 point characters. But the point is they are not the AVERAGE citizen, which is the point that I thought was being made. For every 25pt character, there would be at least a 75 point character in society, and then a few 100+ point characters will quickly bring up the AVERAGE build. Perhaps the idea of rolling for cp is the most realistic option...3D6 x 5 cps for your character build!
Tortuga
player, 322 posts
Tue 1 Jul 2014
at 22:40
  • msg #444

Re: Boomtown

I believe that 25 points can easily represent average, and that average intellect people (IQ 10) can pass uni.

Remember Dunning-Kruger; we tend to assume "average" is more "like us" than it actually is. This is a simple fact of human psychology.
Aethulred
player, 20 posts
Tue 1 Jul 2014
at 23:59
  • msg #445

Re: Boomtown

Interesting discussion... I buy Tortuga's points with a 'but' or two... if I am practiced at something... the +4 I get for everyday work should also carry over as a +1 or +2 under duress ... I have that skill down pat... I practice it regularly... so under stress, I do as I have trained!

Blue Dwarf - $20,000 is a fair amount if you offset assets and liquidity with debts... you might be surprised how little wealth we actually have free and clear. You may own a $400k house, but if you sell it, the bank wants it's money right up front. The Tax guy is right behind him to tax any profit you made... and you end up with a lot less than you sold it for.

I do concur heartily that the GM needs to make the challenges fit the characters ... I don't enjoy impossible tasks either. But a 25-50 point character that can be grown to a 150-200 point character is fun... the points need to come pretty freely and often, but it is an interesting growth.... and you can end up perfectly prepared for something that isn't what you need at all, later in the game, which is also challenging ... sometimes it isn't even fun ... been there too.
Vicedets
player, 8 posts
I like Fantasy.
I also like Sci-Fi.
Wed 2 Jul 2014
at 00:17
  • msg #446

Re: Boomtown

quote:
The GM decides how many character points the player characters (PCs)
– the heroes – start with. This depends on how capable he wants them to be,
and can range from under 25 points (small children) to 1,000 points or
more (godlike beings), with 100-200 points being typical for career adventurers.


From page 10 of GURPS Basic- Characters.
Big Brother
player, 21 posts
Wed 2 Jul 2014
at 00:21
  • msg #447

Re: Boomtown

Vicedets:
quote:
The GM decides how many character points the player characters (PCs)
– the heroes – start with. This depends on how capable he wants them to be,
and can range from under 25 points (small children) to 1,000 points or
more (godlike beings), with 100-200 points being typical for career adventurers.


From page 10 of GURPS Basic- Characters.


I don't ... really feel like that added anything to the conversation. We all know what the book says. The argument wasn't what the book says, but what is "average." And while that suggests "average" is between 25 and 99, it doesn't do anything more.

Edited for grammar.
This message was last edited by the player at 00:23, Wed 02 July 2014.
Tortuga
player, 323 posts
Wed 2 Jul 2014
at 00:28
  • msg #448

Re: Boomtown

Yeah, I can easily quote GURPS Campaigns:

quote:
Feeble (under 25 points): Small children, mindless thralls, zombies, etc. Unsuitable for PCs in any but the darkest or most humorous of campaigns.

Average (25-50 points): Ordinary folks, such as accountants and cab drivers.

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.

Heroic (100-200 points): People at the realistic pinnacle of physical, mental, or social achievement; e.g., Navy SEALs, world-class scientists, and millionaires. Most full-time adventurers start their careers at around 150 points


The Boomtown game was going to be for Average (25-50) or Competent (50-75) characters, but personally, I find the Exceptional (75-100) range is my favorite, specifically for the notation "with a little experience these individuals could become full-time adventurers."

I like playing out the transition from "normal folks" to "adventurers" as major campaign themes. Those character arcs are the most interesting to me.

But other times, yes, 25-50 point characters work as well. Normal people in abnormal circumstances.

But no matter the point value, it's up to the GM to balance the game so that the players are challenged without being overwhelmed.
Vicedets
player, 9 posts
I like Fantasy.
I also like Sci-Fi.
Wed 2 Jul 2014
at 00:39
  • msg #449

Re: Boomtown

In reply to Big Brother (msg # 447):

I was pointing out that you're all arguing that 25 points is perfectly acceptable for an average person, and that assumes an average adult. I'm pointing out that even the designers think that 25 points is acceptable to children, and I guess 25 points is good for adults too if they don't grow.

But whatever.
Tortuga
player, 324 posts
Wed 2 Jul 2014
at 01:14
  • msg #450

Re: Boomtown

Vicedets:
I'm pointing out that even the designers think that 25 points is acceptable to children, and I guess 25 points is good for adults too if they don't grow.


I don't think this is entirely apt.

CP aren't tied to age, and you're not guaranteed to improve in point value as time goes on. Your skills tick up, sure, but remember: Few advantages can be gained beyond birth, but Disadvantages - mental and physical - can always be added.

Okay, take two case studies: Jane and Peter, 25 point 17 year-olds. They're average, both have Social Stigma[-5], Dead Broke [-25], and Parents as Patrons [30]. Their 25 points are in whatever, I don't know, skills.

They turn 18.

Jane goes off to school, drops her Social Stigma[+5], and gets a part time job. Her parents still mostly support her, but now she's Poor [+10] because some of her property is hers and not her parents. She gains 15 character points and is now worth 40.

Peter gets kicked out of the house, loses his Patron[-30], and Stigma [+5] and gets a full time factory job and a roommate. He's Struggling [+15] and Status -1 [-5]. He's dropped 15 points and is now a 10 point character, mostly due to poverty.


Age 19.

Jane is a full-time student; four classes a semester, two semesters a year. Even though college courses doen't really translate directly to GURPS skills for our example we'll simplify; she gains 8 cp in various skills in her course of study. Maybe some other skill growth related to her part time job; 10 hours a week, 52 weeks, 520 hours. That's not quite the 800 hours it takes to pick up a skill point, so she's not really learning any Professional Skill (Barrista) but her default is all anyone expects. She is now a 48 point character.

Peter is a full time auto mechanic. He works 40 hours 50 weeks of the year, for 2000 hours towards his job skills, or 2 points. Professional Skill (auto mechanic), Mechanic (Automobile), maybe Merchant or Finance or Fast-Talk depending on what else his boss happens to ask him to do. He also spends more time with his hobbies, though maybe not enough for a full skill point, because he spends a lot of time just drinking and hanging out with co-workers. He's a 12 point character.

Age 20.

Jane continues working and going to school. Maybe gains a point in those hobbies. 57 point character.

Peter works and works and works. 3 points in job skills, and he's gotten a promotion at work, bumping him up to Average [+10] and Status 0[+5]. He gains 2 points in his hobbies. He's now a 32 point character.

Age 21.

Jane has classes. 65 point character.

Peter works. 2 points in job skills. He also gets married to Jane from reception. She's a dependent, a loved one, but also an ally, and about as capable as he is. Assume it balances out. 34 point character.

Age 22.

Jane graduates with her final 8 character points. Her parents stop supporting her financially, so she loses her Patron [-30] and takes an entry level job in an awful job market that takes her to Struggling [+5] and Status -1 [-5]. She's now a 42 point character.

Peter works and earns his 2 cp and 2 hobby cp. He has a kid. She doesn't really get in trouble often enough to qualify as a dependent, but his cost of living has increased to the point where he and his wife effectively live a Status -1 lifestyle again. He's worth 33 points.

Okay, so all the above is fudged heavily, and a lot more could have happened, but character change over time is generally a function of

1. Skill growth. A few points a year at best unless still taking full-time instruction
2. Bad things happening to you. Debt, job loss, accidents, mental illness. Perhaps not as regular as skill growth, but happens in bigger chunks.
This message was last edited by the player at 01:24, Wed 02 July 2014.
BlueDwarf
player, 5 posts
Wed 2 Jul 2014
at 03:04
  • msg #451

Re: Boomtown

I don't disagree, but you still have zero contacts. Most of us have at least 10 points in contacts in our address book....Doctors, tradesmen, teachers/professors, friends who have professions, etc. I know most GURPS players overlook this, perhaps it should be mandatory to have 10 points in contacts to reflect reality for GM's concerned with such.

Also, keep in mind, most school-kids also have a laptop computer, usually worth at least $500, and wardrobes worth between $200 and $2000 (average kids, not Paris Hiltons, of course!)So it is not usual for kids under 17 to be at wealth level of struggling (up to $4000 worth of things at TL8). Buying just a car usually ensures they are at least at struggling level.

I understand the point regarding a mortgage...GURPS point is that a lot of our finances are tied up in assets though. If you have a $400k house with a $300k mortgage, you may get bugger all back if you sell it, but until you do, you still have $100k worth of assets.

Now people in the Third world would much more often fit into the poor and struggling categories, but very rarely people in First world countries.

Dependent and ally at the same level as the character would be an advantage worth 4 points x frequency of appearance, usually fairly often for family members, so 8 points for a spouse. Even teenagers are an advantage, though kids would be a disadvantage.
Tortuga
player, 325 posts
Wed 2 Jul 2014
at 03:20
  • msg #452

Re: Boomtown

quote:
Most of us have at least 10 points in contacts in our address book....Doctors, tradesmen, teachers/professors, friends who have professions, etc. I know most GURPS players overlook this, perhaps it should be mandatory to have 10 points in contacts to reflect reality for GM's concerned with such.


I disagree with the idea that "anyone you can ask for help" is a contact. If that was true, you'd have hundreds of points worth of contacts.
BlueDwarf
player, 6 posts
Wed 2 Jul 2014
at 03:36
  • msg #453

Re: Boomtown

In reply to Tortuga (msg # 452):

Basic describes them as associates who provide useful information or who is willing to do small favours. Hence, they are people you know at a personal level. You local GP would usually be one as he knows you, and can provide useful information with a phone call, but other GPs who don't know you would be unwilling to do so. Hence, they are mates who would do a small favour for you, or professionals who know you, not just "anyone you can ask for help". A smaller number, but most of us older than 25 have at least a 10 points worth of contacts.
Tortuga
player, 326 posts
Wed 2 Jul 2014
at 03:49
  • msg #454

Re: Boomtown

Contacts are a way around the social interaction rules. If I were to call my GP... well, first of all I'd have to make an appointment, and I'd probably have to go in to see him because I'm an American and we have the worst health care.

But if I lived in a civilized country I would (in GURPS) make a Reaction Roll (request for information) as per GURPS Social Engineering. People whose job it is to give information get massive bonuses to the roll.

And if I'm paying him then it's a commercial transaction.

But let's say you're right. Me, I'm a hermit workaholic. I don't go out, I don't meet people, I just stay inside and write all day long. Under your assumptions, my contacts would be:

8 Authors I correspond with fairly regularly. (Writing)
12 fans who I sometimes have a back and forth with (Mostly History, some Hobby)
3 Editors I've consulted in the past (Writing)
4 Artists I commission art from (Art (Various))
6 members of my girlfriend's theatre troupe (Performance, Singing, etc)
8 film actors I've worked with (Performance)
12 various crew members (directors, gaffers, grips, etc)
12-15 friends I see every few months that I used to be close with (various)
20ish misc people I engage with on various internet message boards on various topics

So yeah, those 85+ people I could ask for help/favors from? Even if they're minimal contacts (skill 12, unreliable, not terribly reachable) that is a huge boost to my point value. Someone who is more social can easily have a web of contacts of double or triple that amount, if they stop and think about it.

Would I take them all as GURPS contacts? No. They're just people I can reach and use my social skills on with minimal effort. I might take my girlfriend as a contact, maybe, depending on how helpful she was feeling.
BlueDwarf
player, 7 posts
Wed 2 Jul 2014
at 06:12
  • msg #455

Re: Boomtown

Then GURPS would suggest that any of them who can provide you with information or small favours should be contacts, even if they are only 1 point contacts. You have a LOT of people who would provide information for you or do a small favour for you then! But I would suggest to use small groups with identical skills as a single contact. Ie A member of the Dance troupe, or A member of the BBS, and modify reliability accordingly. Ie, you usually can get one of them, even if they are individually unreliable.

I know I have a shorter list of people I could ask even small favours from. Much smaller...a couple of family members (15, some very unreliable), about 2-3 guys from work, perhaps 8-12 guys I know socially, and perhaps 4 neighbors. Add to that a wife (who would be a dependant/ally, as should all immediate family members) and I would have around 40 points in contacts. Note, I would only include professionals who know you personally. The GP you have had for 10 years would be, but the one you met last week would not (I have just moved, so I don't have one).
Tortuga
player, 327 posts
Wed 2 Jul 2014
at 06:30
  • msg #456

Re: Boomtown

You can ask favors from anybody if you have the social skills.

Specifically, and GURPS Social Engineering clarifies this, Contacts, Allies, Enemies, and Dependents are not just relationships, but relationships that have become part of a character's personal legend.

Think of it as the Friend version of Signature Gear.

Another quote from line director Kromm on the SJGames forum:

quote:
Contacts are nothing more than a fancy way to buy a skill that doesn't suit your character. The specific details of the Contact's life, training, and access are deliberately left vague because the PC cannot exploit them directly. An alternative is to take a Contact Group, which covers any number of related skills within a social context that is specified in detail. I'd say that the effective skill of a Contact Group would be of use for finding out who's doing what within the organization of which the Contact Group is a subset.


This further leads me to believe that GURPS Contacts are a Gamist convention and not intended to be heaped on to characters in a simulationist fashion.

That said I reward players for taking them. It's a good thing to spend points on.
This message was last edited by the player at 06:45, Wed 02 July 2014.
steelsmiter
player, 130 posts
Wed 2 Jul 2014
at 06:47
  • msg #457

Re: Boomtown

Bear with me, agreeing with Tortuga's an unusual situation for me, I have to gather my thoughts.
BlueDwarf:
Then GURPS would suggest that any of them who can will/are inclined to provide you with information or small favours should be contacts, even if they are only 1 point contacts.

Fixed

quote:
You have a LOT of people who would provide information for you or do a small favour for you then!

Their presence in his life isn't a clear indicator of frequent complacence with anything he asks.

quote:
But I would suggest to use small groups with identical skills as a single contact.

I'd use the Wildcard variant for the whole group myself. Look it up on sjgames. Teensy disclaimer: there might be more than one version. Personally I'd use triple the base cost of Contacts multiplied by the factor of group size.
Tortuga
player, 328 posts
Wed 2 Jul 2014
at 06:48
  • msg #458

Re: Boomtown

Social Engineering has the Contact! advantage.
steelsmiter
player, 131 posts
Wed 2 Jul 2014
at 07:05
  • msg #459

Re: Boomtown

Tortuga:
Social Engineering has the Contact! advantage.

Oh right thanks! Totally forgot it was official even :D. Sometimes I feel like I have too much GURPS books. Hard to keep them straight.
BlueDwarf
player, 8 posts
Wed 2 Jul 2014
at 08:24
  • msg #460

Re: Boomtown

I have only gone through the GURPS Basics book, and based it on that. And a little experience of Contacts in Shadowrun. Hey, would anyone be interested in running a GURPs game in the Shadowrun world? Adding in spaceships and a bunch of other things could be a very intriguing game...
Tortuga
player, 329 posts
Fri 4 Jul 2014
at 04:06
  • msg #461

Re: Boomtown

Any interest in a 250 point GURPS Action game? Players are masked vigilantes in a Gotham City sort of set-up, breaking up criminal, fighting oddly themed super-criminals (some of whom have powers), etc.

I need at least 3 players. Gotta have GURPS Action, gotta use a template.
steelsmiter
player, 132 posts
Fri 4 Jul 2014
at 07:24
  • msg #462

Re: Boomtown

Tortuga:
Any interest in a 250 point GURPS Action game? Players are masked vigilantes in a Gotham City sort of set-up, breaking up criminal, fighting oddly themed super-criminals (some of whom have powers), etc.

I need at least 3 players. Gotta have GURPS Action, gotta use a template.

All three books or just Action 1? I ask this primarily for clarity sake, but also because I really like me some Action.
Mad Mick
GM, 103 posts
Fri 4 Jul 2014
at 07:44
  • msg #463

Re: Boomtown

BlueDwarf, I'd be interested in playing in a GURPS Shadowrun game.  My only experience with SR is with the SNES and Genesis games.  I've long wanted to give it a whirl, but I've never took the time to learn the SR system, and GURPS would be great for it.
BlueDwarf
player, 9 posts
Fri 4 Jul 2014
at 09:15
  • msg #464

Re: Boomtown

In reply to Mad Mick (msg # 463):

I have played SR a bit, and GURPS, but I am not confidant GMing such a game on my own. I am guessing we would need at least 4-5 players, and a few house rules to blend the two. But just putting it out there to see if we have the potential players for now.
hedonismbot
player, 3 posts
Fri 4 Jul 2014
at 13:56
  • msg #465

Re: Boomtown

Regarding a Shadowrun/cyberpunk game, you might want to check out the cyberware rules that were put together for the Edgerunners obsidian portal website. I haven't had a chance to try them myself, but they get around some of the issues that come up with cyber and GURPS:

https://edgerunners.obsidianpo...cyberware-statistics

http://forums.sjgames.com/show...;highlight=cyberpunk
Tortuga
player, 330 posts
Fri 4 Jul 2014
at 15:14
  • msg #466

Re: Boomtown

steelsmiter:
Tortuga:
Any interest in a 250 point GURPS Action game? Players are masked vigilantes in a Gotham City sort of set-up, breaking up criminal, fighting oddly themed super-criminals (some of whom have powers), etc.

I need at least 3 players. Gotta have GURPS Action, gotta use a template.

All three books or just Action 1? I ask this primarily for clarity sake, but also because I really like me some Action.


I'll be using all 3. You only really need Action 1 (or 3) though.
This message was last edited by the player at 17:18, Fri 04 July 2014.
Zoncxs
player, 23 posts
Sat 5 Jul 2014
at 05:10
  • msg #467

Re: Boomtown

Anyone interested in a battle arena? TL 3 gear.
LandWalker
player, 116 posts
Sat 5 Jul 2014
at 17:16
  • msg #468

Re: Boomtown

Zoncxs:
Anyone interested in a battle arena? TL 3 gear.


Among other house-rulesy things that aren't making sense to me, why in God's name are you assessing a -2 penalty against all retreating parries and blocks?
Zoncxs
player, 24 posts
Sat 5 Jul 2014
at 19:28
  • msg #469

Re: Boomtown

Retreating parries and blocks grant a +1 to defense.

All I did was reword it. Retreating defenses grant +3 modified by the type of defense.


It didnt change anything. I just wanted to put everything in one spot.
LandWalker
player, 117 posts
Sat 5 Jul 2014
at 19:34
  • msg #470

Re: Boomtown

Zoncxs:
Retreating parries and blocks grant a +1 to defense.

All I did was reword it. Retreating defenses grant +3 modified by the type of defense.


It didnt change anything. I just wanted to put everything in one spot.

Then you might want to clarify that, because currently there's nothing in any of the rules threads explaining that +3 to defense on a retreat is your baseline assumption from which the penalties are then subtracted.  It just comes off as "You want to do a retreating parry?  Enjoy your -2 penalty."
BlueDwarf
player, 10 posts
Sun 6 Jul 2014
at 00:05
  • msg #471

Re: Boomtown

In reply to BlueDwarf (msg # 464):

Thanks hedi. Maybe we will just put together a test game, just to try stuff out first, rather than try any long campaign, as there does not seem the interest. But it would still be good to see how things work. I notice the Cyberpunk book for 3rd ed has largely been incorporated into Ultra-Tech 4th ed...but some of those other options, such as the obsidian portal link, look good.
Zoncxs
player, 25 posts
Sun 6 Jul 2014
at 00:30
  • msg #472

Re: Boomtown

LandWalker:
Zoncxs:
Retreating parries and blocks grant a +1 to defense.

All I did was reword it. Retreating defenses grant +3 modified by the type of defense.


It didnt change anything. I just wanted to put everything in one spot.

Then you might want to clarify that, because currently there's nothing in any of the rules threads explaining that +3 to defense on a retreat is your baseline assumption from which the penalties are then subtracted.  It just comes off as "You want to do a retreating parry?  Enjoy your -2 penalty."



I did not realize I edited that part out! Fixing it soon.
Mad Mick
GM, 104 posts
Tue 8 Jul 2014
at 03:25
  • msg #473

Mixing GURPS and FATE?

I've been reading through FATE Core, having never played FATE or Fudge before, and at first I was really enthusiastic.  I really like the organic method of character creation, and I thought the use of aspects was a neat way of creating individual characters.  The use of FATE points to add something to a scene or improve a roll reminded me of the use of CP and FP in GURPS.

I also like how it deals with party balance.  In a Star Trek game, playing Spock in GURPS would give a far stronger character than playing Sulu or Chekov.   The same for playing Obi Wan rather than Leia, or Gandalf or Aragorn rather than Sam or Merry.  FATE seems to make it easy to play with different power levels.  (Of course, you can always just mix varying levels anyway.  Bane Root had a nifty game where average joes mixed with the Terminator, Hecate, and Data, and it worked just fine.)

However, the more I've read, the more my ardor for FATE has cooled.  I think I would far prefer each player coming up with his or her own list of unique skills (isn't that how Fudge handles skills?)   Then, many Stunts seem to provide +2 to rolls in certain circumstances, a definite boost, I know, when starting skills range from +1 to +4, but those kinds of bonuses seem rather boring.  Describing temporary conditions like being tangled as an aspect sounds strange to me, too, although if aspects generally provide bonuses or negative modifiers, I guess it makes sense.   The constant back and forth awarding or deducting of FATE points seems overly gamist, too, but perhaps we do the same thing in GURPS when we award CPs for good roleplaying of disadvantages.

Many GMs borrow ideas from other games.  Ceredyn, for instance, uses D&D's idea of levels in his Keep on the Borderlands game alongside CPs.  For instance, at the end of an adventure, he awards CPs and things like Reputation or Enemies like normal, and then he calculates exp as well, which is solely used to advance in level.  With a new level, a character might gain a new advantage (like a mount for a paladin), as well as improving current advantages (backstabs do +1 extra damage for every 2 levels, for instance).

It seems like marrying FATE's character generation process and GURPS' ruleset would give the best of both worlds.  Have you guys borrowed FATE ideas for your GURPS games, or used GURPS ideas for other systems?    (Are there guidelines for combining Mongoose Traveller's chargen with GURPS Traveller character sheets?)
Tortuga
player, 331 posts
Tue 8 Jul 2014
at 03:28
  • msg #474

Re: Mixing GURPS and FATE?

I run FATE without skills. Just Aspects.
Aethulred
player, 21 posts
Tue 8 Jul 2014
at 15:11
  • msg #475

Re: Mixing GURPS and FATE?

I have tinkered with FUDGE, It's a true story telling game with few 'rules' and lots of GM 'says' ... IF your players will allow the GM total control of his story and their characters outcomes, it works very well. If you have a rules lawyer or Munchkin sort, it leads to constant disagreement over play.
It's very fluid and lends itself to a very quick start with minimal character creation ... I like it for gaming with new players who have bnever done RP before, but the FUDGE dice system befuddles many!
Zoncxs
player, 26 posts
Wed 16 Jul 2014
at 05:58
  • msg #476

Re: Mixing GURPS and FATE?

No interest in a battle arena game?
BlueDwarf
player, 11 posts
Wed 16 Jul 2014
at 06:29
  • msg #477

Re: Mixing GURPS and FATE?

In reply to Zoncxs (msg # 476):

Sorry Zoncxs, but I prefer the character development of long campaigns. Just my personal preference.
Mad Mick
GM, 105 posts
Wed 16 Jul 2014
at 06:44
  • msg #478

Re: Mixing GURPS and FATE?

Oh, there's plenty of character development to be had in arena games, as much as in campaigns, actually.  The_Wrathchild's Arena of Champions and Ceredyn's Splattered with Gore series are two great examples of carnage and character development, just to name two.
LandWalker
player, 118 posts
Wed 16 Jul 2014
at 10:57
  • msg #479

Re: Mixing GURPS and FATE?

The house rules that are in play just aren't my cup of tea (namely damage and HP — I'm still not sure what's going on with the revised combat skills rules).
Mad Mick
GM, 106 posts
Wed 16 Jul 2014
at 12:42
  • msg #480

Re: Mixing GURPS and FATE?

It's always great to see new GURPS games out there, Zoncxs.  I do enjoy arena games, though I'm pretty crappy at combat.  I'm with LandWalker about the house rules.  I'm also weird in that I don't like all the mechanics hanging out there in OOC.  I'd rather see that in private lines without fancy formatting, but that's just a personal preference.  I like arena games that unfold like an action scene with the numbers tucked out of sight.  =)
Jeffrywith1e
player, 1 post
Wed 16 Jul 2014
at 13:11
  • msg #481

Re: Mixing GURPS and FATE?

Mad Mick:
Are there guidelines for combining Mongoose Traveller's chargen with GURPS Traveller character sheets?


I was thinking about this very question, myself. Any luck finding such mini-system? For any GURPS, not just Traveller.
LandWalker
player, 119 posts
Wed 16 Jul 2014
at 13:25
  • msg #482

Re: Mixing GURPS and FATE?

Mad Mick:
I'm also weird in that I don't like all the mechanics hanging out there in OOC.  I'd rather see that in private lines without fancy formatting, but that's just a personal preference.  I like arena games that unfold like an action scene with the numbers tucked out of sight.  =)

Stylistically, I'm probably in the same boat, but on that I'll bow to practicality.  Having played in both Arena of Champions (with private lines and GM adjudication) and Zuddha Yuddha (with public mechanics and player adjudication), I found that the latter makes for much more efficient play both in terms of resolution (since players are less frequently waiting on the GM) and in terms of player decisions (because they don't need contingent defense provisions, among many other reasons).  It also makes for a better learning environment, since less adept players can see what's being done and what's working / failing.  It's not as aesthetically pretty, but them's the breaks.
Zoncxs
player, 27 posts
Wed 16 Jul 2014
at 13:53
  • msg #483

Re: Mixing GURPS and FATE?

LandWalker:
The house rules that are in play just aren't my cup of tea (namely damage and HP — I'm still not sure what's going on with the revised combat skills rules).



There is no brawling, boxing and karate skill. Just unarmed Striking skill. Same goes for grappling. Melee weapons didn't change much. Dropped short sword and fencing skills. Of you want to recreate any of the above dropped skills you buy techniques that would represent them. So to make the boxing skill you would buy up a retreating parry technique and so on.

Damage and HP was to fix the problem with DR and Damage and ranged weapons.


Before, a ST 16 person could do the same damage as a pistol (2d+2) with a weapon. Which has been discussed on other forms as not possible. My change pushes that to ST 25. (ST 25 does 6d+1 damage, a pistol gets redone in the same fashion and does 6d+1 as well).


Like wise this change makes every ST point bought worth it for damage when compared to every other mod I found that people use for damage.

HP was raised in response to keep things the same as before. Just because the numbers are bigger does not mean anything changed.


I understand most people don't want to play because its not their cup of tea, but because of the house rules that changed very little of the game? (Nothing changed on the damage side nor HP, skills are better.) Plus how else are you going to see if your changes work if not by testing them. Its not like you won't enjoy it if you already like arena games..
otghand
player, 75 posts
Wed 16 Jul 2014
at 13:56
  • msg #484

Re: Mixing GURPS and FATE?

The house rules are what keep me out - I don't want to learn a new set of rules for just one game.  For me an arena game is an opportunity to hone my skills with the base game + MA (usually), and heavy house rules void that.

Nothing inherently wrong with your approach, just not something that interests me.
Zoncxs
player, 28 posts
Wed 16 Jul 2014
at 13:57
  • msg #485

Re: Mixing GURPS and FATE?

Mad Mick:
It's always great to see new GURPS games out there, Zoncxs.  I do enjoy arena games, though I'm pretty crappy at combat.  I'm with LandWalker about the house rules.  I'm also weird in that I don't like all the mechanics hanging out there in OOC.  I'd rather see that in private lines without fancy formatting, but that's just a personal preference.  I like arena games that unfold like an action scene with the numbers tucked out of sight.  =)



Rolls would be in private lines, but as GURPS states, every maneuver you do (excluding Feint) is always known by the opponents.



EDIT::

Otghand, there is nothing you need to learn. Most of it is on the GM end.

What did you see that you had to learn?
otghand
player, 76 posts
Wed 16 Jul 2014
at 14:49
  • msg #486

Re: Mixing GURPS and FATE?

Zoncxs:
Otghand, there is nothing you need to learn. Most of it is on the GM end.

What did you see that you had to learn?


I don't remember exactly, but the skill sets were different with different techniques as I recall, which meant char gen would be different (and manual - I use GCA).

I don't have tons of free time for it and it did not seem the best use of my time.  I am also not in the GURPS damage is broken camp - it is just optimized for big damn heroes doing over the top things.
Zoncxs
player, 29 posts
Wed 16 Jul 2014
at 16:37
  • msg #487

Re: Mixing GURPS and FATE?

nope, if using GCA then just pick the Boxing skill and wrestling skill since both are average skills. Techniques are the same. don't pick Short sword skill or any fencing skill.  Done. :)


as for damage, it does not change how the game is played at all. an ST 18 hulk is still going to smash an ST 10 person.
Tortuga
player, 332 posts
Wed 16 Jul 2014
at 16:51
  • msg #488

Re: Mixing GURPS and FATE?

If people say they don't like your house rules, don't try to convince them that they're wrong.

Not everybody likes that kind of thing. It's okay for people to disagree. Accept it and move on.
LandWalker
player, 120 posts
Wed 16 Jul 2014
at 17:08
  • msg #489

Re: Mixing GURPS and FATE?

In reply to Zoncxs (msg # 483):

Thing is, on the surface it might seem like it's changing very little of the game, but t ihe danger (especially in PvP arena games where people wil be trying to squeeze every last advantage they can get out of the rules) is what gets overlooked, or what some of the secondary effects of the changes are that don't get considered.  For example:

1)  I see nothing in the game rules that changes the DR values of armor.  RAW armor is already depressingly marginalized by the exaggerated ST-based damage rules in the RAW.  Now that you have a ST 12 guy dishing out 3d damage on a swing, armor is even more useless.  Being able to cheaply buy DR 2 does not solve this problem.

2)  Flat (rather than per-die) damage modifiers, of which weapon modifiers are the most salient example (e.g. an axe being sw+2) have much lower relative impact on a character's damage output, which will have a huge effect on characters' weapon selection as they prioritize wounding multipliers and other advantages (like defensive bonuses) over weapon damage.

3)  Rules that are based on weapon damage, but not on HP.  The one that jumps to mind immediately are the knockback rules for crushing attacks or shoves, which use the target's ST relative to the damage dealt.  Since you aren't changing ST scores, just the derived attributes, rules like that would be severely impacted.

And that's all just off the top of my head.  I'm nowhere near as good at finding rules gaps as some arena players are.

Ultimately, I just don't see the changes as solving any problems (with the exception of damage relative to firearms, which aren't even in the arena), and potentially creating many new ones, so it ends up feeling (especially with the skills and combat rules) like changes just for the sake of changing things.  You're absolutely right that the best way to gauge the quality of a house rule is to playtest it... but it still needs to be something people are interested in playtesting.  And especially in a competitive game, uncertainty about how something will work breeds aversion.
Big Brother
player, 22 posts
Wed 16 Jul 2014
at 17:13
  • msg #490

Re: Mixing GURPS and FATE?

LandWalker:
... especially in a competitive game, uncertainty about how something will work breeds aversion.


That's a goodly part of the reason I didn't join.
steelsmiter
player, 133 posts
Thu 17 Jul 2014
at 06:05
  • msg #491

Re: Mixing GURPS and FATE?

What's the interest in playtesting Douglas Cole's By Default from Pyramid 3/65?
This message was last edited by the player at 06:49, Thu 17 July 2014.
Mad Mick
GM, 107 posts
Thu 17 Jul 2014
at 06:21
  • msg #492

Re: Mixing GURPS and FATE?

I like Douglas Cole's stuff.  What's By Default?
steelsmiter
player, 134 posts
Thu 17 Jul 2014
at 06:25
  • msg #493

Re: Mixing GURPS and FATE?

Sorry. Forgot to add italics. It's an article in the Pyramid issue I mentioned. It changes all skill defaults to be (1/2 skill)+(Old Default-5).
Zoncxs
player, 30 posts
Thu 17 Jul 2014
at 14:14
  • msg #494

Re: Mixing GURPS and FATE?

LandWalker:
In reply to Zoncxs (msg # 483):

Thing is, on the surface it might seem like it's changing very little of the game, but t ihe danger (especially in PvP arena games where people wil be trying to squeeze every last advantage they can get out of the rules) is what gets overlooked, or what some of the secondary effects of the changes are that don't get considered.  For example:

1)  I see nothing in the game rules that changes the DR values of armor.  RAW armor is already depressingly marginalized by the exaggerated ST-based damage rules in the RAW.  Now that you have a ST 12 guy dishing out 3d damage on a swing, armor is even more useless.  Being able to cheaply buy DR 2 does not solve this problem.

2)  Flat (rather than per-die) damage modifiers, of which weapon modifiers are the most salient example (e.g. an axe being sw+2) have much lower relative impact on a character's damage output, which will have a huge effect on characters' weapon selection as they prioritize wounding multipliers and other advantages (like defensive bonuses) over weapon damage.

3)  Rules that are based on weapon damage, but not on HP.  The one that jumps to mind immediately are the knockback rules for crushing attacks or shoves, which use the target's ST relative to the damage dealt.  Since you aren't changing ST scores, just the derived attributes, rules like that would be severely impacted.

And that's all just off the top of my head.  I'm nowhere near as good at finding rules gaps as some arena players are.

Ultimately, I just don't see the changes as solving any problems (with the exception of damage relative to firearms, which aren't even in the arena), and potentially creating many new ones, so it ends up feeling (especially with the skills and combat rules) like changes just for the sake of changing things.  You're absolutely right that the best way to gauge the quality of a house rule is to playtest it... but it still needs to be something people are interested in playtesting.  And especially in a competitive game, uncertainty about how something will work breeds aversion.



1- I had not realized I left that info out and have added it in. Thanks for the point out.

2- that tends to be an issue any way you see it though, an ST 22 barbarian is still only getting a +2 if he uses a broadsword. But with the increase in die I understand your concern for optimal damage with weapons. Two solutions are either increasing the flat add or adding an "or" damage, "+3 or +2 per die". I will try the latter and see how it goes.


3- hmm, well if we keep thing based on ST for knock back than the solution would be to turn the "ST-2" formula for knock back to "(ST*2.5)-5" which I would be doing as the GM and as such no worries on the player. This should not change the end results.


Its good to poke holes in my stuff! How else will we be able to refine it and fix any problems? Without players willing to do just that this will never get off the floor.


If they potentially create new problems I want to know! As far as I can see they do not. But to a player or someone with fresh eyes they might, and I need that.

I am in no way trying to convince you guys that you are wrong and you should drink the koolaid. I want to make my house rules better and crack free, but need other people help to do that. And what better way then here in a game?

:)
otghand
player, 77 posts
Thu 17 Jul 2014
at 14:24
  • msg #495

Re: Mixing GURPS and FATE?

In my experience if testing house rules the best way it to change only one rule at a time as the complexity of the interactions pretty much expands geometrically with the number of simultaneous changes.
hedonismbot
player, 4 posts
Thu 17 Jul 2014
at 14:58
  • msg #496

Re: Mixing GURPS and FATE?

One thing that you may want to consider is emphasizing in the game that you are interested in playtesting the rules you're proposing. I didn't see anything in the game (at least that's accessible to a lurker) that says that it's a playtest so there's no explanation about why the rules have been changed. It was only in reading this thread that I found out that that was the case.
LandWalker
player, 121 posts
Thu 17 Jul 2014
at 17:47
  • msg #497

Re: Mixing GURPS and FATE?

In reply to Zoncxs (msg # 494):

Tell you what, Zoncxs:  I'm all in favor of house rules when they address a problem.  I'm not sold on whether or not yours is the right solution, but I do want to see whether or not it'll work.  When I get home from work tonight, I'll dig through the game and see about putting a character together for it.  Expect a lot of questions, expect me to be contrarian, and expect me to be argumentative (especially about the skills and combat modifier stuff, which I still don't understand the point of), but I'll see if I can't help get things moving a bit. No promises, and I may back out if it just isn't doing it for me, but I'll take a stab and see how it pans out.
trooper6
player, 87 posts
Thu 17 Jul 2014
at 23:24
  • msg #498

Re: Mixing GURPS and FATE?

Zoncxs:
Its good to poke holes in my stuff! How else will we be able to refine it and fix any problems? Without players willing to do just that this will never get off the floor.


If they potentially create new problems I want to know! As far as I can see they do not. But to a player or someone with fresh eyes they might, and I need that.

I am in no way trying to convince you guys that you are wrong and you should drink the koolaid. I want to make my house rules better and crack free, but need other people help to do that. And what better way then here in a game?

:)


I am another who wasn't interested because of the house rules. I'm not really a house rules sort of person...and I certainly don't want to playtest someone's home-brew house rules when I just want to play a game.

Perhaps if you advertised the game as a play test you might attract people who like play testing rules?
otghand
player, 78 posts
Tue 29 Jul 2014
at 20:23
  • msg #499

Re: Musketeer

It has been a while but I still have the itch.  Any GMs out there willing to entertain this in their DF games?

otghand:
I have an itch to try playing a Musketeer character as outlined in Pyramid 3/36.  Any GMs of DF games out there with a slot for one?

BlueDwarf
player, 12 posts
Sun 3 Aug 2014
at 13:51
  • msg #500

Re: Musketeer

In reply to otghand (msg # 499):

I have been trying to work through the house rules and GURPs rules required for a Shadowrun world GURPs game, as mentioned earlier. What would be the best way of trying this out with those of you interested in play testing such a concoction, if anyone?
Mad Mick
GM, 108 posts
Sun 3 Aug 2014
at 14:13
  • msg #501

Re: Musketeer

Set up a game to playtest the rules?  You can post 'em on the SJ Games forum and/or here for feedback, too.
Tortuga
player, 334 posts
Sun 3 Aug 2014
at 14:15
  • msg #502

Re: Musketeer

Look up the other GURPS Shadowrun conversions out there and find out what worked and what didn't for them.
BlueDwarf
player, 13 posts
Sun 3 Aug 2014
at 14:45
  • msg #503

Re: Musketeer

In reply to Tortuga (msg # 502):

Ok, will set one up tomorrow. Have not seen a lot of conversions, Tortuga, other than the 3rd ed(?) GURPs Cyberpunk, which I have drawn on extensively.
Tortuga
player, 335 posts
Sun 3 Aug 2014
at 15:51
BlueDwarf
player, 14 posts
Sun 3 Aug 2014
at 21:26
  • msg #505

Re: Musketeer

In reply to Tortuga (msg # 504):

Vry cool. OK, that is going to take some time to digest. Back to lurk mode while I do...
DDK145
player, 1 post
Fri 15 Aug 2014
at 22:00
  • msg #506

Re: Musketeer

Found this on Warehouse 23. All the synapses are firing now.

http://www.sjgames.com/gurps/books/madnessdossier/
steelsmiter
player, 137 posts
Thu 9 Oct 2014
at 00:13
  • msg #507

Re: Musketeer

I'm asking here, because I don't have a game up to advertise, and I'm not sure if there's enough interest for me to run it. How much interest would there be in a GURPS DF game where players are allowed to pick 1 template from DF 15, one race from DF 3 (optional) and use the remaining points (out of a standard 250) to fill out the rest of their sheet?
BlueDwarf
player, 19 posts
Thu 9 Oct 2014
at 00:38
  • msg #508

Re: Musketeer

In reply to steelsmiter (msg # 507):

Personally it would depend on the game. But I like to customize to the nth degree anyway...
Witchycat
player, 47 posts
Furry Kitty with
a witch's hat
Thu 9 Oct 2014
at 00:50
  • msg #509

Re: Musketeer

In reply to BlueDwarf (msg # 503):

I have a GURPS book converting to VAMPIRE WOD.

steelsmiter, I would also be interested depending on the game.
steelsmiter
player, 138 posts
Thu 9 Oct 2014
at 01:46
  • msg #510

Re: Musketeer

I'm not sure what you guys mean when you say that. Dungeon Fantasy is Dungeon Fantasy. There'll be a story, so no Arenas. My games are generally more sandboxy, so there's that. Easiest approach is Guildies uncover something deeper than the guilds know and that provides kind of a progression of events leading to epic final confrontation. That sort of thing.
otghand
player, 88 posts
Thu 9 Oct 2014
at 02:16
  • msg #511

Re: Musketeer

I would be interested.

steelsmiter:
How much interest would there be in a GURPS DF game where players are allowed to pick 1 template from DF 15, one race from DF 3 (optional) and use the remaining points (out of a standard 250) to fill out the rest of their sheet?

steelsmiter
player, 139 posts
Thu 9 Oct 2014
at 18:54
  • msg #512

Re: Musketeer

Out of curiosity, would it make a difference if I included this: http://www.ravensnpennies.com/...es.html#.VDbYVNu3NyV
otghand
player, 89 posts
Thu 9 Oct 2014
at 19:23
  • msg #513

Re: Musketeer

Could be interesting.
Witchycat
player, 48 posts
Furry Kitty with
a witch's hat
Thu 9 Oct 2014
at 22:48
  • msg #514

Re: Musketeer

In reply to steelsmiter (msg # 512):

I would be interested in the game with or without it.
Tortuga
player, 337 posts
Sat 11 Oct 2014
at 19:27
  • msg #515

Re: Musketeer

Tossing around the idea of a Fantasy game set on Yrth. The players are a company of professional adventurers, and the game focuses on what life is like for adventurers. Not DF, but a subversion of DF tropes with a more realistic take on the effects and place of "adventurers" in society and the economy. Actual play will involve the delving into ancient ruins and monster lairs in cutthroat competition with other adventuring companies.

I'd really like to focus on the traumatic nature of the lifestyle, and the physical, social, and emotional consequences of living it. More of a thought exercise than a power fantasy; ideal players will be willing to explore the dark side of adventuring. Not "evil", but neurosis, mental instability, and creeping alienation.

It's for players who want to find out what sort of person high levels of desensitization towards violence, killing, isolation will turn you into.

Is there any interest in this?
archypetro
player, 3 posts
Sat 11 Oct 2014
at 20:09
  • msg #516

Re: Musketeer

It's a very interesting concept :D

I'd be very interested, i've been quite eager to try and delve into the darker side of fantasy in general. As you say, it doesn't necessarily involve  being evil and just crazy silly.. but actually the negatives of that whole kindof life style. There are situations where people go through kind of bad situations, with equally bad actions, take injury and ruin relationshipw without any serious effects. It'd be fun, i think, to kind of explore the possibility of that.
Tortuga
player, 338 posts
Sun 12 Oct 2014
at 03:11
  • msg #517

Re: Musketeer

I'd like to start with relatively well-adjusted characters, so we can track their mental evolution. Or devolution, depending on how they cope.
BlueDwarf
player, 20 posts
Sun 12 Oct 2014
at 03:15
  • msg #518

Re: Musketeer

In reply to Tortuga (msg # 517):

Lol, sounds like the game we are playing, Chthonic! Except they started as modern day folk, and it was not exactly planned that way.
Tortuga
player, 340 posts
Wed 5 Nov 2014
at 02:43
  • msg #519

Re: Musketeer

I'd like to give some kind of GURPS Sci Fi a go. Not sure what sort exactly, yet.
Gurpser
player, 42 posts
Wed 5 Nov 2014
at 04:38
  • msg #520

Re: Musketeer

Sci if sounds fun, leaning in any direction?
Tortuga
player, 341 posts
Wed 5 Nov 2014
at 19:28
  • msg #521

Re: Musketeer

Not exactly. What kind of game might you be interested in? (Anyone can chime in here)
BlueDwarf
player, 23 posts
Wed 5 Nov 2014
at 21:58
  • msg #522

Re: Musketeer

In reply to Tortuga (msg # 521):

I just started playing a GURPS star wars, which sounds quite interesting. Trialling the pointless system.
otghand
player, 90 posts
Wed 5 Nov 2014
at 22:07
  • msg #523

Sci Fi preference

High point value non stat normalized.  Think Action! or Monster Hunters in Spaaaace.
Tortuga
player, 342 posts
Wed 5 Nov 2014
at 22:19
  • msg #524

Re: Sci Fi preference

I was thinking 250 points. Stats would be sort of normalized; you could have high stats if it was part of your character concept to be that gifted, but you'd have to roleplay having (say) an IQ of 13 or 14 in a world where 90% of the population has a 10-12.

With that caveat, Action in space could work, if I could find enough players with GURPS Action.
steelsmiter
player, 145 posts
Wed 5 Nov 2014
at 22:33
  • msg #525

Re: Sci Fi preference

otghand:
High point value non stat normalized.  Think Action! or Monster Hunters in Spaaaace.

I like High point values, but I'm not sure what non-stat normalizing is. I'm fine with limits like what DF (for example) puts on maximum stats.
Tortuga
player, 343 posts
Wed 5 Nov 2014
at 22:37
  • msg #526

Re: Sci Fi preference

When I say "normalizing" it generally refers to requiring justification for higher stat levels, and being fairly strict about it; the idea that most ordinary people have 10s in all stats, and taking something higher is an increasing level of noteworthiness.

For example: In most of the games I run, unless you give me an indication in your background that your character is one of the smartest/strongest/fastest/hardiest people in the setting, I'm going to raise an eyebrow at any stat over 12.

In the game I'm looking to run you're perfectly welcome to play that strongest/smartest/fastest character... but do so with the acknowledgement that that's who your character is, and that most people you meet have stats in the 9-12 range.
This message was last edited by the player at 22:38, Wed 05 Nov 2014.
steelsmiter
player, 146 posts
Wed 5 Nov 2014
at 22:41
  • msg #527

Re: Sci Fi preference

Tortuga:
I was thinking 250 points. Stats would be sort of normalized; you could have high stats if it was part of your character concept to be that gifted, but you'd have to roleplay having (say) an IQ of 13 or 14 in a world where 90% of the population has a 10-12.

With that caveat, Action in space could work, if I could find enough players with GURPS Action.

I could go for that. I have GURPS Action.
volthawk
player, 3 posts
Wed 5 Nov 2014
at 23:01
  • msg #528

Re: Sci Fi preference

Sounds like it could be pretty fun.
Gurpser
player, 43 posts
Thu 6 Nov 2014
at 04:31
  • msg #529

Re: Sci Fi preference

Yeah, SPACE ACTION! sounds like good fun. I have to Action! books too so I'd be into it.
Tortuga
player, 345 posts
Thu 6 Nov 2014
at 22:12
  • msg #530

Re: Sci Fi preference

Okay, the Space Action ad is up in the other thread.

Go join it.
Tortuga
player, 346 posts
Tue 11 Nov 2014
at 22:38
  • msg #531

Re: Sci Fi preference

Gurpser, volthawk, steelsmiter... you guys interested or what?
Jobe00
player, 1 post
Tue 11 Nov 2014
at 23:01
  • msg #532

Re: Sci Fi preference

I was interested until "Stats would be sort of normalized; you could have high stats if it was part of your character concept to be that gifted, but you'd have to roleplay having (say) an IQ of 13 or 14 in a world where 90% of the population has a 10-12."

I can't hang with GMs that require me to role-play an intelligence higher than my own or skills I don't have while I don't have to role-play the fact I'm a physical specimen or being able to fight while I am not a fighter and currently have a pulled muscle in my back.

It's that much worse when it's an Action! game where the whole point is playing characters that would be considered the leads of an action movie or TV series.
steelsmiter
player, 147 posts
Tue 11 Nov 2014
at 23:24
  • msg #533

Re: Sci Fi preference

Tortuga:
Gurpser, volthawk, steelsmiter... you guys interested or what?

My game's caught my attention, but I'll get back to yours as soon as I can read up on timekeeping and wrap my head around it.

quote:
I can't hang with GMs that require me to role-play an intelligence higher than my own or skills I don't have while I don't have to role-play the fact I'm a physical specimen or being able to fight while I am not a fighter and currently have a pulled muscle in my back.

It's that much worse when it's an Action! game where the whole point is playing characters that would be considered the leads of an action movie or TV series.

I wouldn't go as far as to say I can't hang with such a GM... but there is some dissonance. Actually I feel like if I were to join, my character should know stuff like timekeeping and the only way I can see not living up t that is if I make a dude that's a 'roided out junkie.
This message was last edited by the player at 23:27, Tue 11 Nov 2014.
Tortuga
player, 347 posts
Tue 11 Nov 2014
at 23:25
  • msg #534

Re: Sci Fi preference

quote:
I was interested until "Stats would be sort of normalized; you could have high stats if it was part of your character concept to be that gifted, but you'd have to roleplay having (say) an IQ of 13 or 14 in a world where 90% of the population has a 10-12."

I can't hang with GMs that require me to role-play an intelligence higher than my own or skills I don't have while I don't have to role-play the fact I'm a physical specimen or being able to fight while I am not a fighter and currently have a pulled muscle in my back.


I'm not really sure what you're trying to say here. I'm going to assume that you're misunderstanding me, and clarify.

If you play a character with an IQ of 14, I wouldn't expect you, the player, to somehow develop genius. However, I would expect you to roleplay a character who has gone through life significantly more intelligent than anyone around him. I would expect that your character's personality would reflect his attributes - ST, DX, HT, IQ - advantages, disadvantages, and skills - as far as

1. How people's reactions to him have made him feel
2. What it's like to go through life with great intellect, strength, balance, whatever.

In other words, yes. I maintain that your traits will guide and effect the person you turn out to be. What that means exactly is entirely your call, but someone's capabilities (and other people's reactions to those capabilities) DO have an effect on who you are.

If you intend to play an IQ 14 (or ST 14 or DX 14) character as if they're just numbers that effect other numbers without having an impact on the fiction of who your character is... then we have a difference in philosophy of how games should be played.

quote:
It's that much worse when it's an Action! game where the whole point is playing characters that would be considered the leads of an action movie or TV series.


It's MORE pronounced in Action! where stereotypes are played up.

But Action 1 has a GREAT sidebar on how to portray High IQ characters without making them "rocket scientist" smart. Page 6. Check it out. Good read.
This message was last edited by the player at 23:27, Tue 11 Nov 2014.
steelsmiter
player, 148 posts
Sun 23 Nov 2014
at 23:37
  • msg #535

Re: Sci Fi preference

Sorry I didn't finish that sheet in time. My game picked up kinda fast and I got sidetracked.
Tortuga
player, 348 posts
Mon 24 Nov 2014
at 00:05
  • msg #536

Re: Sci Fi preference

It happens. *shrug*
LandWalker
player, 126 posts
Mon 24 Nov 2014
at 01:40
  • msg #537

This GURPS of Mine

Been playing a bit of This War of Mine lately.  If you're not familiar with it, take a minute and look it up—it definitely won't be everyone's cup of tea (I still haven't figured out whether or not it's my cup of tea...), but it's pretty interesting.

In any case, it got me wondering what rules out there might go into a GURPSification of that premise.

  • Basically anything that involves "Realism"
    • Fright Checks (B.360)
    • Bleeding (B.420)
    • Special attention to rules for Starvation, Dehydration, Sleep Deprivation (all B.426), Cold (B.430), and Illness and Infection (B.442-444)
    • "Untrained Fighters" (MA.113)
    • Harsh Realism for Unarmed Fighters (MA.124)
    • All of the "Realistic Injury" rules—Partial Injuries, Expanded Hit Locations, Severe Bleeding, Lasting/Permanent Injuries (MA.136-138)
    • Tactical Shooting in general.  Mostly pertains to stuff above "civilian" level, but still has civilian-grade useful information and rules.
    • Technical Grappling?  Not that familiar with it.


  • Various rules that potentially cover some of the challenges faced by, or offer coping options to, besieged civilians
    • Influence and Reaction Rolls can be very important (B.359, B.559-562)
      • Social Engineering?  I haven't read through it myself, but it sounds useful...
    • Various Low-Tech medical knick-knacks—tourniquets, bandages, splints, and possibly even cauterization (LT.145-149)
    • Possibly herbal medicine?  (LT.150-152)
    • "Dirty-Tech" options (scattered around HT) for jury-rigging various equipment.


  • Character Creation Restrictions
    • Potentially required disadvantages, or "Choose X Points from the following list," with such goodies as Combat Paralysis, Post-Combat Shakes, and the various incarnations of Pacifism.
    • Minor additions (e.g. caffeine, nicotine) shouldn't be rare.


What other rules might I be missing?  What other suggestions for running such a game, whether in terms of character creation or general game structure?  How unbearably horrible would this actually be?
steelsmiter
player, 150 posts
Wed 3 Dec 2014
at 05:31
  • msg #538

An idea I've been thinking about for a while now.

I would be interested in playing a TL 3+5^ or so (not especially picky how the TL is split, but it basically needs to be alternate tech modern day) RPM caster that requires his magic be routed through his Smartphone. He can't use magic without it, so he has gadget limited magery. Ideally the world would be Normal Mana on average. If possible, some of Ghostdancer's pyramid articles (3/66 or prior) would help. I'm dropping this here to see if anyone's interested in running it.
Bebo8096
player, 1 post
Wed 17 Dec 2014
at 15:39
  • msg #539

hello

Hia! I'm new to Rpol, as in joined 2 days ago. I was told to hang out here since I've only played gurps games. Any tips for a newbie?
BlueDwarf
player, 24 posts
Wed 17 Dec 2014
at 19:22
  • msg #540

Re: hello

In reply to Bebo8096 (msg # 539):

To find existing GURPs games, type in GURPs as the game system, and you will get the current ones. It is always good to look at the last post to see how active a game is as well. new games will often be advertised here, so you can look for ones you like...
Tortuga
player, 349 posts
Wed 17 Dec 2014
at 19:30
  • msg #541

Re: hello

More tips:

Everyone has their own opinion on how GURPS should work, and they are very protective of these opinions.

There are half a dozen people who run GURPS games. Get to know their styles, because that's all you get.

Most games die within a month or so of starting. That's not GURPS specific, it's just how RPoL works. Some go on for years. Temper your expectations accordingly.

Likewise, weekends are slow. Major holidays are slow.

That's slow compared to normal pbp game speed. 1 post/day is considered fast. Take a relaxed attitude, and everything will be fine.
BlueDwarf
player, 25 posts
Wed 17 Dec 2014
at 21:35
  • msg #542

Re: hello

In reply to Tortuga (msg # 541):

Actually, on that note, would it be worthwhile to have a separate post for GM's to describe their individual styles for new players?
Bebo8096
player, 2 posts
Thu 18 Dec 2014
at 01:22
  • msg #543

Re: hello

In reply to BlueDwarf (msg # 542):

That would be awesome!
steelsmiter
player, 152 posts
Thu 18 Dec 2014
at 01:28
  • msg #544

Re: hello

BlueDwarf:
In reply to Tortuga (msg # 541):

Actually, on that note, would it be worthwhile to have a separate post for GM's to describe their individual styles for new players?

You mean like a new thread here, or a post in an individual game?
BlueDwarf
player, 26 posts
Thu 18 Dec 2014
at 03:12
  • msg #545

Re: hello

In reply to steelsmiter (msg # 544):

I was thinking of a new thread here.
steelsmiter
player, 153 posts
Thu 18 Dec 2014
at 03:33
  • msg #546

Re: hello

I got no objection to that.
Bebo8096
player, 3 posts
Thu 18 Dec 2014
at 15:30
  • msg #547

Re: hello

Quick question, other than gms wanted, where should I post an ad for getting a GURPS gm and some players?
steelsmiter
player, 154 posts
Thu 18 Dec 2014
at 15:36
  • msg #548

Re: hello

Bebo8096:
Quick question, other than gms wanted, where should I post an ad for getting a GURPS gm and some players?

I've done the game advertisements thread in this lounge. That may not be right, but it works.

EDIT: Actually I did one further up on this thread, my mistake.
This message was last edited by the player at 15:38, Thu 18 Dec 2014.
Bebo8096
player, 4 posts
Thu 18 Dec 2014
at 15:38
  • msg #549

Re: hello

In reply to steelsmiter (msg # 548):

That was fast. Merci!(thank you)
steelsmiter
player, 155 posts
Thu 18 Dec 2014
at 15:39
  • msg #550

Re: hello

You're welcome. Like I said, it may not be right, but it's all I had.
Johnny Angel
player, 69 posts
Thu 25 Dec 2014
at 16:14
  • msg #551

Re: hello

What stats would you give Santa as a Dungeon Fantasy character?


Race?

Traditionally, he'd be human (with likely the overweight disadvantage.)

However, with the beard (and assuming a world with other races,) a dwarf with gigantism could work.

I could also see a valid argument for half-elf so as to give him easier access to magic without needing to be fully classed as a caster.



Class?

This is an area where I'm not so sure.

He's shown to be able to use a sword in some of the stories I'm familiar with.

He has at least some limited ability with magic which involves being able to fit through chimneys, divine whether someone is 'naughty' or 'nice,' and perform a few winter and holiday themed spells.

I could possibly see Holy Warrior being a good fit.



What are your thoughts?
Tortuga
player, 350 posts
Thu 25 Dec 2014
at 16:32
  • msg #552

Re: hello

Johnny Angel:
What stats would you give Santa as a Dungeon Fantasy character?


Race?

Traditionally, he'd be human (with likely the overweight disadvantage.)

What are your thoughts?



quote:
'Twas the night before Christmas, when all through the house
Not a creature was stirring, not even a mouse;
The stockings were hung by the chimney with care,
In hopes that St. Nicholas soon would be there;
The children were nestled all snug in their beds;
While visions of sugar-plums danced in their heads;
And mamma in her 'kerchief, and I in my cap,
Had just settled our brains for a long winter's nap,
When out on the lawn there arose such a clatter,
I sprang from my bed to see what was the matter.
Away to the window I flew like a flash,
Tore open the shutters and threw up the sash.
The moon on the breast of the new-fallen snow,
Gave a lustre of midday to objects below,
When what to my wondering eyes did appear,
But a miniature sleigh and eight tiny rein-deer,
With a little old driver so lively and quick,
I knew in a moment he must be St. Nick.
More rapid than eagles his coursers they came,
And he whistled, and shouted, and called them by name:
"Now, Dasher! now, Dancer! now Prancer and Vixen!
On, Comet! on, Cupid! on, Donner and Blitzen!
To the top of the porch! to the top of the wall!
Now dash away! dash away! dash away all!"
As leaves that before the wild hurricane fly,
When they meet with an obstacle, mount to the sky;
So up to the housetop the coursers they flew
With the sleigh full of toys, and St. Nicholas too—
And then, in a twinkling, I heard on the roof
The prancing and pawing of each little hoof.
As I drew in my head, and was turning around,
Down the chimney St. Nicholas came with a bound.
He was dressed all in fur, from his head to his foot,
And his clothes were all tarnished with ashes and soot;
A bundle of toys he had flung on his back,
And he looked like a pedler just opening his pack.
His eyes—how they twinkled! his dimples, how merry!
His cheeks were like roses, his nose like a cherry!
His droll little mouth was drawn up like a bow,
And the beard on his chin was as white as the snow;
The stump of a pipe he held tight in his teeth,
And the smoke, it encircled his head like a wreath;
He had a broad face and a little round belly
That shook when he laughed, like a bowl full of jelly.
He was chubby and plump, a right jolly old elf,
And I laughed when I saw him, in spite of myself;
A wink of his eye and a twist of his head
Soon gave me to know I had nothing to dread;
He spoke not a word, but went straight to his work,
And filled all the stockings; then turned with a jerk,
And laying his finger aside of his nose,
And giving a nod, up the chimney he rose;
He sprang to his sleigh, to his team gave a whistle,
And away they all flew like the down of a thistle.
But I heard him exclaim, ere he drove out of sight—
“Happy Christmas to all, and to all a good night!”


Emphasis mine. It says outright that Santa is a Jolly Old Elf.
Johnny Angel
player, 70 posts
Thu 25 Dec 2014
at 17:15
  • msg #553

Re: hello

Can DF Elves grow facial hair?


Elves are typically portrayed as not having facial hair.  That lends some credence to being a Half-Elf.  Maybe he has some kind of special perk (or set of perks) that allows him to look more like an Elf or Human to the observer if the observer has a positive reaction to one or the other.
krusher
player, 14 posts
Thu 25 Dec 2014
at 17:20
  • msg #554

Re: hello

Or perhaps he is some other sort of Elf.  Snow Elf? Great Elf?

Obviously he is the ruler of the lesser elves as well and when he dies, another rises and takes his place and becomes the new ruler.
otghand
player, 91 posts
Thu 25 Dec 2014
at 17:24
  • msg #555

Re: hello

More likely the classic presentation is a glamor.  He doesn't look like that most of the time, makes it easier to walk amongst us determining who is naughty and who is nice.
krusher
player, 15 posts
Thu 25 Dec 2014
at 17:25
  • msg #556

Re: hello

If I were to build him for DF, I'd throw out the regular 250-point package and build the entire north pole as something closer to the Vampire structure from Monster Hunters 3 with Santa Claus as it's Master Vampire.. err, Elf.
Tortuga
player, 351 posts
Thu 25 Dec 2014
at 17:25
  • msg #557

Re: hello

The elf that kills him becomes the new elf-king.

And St. Nick was Turkish. Of course he had a beard. Turkish elves are hirsute.
steelsmiter
player, 156 posts
Fri 26 Dec 2014
at 14:01
  • msg #558

Re: hello

I had a character quit my game while the party was in an icy cavern, and now you guys are giving me ideas for Villains.

My take is that Santa also has the Secret Teleportation Spell :D

And he's probably a Cleric with maxed out PI and Holy Powers involving detecting morality of children, and their state of consciousness.
This message was last edited by the player at 14:23, Fri 26 Dec 2014.
steelsmiter
player, 157 posts
Fri 26 Dec 2014
at 17:35
  • msg #559

Re: hello

Looking for this:
link to a message in another game
More specifically, I've got 1 person who wants to play the other character, and we need a GM!
Mad Mick
GM, 109 posts
Tue 30 Dec 2014
at 14:23
  • msg #560

Re: hello

BlueDwarf:
In reply to Tortuga (msg # 541):

Actually, on that note, would it be worthwhile to have a separate post for GM's to describe their individual styles for new players?


You can certainly put that information in your character description, but sure, I can add a thread like that.  I wouldn't want it to turn into a fan club or a place to bash other GMs and players, though.

As for Santa, he's definitely fae.



All of that "he sees you when you're sleeping" stalker stuff is some pretty dark stuff.  As Pratchett says,

"Elves are wonderful. They provoke wonder.
Elves are marvellous. They cause marvels.
Elves are fantastic. They create fantasies.
Elves are glamorous. They project glamour.
Elves are enchanting. They weave enchantment.
Elves are terrific. They beget terror.
The thing about words is that meanings can twist just like a snake, and if you want to find snakes look for them behind words that have changed their meaning.
No one ever said elves are nice.
Elves are bad."

Here's how Penny Arcade statted him out in D&D:



I'm rather partial to the ERB Santa myself:  http://youtu.be/0kRAKXFrYQ4
steelsmiter
player, 158 posts
Tue 30 Dec 2014
at 15:49
  • msg #561

Re: hello

Changed mine.
trooper6
player, 89 posts
Tue 30 Dec 2014
at 15:50
  • msg #562

Re: hello

Mad Mick:
BlueDwarf:
In reply to Tortuga (msg # 541):

Actually, on that note, would it be worthwhile to have a separate post for GM's to describe their individual styles for new players?


You can certainly put that information in your character description, but sure, I can add a thread like that.  I wouldn't want it to turn into a fan club or a place to bash other GMs and players, though.


Oh! That's a good idea Mad Mick! Putting the info in our individual character descriptions seems like the ideal solution...and this way you don't get a thread that could turn into a fan club or slam book.
Aethulred
player, 35 posts
Tue 30 Dec 2014
at 16:57
  • msg #563

Re: hello

Not all Faeries were evil ... I think I'll keep St Nick as a kindly old elf with a God given standing spell that takes any damage that would be done to St. Nick and places it on the initiator. Not good to fool with Saints ... yes I suppose you could try and work it so he initiates the damage, but fooling with Gods intents is not good either.
This message was last edited by the player at 01:10, Wed 31 Dec 2014.
BlueDwarf
player, 27 posts
Tue 30 Dec 2014
at 23:57
  • msg #564

Re: hello

In reply to Aethulred (msg # 563):

Good idea with the description...changed mine too.
archypetro
player, 4 posts
Wed 31 Dec 2014
at 15:31
  • msg #565

Re: hello

Hey folks, I hope you all had a good holiday, whatever that means in your line of thinking.

I have a question, other than RPOL (which, i'll admit is great for my GURPsing needs) I was wondering do any of the folk here play over voice? Or virtual table top? If so, could I entice a few recommendations from the collective mind?


Thank you!
steelsmiter
player, 159 posts
Wed 31 Dec 2014
at 15:36
  • msg #566

Re: hello

I've tried to set up a skype game with some personal friends, but it fell through and I reserve my skype strictly for people I know personally.
otghand
player, 92 posts
Wed 31 Dec 2014
at 16:08
  • msg #567

Re: hello

I have heard good things about this site:

http://roll20.net/

But never tried it do to time constraints.
trooper6
player, 90 posts
Wed 31 Dec 2014
at 20:36
  • msg #568

Re: hello

I've heard many good things about Battlegrounds.
http://www.battlegroundsgames.com/index.html

It also has hex map support and specifically mentions GURPS as one of the many systems you can play with its RPG system agnostic software.
krusher
player, 16 posts
Wed 31 Dec 2014
at 20:39
  • msg #569

Re: hello

I've used Maptools for creating maps, but haven't actually used it for virtual play.
Bane Root
player, 14 posts
Fri 2 Jan 2015
at 09:00
  • msg #570

Re: hello

Fantasy grounds is always good.
http://www.fantasygrounds.com/
archypetro
player, 5 posts
Fri 2 Jan 2015
at 14:12
  • msg #571

Re: hello

Thank you folks!

Happy new year!
JustJessie23
player, 1 post
Fri 2 Jan 2015
at 15:54
  • msg #572

Re: hello

In reply to otghand (msg # 567):

I've used Roll20 for several games as player and one as GM.  I like it.
Johnny Angel
player, 71 posts
Tue 6 Jan 2015
at 23:44
  • msg #573

Re: hello

Aethulred:
Not all Faeries were evil ... I think I'll keep St Nick as a kindly old elf with a God given standing spell that takes any damage that would be done to St. Nick and places it on the initiator. Not good to fool with Saints ... yes I suppose you could try and work it so he initiates the damage, but fooling with Gods intents is not good either.


steelsmiter:
I had a character quit my game while the party was in an icy cavern, and now you guys are giving me ideas for Villains.

My take is that Santa also has the Secret Teleportation Spell :D

And he's probably a Cleric with maxed out PI and Holy Powers involving detecting morality of children, and their state of consciousness.



a bit of a late reply...

I used Santa as deity in a setting I had written for a face-to-face game a while back.  I tried to convert some of what I had to Dungeon Fantasy, but I had some trouble coming up with a spell list that felt right given the mythology I went with for my setting.
Tortuga
player, 352 posts
Tue 6 Jan 2015
at 23:52
  • msg #574

Re: hello

Here's GURPS Santa.

ST 10
DX 10
IQ 10
HT 10

Advantages
Alcohol Tolerance

Disadvantages
Alcoholism
Bad Smell
Compulsive Gambling
Debt
Odious Personal Habits
Overweight
Struggling
Unfit

Skills:
Area Knowledge (NYC)            1 IQ   10
Carousing                       4 HT+2 12
Driving (Automobile)            2 DX   10
Fast-Talk                       2 IQ   10
Gambling                        2 IQ   10
Housekeeping                    1 IQ   10
Professional Skill (Mall Santa) 8 IQ+2 12
steelsmiter
player, 160 posts
Wed 7 Jan 2015
at 00:09
  • msg #575

Re: hello

At first, I was like "I don't buy struggling" but then I read the rest of it.
krusher
player, 17 posts
Wed 7 Jan 2015
at 00:13
  • msg #576

Re: hello

I wanna say that's Bad Santa..

http://m.imdb.com/title/tt0307987/
Gwythaint
player, 9 posts
3rd edition gm for 15yrs
happy to be playing
Wed 7 Jan 2015
at 16:24
  • msg #577

Re: hello

In reply to krusher (msg # 576):

add lechery and you have it.
otghand
player, 93 posts
Sat 10 Jan 2015
at 16:36
  • msg #578

Opinions on Threshold + Syntactic magic

What are folks opinions on the combination of Threshold magic and Syntactic magic?  I tried it once as a player (Thank you Aethulred) and rather liked it and am considering it for if I were to run a swashbuckling campaign.  A sample size of one does not tell me much though.
Aethulred
player, 36 posts
Sat 10 Jan 2015
at 18:09
  • msg #579

Re: Opinions on Threshold + Syntactic magic

I gave the talent to another player at 5 points to see how it worked at very low levels... it's like a 1 inch blade, sometimes useful but worthless in a fight.
I think your 20-25 is minimum for a "mage" type, less for a hedge wizard or someone with limited ability. 5 seems too low for even a hedge mage, maybe good for a one small spell each day, wonder.
Tortuga
player, 353 posts
Tue 20 Jan 2015
at 00:03
  • msg #580

Re: Opinions on Threshold + Syntactic magic

I've been running a lot of "lifepath" style games recently and I'm interested in bringing that aesthetic to GURPS. Essentially you would start play as a child, with only a few traits representing genetic predispositions; the kind of stuff you're born with.

(Generally in GURPS most advantages fall into this category; few can be learned or picked up later.)

Then I'd run different life-stages as vignettes, and after each vignette you'd get character points to spend in reflection of what just happened. Sometimes you'd get new traits, sometimes you'd have more leeway to spend them.

Sort of an extended character creation session that involved playing your backstory and a little collaborative worldbuilding.
Aethulred
player, 37 posts
Tue 20 Jan 2015
at 00:21
  • msg #581

Re: Opinions on Threshold + Syntactic magic

The idea is goo, but you can't let it become the game... it can be a very long operation if everyone is allowed to play out their learning curve. I was part of a game that ultimately died because the curve and the logistics buried the game in detail.
I'd recommend a quick down and dirty session for each age segment... say 9, 13 and 16 (adult but inexperienced).

Then everyone moves on, ready or not with the adventure. If someone misses a session or two, you decide if they were sickly and learned less or if you will let them do it late. Another way is to say they were sickly, but learned all the lore and things folks told them...maybe increased IQ and lots of useful knowledge the others do not have.
Tortuga
player, 354 posts
Tue 20 Jan 2015
at 00:27
  • msg #582

Re: Opinions on Threshold + Syntactic magic

That's how I've been doing it so far. 2-3 "what are you like at this age" scenarios, then boom, adult, now deal with it.
otghand
player, 95 posts
Tue 20 Jan 2015
at 00:46
  • msg #583

Re: Opinions on Threshold + Syntactic magic

Would that not prevent folk from playing the character they want to play if the short scenarios don't favor that development?
Tortuga
player, 355 posts
Tue 20 Jan 2015
at 01:00
  • msg #584

Re: Opinions on Threshold + Syntactic magic

It'd be a game for players who would enjoy roleplaying the development of their characters in response to the stimuli life throws at them.

Players who approached it with an end-character in mind would only end up frustrated and disappointed.

I'd make this clear at the outset. :)
steelsmiter
player, 161 posts
Tue 20 Jan 2015
at 01:02
  • msg #585

Re: Opinions on Threshold + Syntactic magic

otghand:
Would that not prevent folk from playing the character they want to play if the short scenarios don't favor that development?

It could. It could also allow characters to "Stubbornly" do the disfavorable thing.
Tortuga
player, 356 posts
Tue 20 Jan 2015
at 01:08
  • msg #586

Re: Opinions on Threshold + Syntactic magic

Oh, definitely. Just like in real life people with no sense of melody can get on the Voice or X-Factor.
Aethulred
player, 38 posts
Tue 20 Jan 2015
at 01:29
  • msg #587

Re: Opinions on Threshold + Syntactic magic

In reply to otghand (msg # 583):

I think sometimes players should have to play with what they end up with, not the all powerful thing they want. It makes you think and improvise... it's vastly more exciting to fight and defeat a Giant thru cleverness than thru brute force and ignorance. My take anyway...
steelsmiter
player, 162 posts
Tue 20 Jan 2015
at 01:37
  • msg #588

Re: Opinions on Threshold + Syntactic magic

Aethulred:
it's vastly more exciting to fight and defeat a Giant thru cleverness than thru brute force and ignorance. My take anyway...

I play too many "barbarians" to agree with that. I'm equally at home both ways.
Aethulred
player, 39 posts
Tue 20 Jan 2015
at 01:43
  • msg #589

Re: Opinions on Threshold + Syntactic magic

Perhaps you should try some different types ;-)
otghand
player, 96 posts
Tue 20 Jan 2015
at 01:55
  • msg #590

Re: Opinions on Threshold + Syntactic magic

Why assume that what we want to play is all powerful?  Sometimes players have it in mind to play a certain archetype for instance, and a life path approach makes that unlikely.  If the goal is to play whatever life hands you then a random character generation with limited character input such as Traveler used is less of a grind before getting on with the main game.

Aethulred:
I think sometimes players should have to play with what they end up with, not the all powerful thing they want. It makes you think and improvise... it's vastly more exciting to fight and defeat a Giant thru cleverness than thru brute force and ignorance. My take anyway...

Aethulred
player, 40 posts
Tue 20 Jan 2015
at 02:03
  • msg #591

Re: Opinions on Threshold + Syntactic magic

Yup ... Maelstrom has one of those too... you choose what you want and then stuff happens. I find it intriguing ... but maybe not always.
steelsmiter
player, 163 posts
Tue 20 Jan 2015
at 02:58
  • msg #592

Re: Opinions on Threshold + Syntactic magic

Aethulred:
Perhaps you should try some different types ;-)

Pass.
Tortuga
player, 357 posts
Tue 20 Jan 2015
at 03:14
  • msg #593

Re: Opinions on Threshold + Syntactic magic

quote:
  Sometimes players have it in mind to play a certain archetype for instance, and a life path approach makes that unlikely.


Exactly. Lifepath gaming isn't about power, it's about the evolution of character concept. It's about doing the best you can with the cards you've been dealt. Maybe your character is a frustrated novelist who really wants to write but doesn't have a creative bone in his body. Maybe he's really good at mathematics but the subject bores him.

That's awesome potential for roleplaying, but if you have a very specific character type in mind, it may not play out that way, if the opportunities you need don't come your way.
Jobe00
player, 2 posts
Tue 20 Jan 2015
at 03:33
  • msg #594

Re: Opinions on Threshold + Syntactic magic

The only reason I use a Lifepath is for when I have no ideas for a character concept. GURPS is a game where you need at least a vague concept to hammer out a character.
Tortuga
player, 358 posts
Tue 20 Jan 2015
at 18:12
  • msg #595

Re: Opinions on Threshold + Syntactic magic

How's this sound:

In the first phase of the game, at age 8, you build a 30 point character. Attributes should be bought to reflect your adult stats.

Your social advantages and disadvantages will be assigned based on your randomly determined family; as a child you have Dead Broke, Social Stigma, and Patron, but those will vanish when you emancipate, so don't take points for them. Status will depend on your family; unless you end up being disowned you'll have to take that.

You can otherwise spend points on physical and mental advantages and disadvantages as you see fit, to a -50 point disadvantage limit, bearing in mind that most non-social advantages cannot be acquired after character creation. So you want 'em, you take 'em.

Physical disadvantages will likely persist, but at future age stages you can spend points to "get over" mental disadvantages. It's part of growing up. Maybe.

Skills are limited to what an 8-year old can have picked up: Housekeeping, Area Knowledge, a point in whatever your parents' trade is, and a few points in the games and hobbies you like.

At further phases (say ages 10, 13, and 16), you'll be given point "packages" to bring you up to the total at age 18. These points can be spent on new skills reflecting the choices you've made and the opportunities you have, to overcome mental disadvantages, and to pick up new social traits.

Skills you no longer practice can be sold back, and quirks can change freely.

At 18 (or whatever the character's starting age is) you'll have all your character points and be fully integrated into the setting.
otghand
player, 97 posts
Tue 20 Jan 2015
at 20:30
  • msg #596

Re: Opinions on Threshold + Syntactic magic

It seems to me that given this:

quote:
Your social advantages and disadvantages will be assigned based on your randomly determined family;


It would be cleaner to just give the characters that randomization and a total point budget with restrictions on how many can be spent in what areas.  I seem to recall that there was an article in Pyramid about using such "Point Buckets" as a means of character creation.

I know that I as a player in such a game would take zero non-mandated skills at start to cram the full 80 points from +30 and -50 disadvantages/quirks into attributes and one or two key advantages perhaps as if I understand correctly that is the only shot I will have at them.
Tortuga
player, 359 posts
Tue 20 Jan 2015
at 20:39
  • msg #597

Re: Opinions on Threshold + Syntactic magic

Little kids are pretty unskilled so I don't see a problem there. I imagine most rely on defaults for just about everything. So yeah, spending your points on potential makes sense.

But you can raise/lower attributes as you age, if, for example, you become more active (or less active). Getting an apprenticeship to a scribe will shape you differently than spending age 11-15 working on a farm.

Advantages, though... I think only Fit, Very Fit, and Combat Reflexes can be picked up after character creation. Trained By a Master in games that include it. Stuff like that.
Aethulred
player, 41 posts
Tue 20 Jan 2015
at 20:41
  • msg #598

Re: Opinions on Threshold + Syntactic magic

OK, my 2¢



In the first phase of the game, at age 8, you build a 30 point character. Attributes should be bought to reflect your adult stats.
  ** Bought toward your desired adult stats. The GM will have to give you around 30 points for attributes each life cycle (adjust for te number of Cycles).

Your social advantages and disadvantages will be assigned based on your randomly determined family; as a child you have Dead Broke, Social Stigma, and Patron, but those will vanish when you emancipate, so don't take points for them. Status will depend on your family; unless you end up being disowned you'll have to take that.

  ** I have always allowed my players to pick their family from a list of types.

You can otherwise spend points on physical and mental advantages and disadvantages as you see fit, to a -50 point disadvantage limit, bearing in mind that most non-social advantages cannot be acquired after character creation. So you want 'em, you take 'em.

  **Keep these points separate from the attribute points and make them show the hours spent learning the skill... reward accordingly.


Physical disadvantages will likely persist, but at future age stages you can spend points to "get over" mental disadvantages. It's part of growing up. Maybe.

Skills are limited to what an 8-year old can have picked up: Housekeeping, Area Knowledge, a point in whatever your parents' trade is, and a few points in the games and hobbies you like.
  ** And these get added to as you grow... or allowed to wither. You may be great at Hide and Seek at 8, but you aren't likely to be playing that by 12. The TL and Period are also critical as in Soe Age periods, a boy was a man around 16 while as civilization has progressed, this age has as well.

At further phases (say ages 10, 13, and 16), you'll be given point "packages" to bring you up to the total at age 18. These points can be spent on new skills reflecting the choices you've made and the opportunities you have, to overcome mental disadvantages, and to pick up new social traits.

  ** I think 2-3 years is too close together, just me perhaps, but I think every four years is about right. In less developed times, a 6 year old begins to have tasks assigned.It may be no more than watching little brother or sister or gathering some wood from the wood pile but you no longer can just run around and play. So perhaps 6, 10, and 14 with a final polish at 16 as the young person goes through whatever ceremony and becomes an adult.

Skills you no longer practice can be sold back, and quirks can change freely.

  ** Why?  Being good at Hide and seek may be important for status at 6, let it be a default for camouflage or inconspicuous... but don't let them sell it back. Did you ever get repaid for the time and effort you put into Boy Scouts? No, just got to use what you learned later in life when it was useful to know (like knots for instance).

At 18 (or whatever the character's starting age is) you'll have all your character points and be fully integrated into the setting.
Tortuga
player, 360 posts
Tue 20 Jan 2015
at 20:46
  • msg #599

Re: Opinions on Threshold + Syntactic magic

Aethulred:
  ** Why?  Being good at Hide and seek may be important for status at 6, let it be a default for camouflage or inconspicuous... but don't let them sell it back. Did you ever get repaid for the time and effort you put into Boy Scouts? No, just got to use what you learned later in life when it was useful to know (like knots for instance).


Skills fade if you don't use them. In Characters p 294 it states that a skill you haven't used or practiced in 6 months degrades if you fail an IQ roll. So if you haven't practiced your knots in three years, you may have lost the point you put into it.

And since the Lifepath is an extended character creation, I'm not going to make you roll, I'll just let you "decide" you forgot, and instead of the points being lost, you get them refunded.
Aethulred
player, 42 posts
Tue 20 Jan 2015
at 20:53
  • msg #600

Re: Opinions on Threshold + Syntactic magic

You are a kind person... I would not give them back, BUT I would give you a better chance of tying the chosen knot 10 years later... you don't forget after 6 months, you get rusty at doing it ... Think of the things you don't practice or months on end, and then do with hiccups from being out of practice... that's my point.
Tortuga
player, 361 posts
Wed 21 Jan 2015
at 01:10
  • msg #601

Re: Opinions on Threshold + Syntactic magic

Show of hands: How many people would be interested in playtesting a game with fully random lifepaths (you start with random genetic advantages and disadvantages and then have to build a character based on what opportunities arise) and how many people would be interested in something in phases, like I outlined just now?

You can volunteer for both.

The playtest game will be low fantasy. 100 point characters at the end of the lifepath.
Aethulred
player, 43 posts
Wed 21 Jan 2015
at 02:04
  • msg #602

Re: Opinions on Threshold + Syntactic magic

I'll give it a try... both of them.
Gwythaint
player, 10 posts
3rd edition gm for 15yrs
happy to be playing
Wed 21 Jan 2015
at 13:33
  • msg #603

Re: Opinions on Threshold + Syntactic magic

In reply to Aethulred (msg # 602):

You can always use Dabbler to represent half forgotten skills at better defsults.
otghand
player, 98 posts
Wed 21 Jan 2015
at 15:51
  • msg #604

Lifepath

I will pass.  I am not that attracted to low point GURPS and this seems like a lot of not that much fun effort to get to a 100 point character.
otghand
player, 99 posts
Tue 27 Jan 2015
at 15:04
  • msg #605

New World Game

Cross posted from the general proposal forum.

Thinking about trying my hand at running a game.

System would be GURPS in a historical late 17th - early 18th century milieu.

Scenario would be colonization related - old world folk in a new world.

I want to intermix in the moment RP with interludes of passing time where the passing time is more than just training / CP intervals, but includes all aspects of making a life in a new world.

Detailed knowledge of GURPS would not be required, but players would be expected to at least snag the free rules.

Interest?  Comments?
Aethulred
player, 44 posts
Tue 27 Jan 2015
at 18:23
  • msg #606

Re: New World Game

So a no magic or the like? Just trying to live in the new world with limited to no support from the home country?

Sounds a bit less than enthralling so ar... but I do like history and am at least vaguely familiar with period, as I was a Guide at Jamestown Island many eons ago.
otghand
player, 100 posts
Tue 27 Jan 2015
at 19:30
  • msg #607

Re: New World Game

Is it the lack of magic that is the source of the disenthrallment?
Aethulred
player, 45 posts
Tue 27 Jan 2015
at 20:25
  • msg #608

Re: New World Game

Not at all... Just trying  to understand what the theme/game goal is... gaming the struggle to survive is about as exciting as watching paint dry. Now if we have diplomatic interactions with the locals (Natives) and some adventure component, it could get better.
otghand
player, 101 posts
Tue 27 Jan 2015
at 20:46
  • msg #609

Re: New World Game

That is part of the idea actually.  There will be adventure time wherein immediate problems are solved / information is gathered, etc.  But there would also be an opportunity for longer term changes to occur.

To give an example - there might be initial contact adventure consisting of scouting, surveying for best place to land / establish colony, meeting the natives and wildlife.

Then a break wherein decisions are made informed by that adventure and PC skills, buildings built, crops planted, etc, NPCs prosper or sicken (did you settle in a malarial swamp?) and eventually new adventure results.

Maybe a trade mission to the locals because crops are failing, maybe a native raid for external reasons must be fought off, captives rescued, etc, perhaps something else.

What I don't want to do is run a murder hobo campaign.  They can be fun but I don't think it would suit my capabilities.  I do want the PCs to be the standout folk that get written into the histories later on, backed by a component of NPCs (hey, someone had to be the crew, the guards, the whatever the PCs are not).
BlueDwarf
player, 33 posts
Tue 27 Jan 2015
at 20:59
  • msg #610

Re: New World Game

In reply to otghand (msg # 609):

Actually sounds like a good exploration of Non-combat GURPs skills. Could be interesting, but it could also be much more complex than you think, because players will be building stuff, perhaps commanding others, but worst of all, probably metagaming to the max since technology has progressed, and most gamers know a lot more now than the 18th century colonists did, especially if they know what continent they will be colonizing. It will probably be hard not to to some degree if you know history, actually.
Tortuga
player, 362 posts
Tue 27 Jan 2015
at 21:14
  • msg #611

Re: New World Game

BlueDwarf:
In reply to otghand (msg # 609):

metagaming to the max since technology has progressed, and most gamers know a lot more now than the 18th century colonists did, especially if they know what continent they will be colonizing. It will probably be hard not to to some degree if you know history, actually.


Yeah, you'll have to be careful to take good roleplayers and avoid the exploitative munchkins.
Aethulred
player, 46 posts
Wed 28 Jan 2015
at 00:40
  • msg #612

Re: New World Game

Agreed, but that does sound interesting and I would be willing to give it a go...
Mad Mick
GM, 111 posts
Wed 28 Jan 2015
at 01:25
  • msg #613

Re: New World Game

It does sound like a neat game, otg.  =)

I also saw that a new GURPS GM is running a comedy version of Caravan to Ein Arris in Wanted - PLayers, and someone else requested a tactics-light swords & horses GURPS game in Wanted - GMs.
otghand
player, 102 posts
Wed 28 Jan 2015
at 04:25
  • msg #614

Re: New World Game

What do folk think would be the prime munchkin exploits to be mitigated?
Tortuga
player, 363 posts
Wed 28 Jan 2015
at 04:36
  • msg #615

Re: New World Game

A big one is "players who use their personal skills and knowledge to supplement their characters skills."

Like, say, a player who is a history buff letting his character know facts without having to roll for it.

Or an engineer using his player-knowledge to benefit his character in a similar way.
otghand
player, 103 posts
Wed 28 Jan 2015
at 04:47
  • msg #616

Re: New World Game

I think the history buff exploit will be mitigated by the game being set in a historical analog, but not a specific history - i.e. they will not be able to pull out a history book or atlas and know what is where.

I could use an example of the engineer exploit.
Tortuga
player, 364 posts
Wed 28 Jan 2015
at 04:48
  • msg #617

Re: New World Game

Don't worry.

You'll get many. Just be firm, and don't let players build/design/plan/benefit from skills their characters don't actually have.
This message was last edited by the player at 04:50, Wed 28 Jan 2015.
BlueDwarf
player, 34 posts
Wed 28 Jan 2015
at 06:13
  • msg #618

Re: New World Game

In reply to Tortuga (msg # 617):

lol, yeah. You are sure to get a lot. Medicine and First Aid is another area...CPR could have been done in Romans times, but they just lacked knowledge, so instead they bled patients!

But the list could go on. Drop us a line when/if you start the game. It may benefit from setting out clear guidelines at the start to cut off munchkinism...
Varsovian
player, 15 posts
Wed 28 Jan 2015
at 18:40
  • msg #619

Re: New World Game

Something you all might be wanting to see:

https://www.youtube.com/watch?v=BEG-ly9tQGk

It... just completely messes with my idea on what exactly is cinematic vs. realistic...
steelsmiter
player, 164 posts
Wed 28 Jan 2015
at 19:03
  • msg #620

Re: New World Game

Take 5 seconds to look at the SJGames forums, and try to give me a little peace from this giant load of crap please?
otghand
player, 104 posts
Wed 28 Jan 2015
at 19:08
  • msg #621

Cinematic vs. Realism

Seen it - it has been heavily making the rounds of the LARPing community.  What he is doing is well rehearsed trick shooting.  Yes, he is incredibly skilled, but these are not snap shots, most (maybe all I have seen) are not full draw, and all are clearly moves he has practiced over and over when he knows exactly what to expect.

In GURPS terms this is high skilled Bow (Art) with high quality (though not terribly high tech) equipment and probably a weapon bond to boot.
cltchrn
player, 13 posts
Sat 31 Jan 2015
at 15:30
  • msg #622

Re: Cinematic vs. Realism

Real archers have debunked that guy. His shots are quick and accurate but not powerful. They couldn't penetrate armor. He used thin metal sheets to "demonstrate his power."
Tortuga
player, 365 posts
Wed 11 Feb 2015
at 00:36
  • msg #623

Steampunk Arena Game

Idea:

Steampunk battlebots. Players are steampunk inventors pitting their robots against one another in merciless combat.

The automatons are built like GURPS characters; you have a given point budget which you can put into "improving" your designs.

The inventors only have a few stats that matter; these govern how skilled your control over your robot is, how skilled an inventor you are (what options are available to you), how good you are at repairs (how much damage you fix between matches), and maybe something about how good you are at working the crowd (improving your automaton's popularity faster).

After each battle you get a certain number of CP which you can use to improve either your inventor, or your robot. These CP aren't based on whether you win or lose, so there's no death-spiral where the winner is constantly widening the gap between themselves and the losers. Maybe if your robot is junked beyond repair you can salvage some of the CP invested in it for your next robot.

Matches are either one-on-one affairs or team battles, with different goals like deathmatch or capture the flag or whatever. Some are held in simple arenas, others in larger battlefields.

I can probably present this in a way that's attractive to non-GURPS players. Simplify robot creation to sets of options.
This message was last edited by the player at 00:37, Wed 11 Feb 2015.
steelsmiter
player, 165 posts
Wed 11 Feb 2015
at 01:02
  • msg #624

Re: Steampunk Arena Game

Tortuga:
Idea:

Steampunk battlebots. Players are steampunk inventors pitting their robots against one another in merciless combat.

Steampunk is my favorite setting, and I think it would be hilarous to spoof RC bot battles that BBT has given their own homage to.

quote:
The automatons are built like GURPS characters; you have a given point budget which you can put into "improving" your designs.

The inventors only have a few stats that matter; these govern how skilled your control over your robot is, how skilled an inventor you are (what options are available to you), how good you are at repairs (how much damage you fix between matches), and maybe something about how good you are at working the crowd (improving your automaton's popularity faster).

Neat. A lot of those robotic battle games try to focus too hard on the bot rather than the pilot.

quote:
I can probably present this in a way that's attractive to non-GURPS players. Simplify robot creation to sets of options.

Awesome. 25 point chunks seem like a nice round number to me, but I also think it could benefit from having points and $ correlate, and use scrounging/urban survival as supplementary skills.
jason254
player, 17 posts
Mon 16 Feb 2015
at 01:48
  • msg #625

Re: Steampunk Arena Game

If there are any GM's that would like an idea for a solo adventure, at least that is how I see it, set in a vaguely dystopian modern day setting them PM me.  I would run it myself but I don't have the cycles or chops to pull it off.
Gwythaint
player, 11 posts
3rd edition gm for 15yrs
happy to be playing
Tue 17 Feb 2015
at 16:19
  • msg #626

Re: Steampunk Arena Game

In reply to jason254 (msg # 625):

The setup reminds me of an old game I had called Blackhole, kind of a pid rscer, where the most important stat of your ship was the pilot's familiarity
with it: a fast ship was worthless if you couldn't relate to it, so having
 more points in mechanic: robotics and engineering: robotics would be worth
more than points for cash or wealth, and public speaking, performance and
penetrating voice would be worth a bit.
How to build the bots though...
  I had tried to use vehicles once to build a terminator sheesh.
Steampunk mechanical man stats, perhaps? Or wre we looking at multi armed
Boxes with buzz saws and flame throwers?
steelsmiter
player, 166 posts
Fri 27 Feb 2015
at 07:59
  • msg #627

Re: Steampunk Arena Game

It would be neat to be in a solo GURPS Action game based on starting where http://youtu.be/BMhXexbDmv8 lets off (wouldn't let me use a href tags).
This message was last edited by the player at 08:07, Fri 27 Feb 2015.
LandWalker
player, 127 posts
Sun 15 Mar 2015
at 21:07
  • msg #628

High-Tech Dungeon Fantasizing

I've been having "the itch" some lately, and while I'm in no shape real-life-wise at present to actually start running a game, I've at least been using the few spare brain-cycles I have available to mull an idea.  Specifically, what would happen if you took a batch of Dungeon Fantasy delvers and jacked them up to Early-Mid TL 5?  (By which I mostly mean "breech-loading single-shot weapons, possibly with multiple barrels.)  What about Late TL 5?  (Which is to say the neighborhood of Colts and Spencers.)

Off the top of my head, there are a few salient issues I would need to address, or be prepared to address:

  1. Firearms are loud.  What's more, if you're planning on delving a dungeon, firearms' natural tendency towards high decibel levels is going to be amplified by the fairly close quarters and hard surfaces inherent in such a milieu. Fortunately, Tactical Shooting covers this:  -5 to hearing rolls for (20-HT) minutes after a firefight.  Unfortunately, the odds of permanent hearing loss are pretty high (delve often enough and you're going to critically fail the recovery roll at some point).  More bad news for our TL 5 delvers is that hearing protection (or at least, mundane hearing protection) isn't really available.  Which isn't to say the party's magician can't brew up some more arcane assistance in that area.  If using the standard magic system, Vigor (from the Body Control school, to grant +HT) and/or Restore Hearing (from the Healing school) are going to be staples.  Keen Hearing (from the Mind Control school) might not be a bad idea, either.  If using Ritual Path Magic (which I would love to do), anything in those same veins will be useful, as would some sort of "protect hearing" ritual.


  2. Dungeons aren't known for being well-lit.  Firefights are likely to ruin the light adaptation of everything still standing at the end of them.  The good news for TL 5 delvers is that there are some decent mundane options for light-sources.  If the delvers are TL 6, they can even get their hands on electric lights.  Obviously, magical illumination will be valuable.


  3. Dungeons are stereotypically close-quarters environments.  The odds of engaging at distances of more than, say, 30 yards are probably not great in the usual dungeon.  Characters had better be able to handle themselves competently in melee, or have buddies who can plug the line (just don't shoot them in the back!).  Fast-Draw (Ammo) is going to be a big deal—or Fast-Draw (Pistol) if a character is taking the New York Reload approach and carrying several loaded firearms.


  4. Certain types of monsters (corporeal undead, golems, anything that's homogeneous) have quite a lot of resistance to piercing damage!  For shooter-heavy parties, these encounters might be especially dangerous.  PCs better be prepared (and able) to employ alternative measures against such targets.  Having competency in slashing or crushing weapons, magical damage-dealing in general, or other options (explosions!) will be necessary if such enemies are expected.


  5. Explosions!  TL 5 may only have blackpowder available, but blackpowder still goes boom, and nothing but common sense is stopping delvers from packing a satchel of 19th-century hand grenades (HT.190, for example)—and for TL 6 delvers, there's a whole smorgasbord of explosive options:  TNT, dynamite, nitroglycerin, and more "conventional" hand grenades of the concussion and fragmentation varieties.  Dungeons seem like they might not be the wisest place to employ such equipment—hopefully PCs would be aware enough to remove themselves from any potential blast area in advance, particularly given the close confines, but there's also the danger of collapsing the place.


In addition to those issues, there are a few more that I'm less sure of how they might be handled approached:

  • Ricochets.  Striking a hard surface at a sufficiently oblique angle is a recipe for unpredictable trajectories.  How would this be modeled?

  • Shotguns.  Are they useful?  I could see a delver grabbing a Colt Model 1855 (or an FN-Browning Auto-5 at TL 6) and loading it with slugs, but even then you'll probably get more mileage and pain-output from a Spencer or a Mauser Kar98k.  Do Shotguns have a place outside of going hunting for razorbats?

  • What are the adversaries doing amidst all this technology?  Are goblins and orcs regularly packing heat?  How would this impact encounters with other foes—whether dragons, gladiator apes, trolls, ghosts, etc.?

  • If I'm a TL 5 adventurer armed with my pair of Colt SAA revolvers and I'm going into a Dungeon Fantasy delve, I'm going to be wearing at least a steel breastplate and a helmet.  The may not stand up to many firearms, but I'd rather have them than not if a gladiator ape jumps on me from the alcove.  Are you armoring up?  Why or why not?  What makes sense for the various roles to be wearing.

  • What other possible issues am I missing or not considering?  What would change at TL 6 instead of late TL 5?  (Semiautomatic handguns, SMGs, and LMGs, of course.  But what else?)


I turn to you, hive mind.  Thoughts?  Feedback?  Ridicule?
Bebo8096
player, 9 posts
Mon 16 Mar 2015
at 00:19
  • msg #629

Re: High-Tech Dungeon Fantasizing

In reply to LandWalker (msg # 628):

That seems like a really cool game idea! For an idea on how to deal with hearing, what if everyone was born deaf because of that? Or at least it was really common to be deaf? Its probably a dumb idea, but I thought I might as well share it.
Jobe00
player, 3 posts
Mon 16 Mar 2015
at 00:44
  • msg #630

Re: High-Tech Dungeon Fantasizing

Looks like things that would come up in the d20 Modern Urban Arcana setting or the X-Crawl setting.
LandWalker
player, 128 posts
Mon 16 Mar 2015
at 00:51
  • msg #631

Re: High-Tech Dungeon Fantasizing

Jobe00:
Looks like things that would come up in the d20 Modern Urban Arcana setting or the X-Crawl setting.


Not familiar with X-Crawl, although the name alone sounds like it might be a potential parallel to what I have in mind. (Edit: Upon actually looking it up, definitely not what I assumed it to be (i.e., I assumed it to be "X-Com against underground monster-threats).  But the actual execution of "Team of PCs go into a dungeon and risk life and limb for gold and glory" is pretty much DF in a nutshell.)  Urban Arcana is another beast—my understanding of that setting is that it's closer to Monster Hunters (i.e. that "normal" people aren't aware of and can't even perceive the "fantasy" part of the world, and generally occurs in more settled areas, etc.).  This is (at least in my initial head-thoughts) a dungeon crawl, straight-up in the Dungeon Fantasy vein:  Head into the ruins/labyrinth/caverns/Evil, Predominantly Subterranean Place, kill things, and take their stuff.  Then hawk it all and buy more things to repeat the cycle.  =D

Since I'm personally not one to conceive of workarounds to problems, one gentleman over on the SJGames forums pointed out, particularly in a Ritual Path Magic-enabled situation or a campaign that permitted imbuements and/or enchantments, it would take approximately one time for everyone to be temporarily deafened by their own gunfire before folks would start breaking out magical sound-suppressing imbuements/enchantments.  Which is a perfectly legitimate response to such a problem!

On top of that, TL 6 delvers would have more mundane suppression options available to safeguard their delicate ear-bits.
This message was last edited by the player at 00:54, Mon 16 Mar 2015.
Jobe00
player, 4 posts
Mon 16 Mar 2015
at 01:01
  • msg #632

Re: High-Tech Dungeon Fantasizing

X-Crawl is a 3.X/Pathfinder setting with a modern day feel where the PCs are competitive dungeon crawlers...and it's a reality show.
Think American Gladiators with teams in dungeons.
LandWalker
player, 129 posts
Sat 21 Mar 2015
at 13:04
  • msg #633

Re: High-Tech Dungeon Fantasizing

So, a confession:  I actually have almost no in-game experience with GURPS firearms combat.

That does not strike me as optimal for someone who wants to run a TL 6 dungeon crawl.

So, were I to run a few single-encounter jaunts—not even an adventure, just single combat encounters—at TL 6, to help me get a feel for it, would any folks here be interested in acting as the players in those trial runs?  Bonus points if you yourself are experienced with GURPS firearms combat (especially Tactical Shooting, but I'm not picky—I just want to have a wee bit of an idea of what I'm doing before I go gallivanting off on a Dungeon Fantasy adventure with MP40s.

Note that there might be some house rules, either at the start or introduced between test encounters.

I have no qualms about drumming up some pre-gen shooters for folks, but I'm also willing to just throw a bucket of points at you and see what you put together.


Just to reiterate:  This is not for an actual game.  This is nothing but "Learn Landwalker some firearms mechanics and see how they play in-game, and maybe learn him on some important things to consider when building such encounters."
Tortuga
player, 366 posts
Sat 21 Mar 2015
at 13:55
  • msg #634

Re: High-Tech Dungeon Fantasizing

There's a gun-based DF template in some Pyramid issue. Muskateer.
steelsmiter
player, 167 posts
Sat 21 Mar 2015
at 14:41
  • msg #635

Re: High-Tech Dungeon Fantasizing

Tortuga:
There's a gun-based DF template in some Pyramid issue. Muskateer.

If it's the same one the Dwarven Demolisher is in, it's 3-36.
Tortuga
player, 367 posts
Sat 21 Mar 2015
at 14:45
  • msg #636

Re: High-Tech Dungeon Fantasizing

I don't remember if they cover additional firearms issues, but hey, go check it out.
steelsmiter
player, 168 posts
Sat 21 Mar 2015
at 23:01
  • msg #637

Re: High-Tech Dungeon Fantasizing

Oh and I'm pretty sure an article in 3/74 deals in Wild West gunfights using Tactical Shooting.
LandWalker
player, 130 posts
Sat 21 Mar 2015
at 23:06
  • msg #638

Re: High-Tech Dungeon Fantasizing

Yeah, I've gone through Pyramid 3/36 (the demolisher and musketeer) and 3/74 (Wild West).  Good stuff, no question about it.  But reading up on it (just as reading up through Tactical Shooting, etc.) doesn't equate to experience actually doing the thing.

Unfortunately, unlike melee combat, firearm combat doesn't lend itself as well to "arena-style" games that are excellent for getting familiar with the rules.

... or does it...?

Pondering time.
BlueDwarf
player, 37 posts
Sat 21 Mar 2015
at 23:07
  • msg #639

Re: High-Tech Dungeon Fantasizing

In reply to LandWalker (msg # 638):

Not unless you have very serious armour! 1 high powered rifle with a head shot can drop a very big critter to -6HP pretty darn quick!
LandWalker
player, 131 posts
Sat 21 Mar 2015
at 23:11
  • msg #640

Re: High-Tech Dungeon Fantasizing

BlueDwarf:
In reply to LandWalker (msg # 638):

Not unless you have very serious armour! 1 high powered rifle with a head shot can drop a very big critter to -6HP pretty darn quick!

That's true!

Then again, a lot of the "melee" / "low-tech" arena games I've played in have demonstrated that even when you're dealing in swords and spears, one good blow can end a fight in a hurry.  Obviously there's more to compare between the two than "How many whacks does it take to end a fight?", but melee combat can end in a hurry!

Of course, melee arena matches tend to involve a lot of positioning, attack-and-defend back and forth, etc.  The combatants have a lot to do and a lot to consider beyond "Get behind X, shoot at Y, maybe dodge?"
Tortuga
player, 368 posts
Sat 21 Mar 2015
at 23:14
  • msg #641

Re: High-Tech Dungeon Fantasizing

So do like a TF Capture the Flag style game.
steelsmiter
player, 169 posts
Sat 21 Mar 2015
at 23:15
  • msg #642

Re: High-Tech Dungeon Fantasizing

If you've read up on it that much, just use the advice provided in the documents to run it, and pick up your own style tweaks as you go. Don't worry about whether or not you or players are supposed to know which options are tactically advantageous, just how the rules function. Which I suppose is the point, given this:

quote:
would any folks here be interested in acting as the players in those trial runs?


The answer is provisionally yes by the way. Depends on what other changes you're making to the standard DF assumptions. I'm generally not opposed to changes, but I once had someone try to tell me he was going to divide thrust damage for Katanas by two so I'd at least want to have a handle where you were going with this.
BlueDwarf
player, 38 posts
Sat 21 Mar 2015
at 23:16
  • msg #643

Re: High-Tech Dungeon Fantasizing

In reply to LandWalker (msg # 640):

Yes. Similarly in a gunfight, the fight can be won or lost before the first bullet flies...

Why not try a GURPs Seals game? Or perhaps a modern version fighting IS?
LandWalker
player, 132 posts
Sat 21 Mar 2015
at 23:53
  • msg #644

Re: High-Tech Dungeon Fantasizing

Tortuga:
So do like a TF Capture the Flag style game.

Might not be a bad idea.  Even if I only had three or four people on-board, I could fill out the rest with NPCs.  That'd let me see it from both directions.

steelsmither:
If you've read up on it that much, just use the advice provided in the documents to run it, and pick up your own style tweaks as you go. Don't worry about whether or not you or players are supposed to know which options are tactically advantageous, just how the rules function.


It's less a "What maneuver options are good ideas?" and more "What can I do as a GM to make encounters in this context interesting, particularly in a freaking dungeon?"  But honestly, that's probably as much an issue of my overall lack of extended experience as it is a lack of experience specifically at TL 6.  It's just hard for someone without a creative bone in his body to envision what a TL 6 dungeon-crawl would look like, from a design and mapmaking perspective (among many others), without being miserably tedious and uninteresting.
Tortuga
player, 369 posts
Sat 21 Mar 2015
at 23:55
  • msg #645

Re: High-Tech Dungeon Fantasizing

Indiana Jones.

It would look like Indiana Jones.
steelsmiter
player, 170 posts
Sun 22 Mar 2015
at 00:11
  • msg #646

Re: High-Tech Dungeon Fantasizing

Tortuga:
Indiana Jones.

It would look like Indiana Jones.


Haha! Yeah, or perhaps Wolfenstein.

Action could provide base templates (those that don't require TL 7-8 anyway), while the 20 points from lenses plus any template's discretionary budget could go to selecting race.
LandWalker
player, 133 posts
Sun 22 Mar 2015
at 00:32
  • msg #647

Re: High-Tech Dungeon Fantasizing

Tortuga:
Indiana Jones.

It would look like Indiana Jones.

I thought about that, but (unfortunately?) Dr. Jones spends more of his "dungeon" time punching and whacking with blunt implements than he does actually being TL 6.  He's definitely a Pulp Adventure, but he's definitely not a Pulp Dungeon Fantasy.  (The same goes for The Mummy.)

Wolfenstein I am, unfortunately, not terribly familiar with.
Tortuga
player, 370 posts
Sun 22 Mar 2015
at 00:38
  • msg #648

Re: High-Tech Dungeon Fantasizing

Then I'd second the suggestion that you're looking for more along the lines of Action than DF.
steelsmiter
player, 171 posts
Sun 22 Mar 2015
at 00:38
  • msg #649

Re: High-Tech Dungeon Fantasizing

LandWalker:
Wolfenstein I am, unfortunately, not terribly familiar with.

Nazi era computer game (er... series) styled like Doom/Duke Nukem except (at least early on) as far as I could remember, primarily human antagonists, but the potential was there for all sorts of fantastical fun.

quote:
Then I'd second the suggestion that you're looking for more along the lines of Action than DF.

I wasn't quite intending that suggestion, rather that replacing DF 1 with Action 1 might not be a bad idea.
This message was last edited by the player at 00:40, Sun 22 Mar 2015.
Tortuga
player, 371 posts
Sun 22 Mar 2015
at 00:43
  • msg #650

Re: High-Tech Dungeon Fantasizing

Oh, then I'll first the suggestion of going with Action over DF.
BlueDwarf
player, 39 posts
Sun 22 Mar 2015
at 00:49
  • msg #651

Re: High-Tech Dungeon Fantasizing

In reply to Tortuga (msg # 650):

Zombie wars would work well, as they have FANTASTIC resistance to piercing damage, though they don't usually shoot back. I have used them in my game a bit to good effect (I think one absorbed about 15 bullets from TL8 hand guns!)
LandWalker
player, 134 posts
Sun 22 Mar 2015
at 00:59
  • msg #652

Re: High-Tech Dungeon Fantasizing

Tortuga:
Then I'd second the suggestion that you're looking for more along the lines of Action than DF.

When I think of Dungeon Fantasy, I think of things like Peter dell'Orto's Felltower campaign:  http://dungeonfantastic.blogsp.../my-df-campaign.html

Which is to broadly say that the persistent key elements are 1) Facing lots of enemies, and killing them; 2) Taking their stuff; 3) Look cool and rock your particular abilities while you do it.

In a way, I can see the overlap:  Dungeon Fantasy (at least in my reckoning) is akin to "Action-ized Fantasy Adventure."  And when I start working on character templates, Action! is going to be a big source to draw on (as will Monster Hunters and, obviously, Dungeon Fantasy itself).

But I do ultimately plan for this to be as much "Fantasy" as "Action".  What would a Pathfinder Adventure Path look like if you handed the adventurers submachine guns?  What would Pulp Monster Hunters be doing if, instead of hunting monsters in London or Chicago, they were hunting the monsters' loot in the Iron Kingdoms or Eberron?


Getting up to a lot of wacky hijinks, no doubt.  That's what they'd be doing.
steelsmiter
player, 172 posts
Sun 22 Mar 2015
at 01:21
  • msg #653

Re: High-Tech Dungeon Fantasizing

LandWalker:
And when I start working on character templates, Action! is going to be a big source to draw on

I'm not entirely sure you'd need any (or at least not many) new templates, and certainly don't need all of the old templates (Pyramid 3-74 may have advice on this as well).

quote:
(as will Monster Hunters

Sidekicks?

quote:
But I do ultimately plan for this to be as much "Fantasy" as "Action".

I've not seen this idea toyed with as much as I'd like to. My favorite genre is steampunk. I've heard the TL 6 equivalent is called Dieselpunk.
This message was last edited by the player at 01:24, Sun 22 Mar 2015.
steelsmiter
player, 173 posts
Sun 22 Mar 2015
at 01:23
  • msg #654

Re: High-Tech Dungeon Fantasizing

Oh also, I think the Pyramid issue on Cliffhangers has a couple templates for pulp era games.
This message was last edited by the player at 01:23, Sun 22 Mar 2015.
LandWalker
player, 135 posts
Sun 22 Mar 2015
at 01:33
  • msg #655

Re: High-Tech Dungeon Fantasizing

steelsmiter:
LandWalker:
And when I start working on character templates, Action! is going to be a big source to draw on

I'm not entirely sure you'd need any (or at least not many) new templates, and certainly don't need all of the old templates (Pyramid 3-74 may have advice on this as well).


I certainly hope to minimize the extensiveness of any template overhauling.  That said, some tweaking will be necessary, in part due to the nature of the mash-up (DF templates aren't designed with Ritual Path Magic or technology in mind, for example; Action templates aren't designed with magic generally in mind; MH templates are designed for studying, hunting, and eliminating monsters, but not for dungeoneering), and in part due to potential house and optional rules (like the Alternate Guns Specialties and Techniques in Pyramid 3/65).

Still, I think the existing library is broad enough that selective poaching should minimize the pain.

steelsmiter:
quote:
(as will Monster Hunters and, obviously, Dungeon Fantasy itself).

Sidekicks? 


Well, of course.  When I reference the lines, I include the MH Sidekicks and the DF Henchmen in that category.  Sidekicks (at 200 CP) more than Henchmen (at 125 CP), most likely.

steelsmiter:
quote:
But I do ultimately plan for this to be as much "Fantasy" as "Action".

I've not seen this idea toyed with as much as I'd like to. My favorite genre is steampunk. I've heard the TL 6 equivalent is called Dieselpunk.


I've never heard that phrase, but I like it.  Going full-on "punk" might be a little far, but then again, why not?  Might be something worth looking into more for setting-development purposes.

That general genre-flavor would line up with another setting-development inspiration, which amounts to "Iron Kingdoms/Warmachine plus about a century."
steelsmiter
player, 174 posts
Sun 22 Mar 2015
at 01:55
  • msg #656

Re: High-Tech Dungeon Fantasizing

LandWalker:
I certainly hope to minimize the extensiveness of any template overhauling.  That said, some tweaking will be necessary, in part due to the nature of the mash-up (DF templates aren't designed with Ritual Path Magic or technology in mind, for example; Action templates aren't designed with magic generally in mind

Well, I'm not sure I believe you really need standard DF1 templates at all, although perhaps I should further refine my original suggestion of only using action to replace non-magical templates.

quote:
and in part due to potential house and optional rules (like the Alternate Guns Specialties and Techniques in Pyramid 3/65).

I'm fond of that rule

quote:
steelsmiter:
quote:
(as will Monster Hunters and, obviously, Dungeon Fantasy itself).

Sidekicks? 


Well, of course.  When I reference the lines, I include the MH Sidekicks and the DF Henchmen in that category.  Sidekicks (at 200 CP) more than Henchmen (at 125 CP), most likely.

Actually, my original intent was to refer to Sidekicks specifically, but I failed to remove Dungeon Fantasy from your original quote to indicate that.

quote:
MH templates are designed for studying, hunting, and eliminating monsters, but not for dungeoneering),

Yeah, actually I think that's where Sidekicks comes in.

quote:
steelsmiter:
I've not seen this idea toyed with as much as I'd like to. My favorite genre is steampunk. I've heard the TL 6 equivalent is called Dieselpunk.


I've never heard that phrase, but I like it.  Going full-on "punk" might be a little far, but then again, why not?  Might be something worth looking into more for setting-development purposes.

That general genre-flavor would line up with another setting-development inspiration, which amounts to "Iron Kingdoms/Warmachine plus about a century."

Yeah, I think we're pretty 'on the same page' about this actually.
LandWalker
player, 136 posts
Fri 27 Mar 2015
at 12:46
  • msg #657

Re: High-Tech Dungeon Fantasizing

Tangentially related to my TL6 Dungeon Fantasy line of thinking:  Has anybody run or played The Mirror of the Fire Demon DF Adventure?  If so, how'd it go?  What did you like/dislike?
Tortuga
player, 372 posts
Sun 26 Apr 2015
at 22:10
  • msg #658

Re: High-Tech Dungeon Fantasizing

Sorta want to try a DF Hexcrawl/exploration sandbox game. Only gonna bother if I can get enough interested folk. 250 points.
Zoncxs
player, 34 posts
Mon 27 Apr 2015
at 01:25
  • msg #659

Re: High-Tech Dungeon Fantasizing

I would play if I can use my mystic martial artist.
Tortuga
player, 373 posts
Mon 27 Apr 2015
at 01:30
  • msg #660

Re: High-Tech Dungeon Fantasizing

Martial Artist is in the core DF book so I don't see why not!
BlueDwarf
player, 40 posts
Mon 27 Apr 2015
at 11:10
  • msg #661

Re: High-Tech Dungeon Fantasizing

In reply to Tortuga (msg # 660):

Does anyone have much interest in running a traveller game? Say TL 10, 200+ build?
archus
player, 1 post
Tue 12 May 2015
at 20:16
  • msg #662

Re: High-Tech Dungeon Fantasizing

Input being requested for an Eclipse Phase/Transhuman Space mashup in GURPS
link to a message in another game
Zoncxs
player, 36 posts
Fri 15 May 2015
at 04:00
  • msg #663

Re: High-Tech Dungeon Fantasizing

Tortuga:
Sorta want to try a DF Hexcrawl/exploration sandbox game. Only gonna bother if I can get enough interested folk. 250 points.


SO is this no longer happening?
Tortuga
player, 374 posts
Fri 15 May 2015
at 11:18
  • msg #664

Re: High-Tech Dungeon Fantasizing

Well...

Tortuga:
Only gonna bother if I can get enough interested folk.

This message was last edited by the player at 11:18, Fri 15 May 2015.
jupistar
player, 1 post
Fri 29 May 2015
at 00:57
  • msg #665

GCA Question

I'm not sure this is the best place for this question, but I suspect one of you folks probably knows the answer. I'm trying to change the starting wealth and income for my created character in GCA, but I'm unable to made the change anywhere. Anyone know what needs to be done? The total values should be closer to 5 times the default number for the given Wealth advantage level and 2.5 times the default income value.
BlueDwarf
player, 42 posts
Fri 29 May 2015
at 08:32
  • msg #666

Re: GCA Question

In reply to jupistar (msg # 665):

Check the character tech level.
jupistar
player, 2 posts
Fri 29 May 2015
at 16:39
  • msg #667

Re: GCA Question

Unfortunately, that's not the ticket to the Shop of Wonders. For some reason, it's not picking up the starting "average wealth" associated with the Traveller: Interstellar Wars universe.

On a side note, I just took a quick look at the Java-built GURPS Character Sheet. That seems well-built, as well. But I don't see a Traveller data set in the library folder. Am I missing something?
This message was last edited by the player at 16:40, Fri 29 May 2015.
art42
player, 17 posts
Fri 29 May 2015
at 16:59
  • msg #668

Re: GCA Question

average starting wealth for interstellar wars is the same as the default for TL10. Have you checked to see. is it is enforcing the 20% of starting wealth limit for gear? go to attribute > money > edit and check the modifier.
jupistar
player, 3 posts
Fri 29 May 2015
at 17:11
  • msg #669

Re: GCA Question

In reply to art42 (msg # 668):

Great! That was what I was missing. What happened was I was trying to do the Monthly Income (which, incidentally, I need to figure out how to make 4x as much as it shows) and there were no modifiers. And I guess I just didn't check the modifiers for Starting Wealth. Thanks!

Any ideas for the income piece?

BTW, I'm about 25% done converting the "export filter.gce" conversion template to produce something specifically for rpol, if you're interested (you know, putting things in nice looking tables).
This message was last edited by the player at 17:12, Fri 29 May 2015.
Aethulred
player, 49 posts
Fri 29 May 2015
at 19:07
  • msg #670

Re: GCA Question

In reply to jupistar (msg # 667):

GCS is user supported with various updates... I am sure a TRAVELER library would be most welcome and the GCS developer, Rich Wilkes, is a very decent guy to work with. Rich has done a vast amount of work himself... and there is an html export form to make the nice looking tables when you put it in RPOL... It's posted in this site... see /RESOURCES Message #59
jupistar
player, 4 posts
Fri 29 May 2015
at 20:00
  • msg #671

Re: GCA Question

In reply to Aethulred (msg # 670):

Yeah, I'm about to download the source from github and look at it. I didn't have a java development environment (eclipse, msysgit, jdk, etc...) set up on this computer, but I'm just about done with that.
BlueDwarf
player, 43 posts
Fri 29 May 2015
at 21:03
  • msg #672

Re: GCA Question

In reply to jupistar (msg # 671):

You might need a modified monthly income, as the monthly income for Characters in my game is a little higher than the norm. About 20%...
Jeffrywith1e
player, 7 posts
Thu 2 Jul 2015
at 19:08
  • msg #673

Re: GCA Question

Did you guys see the recent io9 article about GURPS?

http://io9.com/gurps-is-a-clas...lay-any-o-1715284627
Tortuga
player, 380 posts
Fri 31 Jul 2015
at 14:17
  • msg #674

Re: GCA Question

I think it would be very neat to run a game about immortals living through history, starting with antiquity and moving on, era by era. There would, by necessity, be a lot of downtime involved - centuries, decades even between adventures - during which the PCs could go about living "normal" lives.

The only concern I have is with point inflation. I'm not saying immortals wouldn't be super-capable.

They would.

But unless there's some sort of limiting factor, at the end of the third or fourth century a character is going to bring every potential skill in the book into the 20s, either intentionally (as PCs tend to do) or through casual use.

Possible Solutions:

Fast skill degradation. Humans can only hold a single lifetime's worth of memories; everything after that is like a dream. Basically, your current "life's" skillset is fresh, and your distant past's skills are covered by Racial Memory or Wild Talents or something.

Taking that a step further, rather than straight up immortality, reincarnation. You can die, but are reborn as a baby with only dim memories of your prior lives. You learn skills as normal, plus Racial Memory/Wild Talent.

Thoughts?
RedSabaron
player, 30 posts
Fri 31 Jul 2015
at 14:54
  • msg #675

Re: GCA Question

There is also the optional rule that any skill at Attribute+10 or higher takes an hour of practice a day to maintain. That'll keep people from having too many skills higher than that.
Tortuga
player, 381 posts
Fri 31 Jul 2015
at 17:20
  • msg #676

Re: GCA Question

I do want a rate of general character improvement, but not so much that I'm dealing with thousand-pointers.

I'm thinking that the general game flow will be something like:

Option 1: "A century passes and you keep moving so that nobody discovers that you're not aging. How do you spend it?"

And then downshifting to "adventure time" to offer plot hooks based on the life the PC presented:

"In 1509 you're living in the South of France, when the woman married to you mysteriously vanishes. Rumors indicate that she was last seen talking to the Prince's men."

And then letting PCs shuffle their skill points around to account for skills gained and lost based on the last century's lifestyle. A few more CP would be awarded based on roleplaying in the last "adventure" period, but generally speaking PCs would stay in the 250-300 point zone.

Maybe start PCs at 100 points, and give big dumps of CP up to 250, (20 per adventure) then slow the rate down a lot. (2-5 per adventure)

Option 2: Might be simpler if they reincarnate rather than stay alive the whole time.

"You're reborn in 1509 in the South of France. You remember your previous lives well enough. What kind of life do you live between 1509 and, say 1542?"

To make it easier on PCs I'd probably say that each incarnation is mostly the same with a few tweaks for lifestyle and era. That way you're not spending hours making a new character every adventure, and there's a feeling of continuity.

Skills would change. Maybe you're always born "genetically the same" so your advantages and disadvantages don't change as much? Or maybe there's a "core" character, then a bunch of points to play with every time?

Thoughts?
pesterfield
player, 55 posts
Sun 2 Aug 2015
at 04:20
  • msg #677

Re: GCA Question

One draw of immortal stories though is having those lifetimes of experience.

Being one of the few people who remember how to do something, or solving problems with obscure information because you were there the first time.
BlueDwarf
player, 47 posts
Sun 2 Aug 2015
at 21:58
  • msg #678

Re: GCA Question

In reply to pesterfield (msg # 677):

The other aspect with being immortal is how. If vampire, do you suck humans blood, or go to the trouble of only attacking animals. What are the consequences of that? That could be an interesting role-play in itself...
Witchycat
player, 53 posts
Furry Kitty with
a witch's hat
Thu 6 Aug 2015
at 01:51
  • msg #679

Re: GCA Question

In reply to pesterfield (msg # 677):

Like Dr. Who or an Immortal from Highlander?
Gwythaint
player, 14 posts
3rd edition gm for 15yrs
happy to be playing
Sun 9 Aug 2015
at 13:57
  • msg #680

Re: GCA Question

In reply to Witchycat (msg # 679):

Having a high base stat/talent combo and assorted levels of
dabbler and jack of all trades might build something effective, coupled with s few high point skills, like fencing or intimidate that
wouldn't be subject to regional differences.
Having social chamelion, smooth operator and perks like hinest face, or better, forgettable face, can make an
effective  immortal.
Witchycat
player, 54 posts
Furry Kitty with
a witch's hat
Thu 13 Aug 2015
at 01:23
  • msg #681

Re: GCA Question

That's true plus regeneration.
Tortuga
player, 383 posts
Fri 21 Aug 2015
at 22:03
  • msg #682

And Now for something completely different

Here's an idea. Amnesia with a twist.

Players wake up and have no idea who they are. Blank character sheets, and a certain character point balance.

As you attempt things you "discover" that you have certain skills or advantages. Say you try to sneak past someone and roll a 15. You either have to spend the CP to have a Stealth skill of 15 or accept it as a failure (and thus define that your character does NOT have a stealth skill of 15+).

The "Lockpicking-15" skill might be taken as:

DX 10, Stealth +5 (20 points)
DX 11, Stealth +4 (36 points)
DX 12, Stealth +3 (52 points)

Or whatever + levels of a given talent.

Or they could choose to call 15 a failure, keeping in mind that they could not choose to make 15 a success on future rolls.

Thoughts?
steelsmiter
player, 177 posts
Fri 21 Aug 2015
at 22:13
  • msg #683

Re: And Now for something completely different

Tortuga:
Here's an idea. Amnesia with a twist.

Players wake up and have no idea who they are. Blank character sheets, and a certain character point balance.

As you attempt things you "discover" that you have certain skills or advantages. Say you try to sneak past someone and roll a 15. You either have to spend the CP to have a Stealth skill of 15 or accept it as a failure (and thus define that your character does NOT have a stealth skill of 15+).

The "Lockpicking-15" skill might be taken as:

DX 10, Stealth +5 (20 points)
DX 11, Stealth +4 (36 points)
DX 12, Stealth +3 (52 points)

Or whatever + levels of a given talent.

Or they could choose to call 15 a failure, keeping in mind that they could not choose to make 15 a success on future rolls.

Thoughts?

I have used this idea, except that I didn't nitpick about having to remember which rolls were failures in the past. It worked well enough for me. The game died, but it died for other reasons.
Tortuga
player, 384 posts
Fri 21 Aug 2015
at 22:16
  • msg #684

Re: And Now for something completely different

How would you go about setting disadvantages?

(Post 3k woo)
steelsmiter
player, 178 posts
Fri 21 Aug 2015
at 22:47
  • msg #685

Re: And Now for something completely different

I let people know they have a set amount, and when the option comes up for a character to need to roll against a disadvantage, I let them know that the price they take is added to their quota unless it exceeds the campaign limit.

So if the game is 250 points, and someone's spent 37, they have 213 left. If the game is set in an asylum, and some crazy naked lady runs up to them, I let them know they can saddle themselves with lecherousness and get the negative points they applied for the SC they wanted back into their budget.
steelsmiter
player, 179 posts
Fri 21 Aug 2015
at 22:48
  • msg #686

Re: And Now for something completely different

Although if they can come up with a delusion related to that kind of event, I might let that fly too :D
LandWalker
player, 137 posts
Fri 28 Aug 2015
at 00:11
  • msg #687

Re: And Now for something completely different

Has anyone here done much playing with Technical Grappling?  If so, what did you think?  Good thing?  Bad thing?  Easy to incorporate and easy to use?  Complete nightmare to incorporate and use?
Mad Mick
GM, 112 posts
Tue 22 Sep 2015
at 04:24
  • msg #688

Re: And Now for something completely different

I'd really like to play a GURPS solo game as an Immortal from the Highlander TV show.  Other players would be fine, too, with all of our stories interweaving through the plot, but a solo thread with 2-3 posts per week would be just right.  Alternately, a small group of perhaps 1-2 Immortals, perhaps a Watcher, and their human allies and associates would be fine, too (think Mac, Richie, Joe, etc.)

I'd like the tone to be serious and gritty, matching the TV show. I'd rather not get mixed up in the World of Darkness-related mythos.

For posting style, I like 2-3 paragraphs, at times more, reasonably well-written.  Death should be a very real possibility - this is a game about taking people's heads, after all.  I'd also like to be in it for the long haul, for several years if possible.

For the Immortal PCs, I would be ok with beginning right after awakening as a Immortal or starting as an experienced Immortal.  An alternate idea would be to play several chapters of backstory through the centuries.  I'm more of a Narrativist rather than a Simulationist, so things like an interesting plot, a detailed setting, and well-rounded characters are what pull me in.

A GURPS Highlander guide:  http://www.misersoft.com/gurps/gurps_highlander.txt

For flavor:  http://youtu.be/WgCFRwt050Y

I'm going to post this to Wanted - GMs, too.  If you're interested, PM/rmail me and we'll take it from there.  =)
Jeffrywith1e
player, 8 posts
Wed 23 Sep 2015
at 17:09
  • msg #689

Re: And Now for something completely different

Thank you! I wasn't aware of that Highlander doc.
steelsmiter
player, 181 posts
Wed 23 Sep 2015
at 18:09
  • msg #690

Re: And Now for something completely different

I would not mind running it if I had a 4th edition update. That and my GURPS is REALLY RUSTY.
Witchycat
player, 55 posts
Furry Kitty with
a witch's hat
Thu 24 Sep 2015
at 02:24
  • msg #691

Re: And Now for something completely different

In reply to Mad Mick (msg # 688):

I always liked Highlander. It has potential.
Mad Mick
GM, 113 posts
Thu 24 Sep 2015
at 03:55
  • msg #692

Re: And Now for something completely different

Eh, it would be fun.  Maybe with the upcoming remake (if it happens), we might get some interest.  =)
Michi_chan
player, 1 post
Wed 30 Sep 2015
at 23:08
  • msg #693

Re: And Now for something completely different

Recently found a copy of the GURPS Dinosaurs, it and my love of the recently made Ark survival Evolved video game has left me eager to contemplate playing in or even, dare I say running a game of survival using dinosaurs and other prehistoric critters.
steelsmiter
player, 182 posts
Thu 1 Oct 2015
at 06:08
  • msg #694

Re: And Now for something completely different

Michi_chan:
Recently found a copy of the GURPS Dinosaurs, it and my love of the recently made Ark survival Evolved video game has left me eager to contemplate playing in or even, dare I say running a game of survival using dinosaurs and other prehistoric critters.

You're the reason I'm on the site, I'm down. I'll get Shin in on it if you want.
Varsovian
player, 19 posts
Fri 13 Nov 2015
at 12:20
  • msg #695

Re: And Now for something completely different

If you don't mind, I'll repost my GM Wanted ad here:

Female Warrior Solo Game

I'd be interested in finding a GM for a GURPS game covering the adventures of a single female warrior. I'd prefer a solo game at the moment, as I'm not sure I could commit to a group game right now. The game could be Mature or even Adult.

I have character ideas that could work both in an epic, high fantasy story or in something more realistic / down-to-earth / low fantasy. Whatever style my GM would prefer.

Any takers? If so, please rMail / PM me :)
Varsovian
player, 20 posts
Wed 18 Nov 2015
at 20:17
  • msg #696

Re: And Now for something completely different

Alright, I have another game idea for those willing to take a stab at GMing something. The idea is...

The Best Occult Horror RP Ever!

Basically, I'd like to play a magic-using occultist in a modern horror game. There are a few non-GURPS games that use this idea. The problem is, none of them fits my wishes for a such a game completely:

1. Mage: the Awakening has a lot of depth, but is built on the premise that real-life occult practices are just a shade of real magic from the time before time etc. It's an interesting idea, but it means you can't simply play a Hermetic magician - Hermetic magic isn't really working in that setting. Also, the general tone of the game is quite... cosmic and mythical, with the characters being much more than just occultists.

2. Mage: the Ascension allows for playing a Hermetic-style magician, but it's quite epic, with the whole Ascension War going on. Also, it has mad science, cyborgs etc. Again, good setting, but not what I'm looking for at the moment.

3. Unknown Armies has a pleasant undertone of utter weirdness. Still, most of the magic schools in that game are way too crazy for me. Also, they require for the occultist to be a total weirdo...

4. Witchcraft is quite down-to-earth, the power levels of the magic aren't as high as in both Mage games and the whole tone of the game is quite gritty. Most imporantly, you can play a Hermetic there! There's a lot in there to like - on the other hand, the setting also has magical cats and angels, which don't fit my image for the perfect occult game. Also, I really don't like the "Apocalypse is coming!" backplot.

So... here's a challenge for you, GURPS GMs: create the perfect occult game for me! Something with the depth of Awakening, but not as cosmic. Something that uses real-life magic beliefs instead of fictional magic (again, Awakening). Something with a high dose of mystery and also some weirdness (but not going overboard with it). Something close to Witchcraft, but powered by GURPS and without the cat-people, Christian angels etc.

Any takers?
krusher
player, 20 posts
Fri 20 Nov 2015
at 04:39
  • msg #697

Dungeon Fantasy question

Not really a rules question but a setting question.

I have the idea for a campaign where everything is within a giant dungeon, including the main city (Several rooms converted into storefronts, inns, etc. with nearly all the entrances into the area guarded).

I know normally PC's don't care about where the gold they just gave to the shop owner goes, but i need to fill in a few blanks in my own head.

The actual setting is a bit odd. this is where all the adventurers go when they die, equipment and all.  I'm thinking about letting dead characters from other DF games.
Magic Mushroomcloud
player, 27 posts
Fri 20 Nov 2015
at 15:10
  • msg #698

Dungeon Fantasy question

In reply to krusher (msg # 697):

Maybe there's like a very greedy, very lazy, and very clever dragon (or something) somewhere in the dungeon that's somehow involved with the creation of the setting. It's worked out a way to harness dead folks fighting each other to enjoy a near-constant rain of incoming gold pieces through the cycle of rubes go on an adventure -> kill monsters -> take their treasure -> buy stuff from the merchants -> have the merchants deposit the cash onto the pile -> repeat.
Tortuga
player, 386 posts
Mon 14 Dec 2015
at 02:52
  • msg #699

Dungeon Fantasy question

Thinking of running a "fantasy police procedural" sort of game. Either low-fantasy somewhere like Tredroy from GURPS Banestorm, or something more high-fantasy like Waterdeep or Grayhawk.

Interest? Suggestions? Questions? Preferences?
krusher
player, 21 posts
Mon 14 Dec 2015
at 03:12
  • msg #700

New Game

The high power option sounds like an interesting DF game with the HQ being more like the town.
Aethulred
player, 52 posts
Mon 14 Dec 2015
at 03:15
  • msg #701

New Game

I like the Low Fantasy concept myself...
Tortuga
player, 387 posts
Mon 14 Dec 2015
at 03:19
  • msg #702

New Game

Not higher-powered, higher fantasy. Think "CSI" vs "Law and Order".

The difference is how "realistic" the world is, how common and powerful magic is in the setting.

The PCs in either case are 125-150 point investigators relying on medieval forensics, interrogation, and maybe a bit of magic, solving crimes committed by adventurers or owlbears or whatever.
Mad Mick
GM, 114 posts
Mon 14 Dec 2015
at 09:32
  • msg #703

New Game

Hm.  Sort of like Top 10, except instead of all the cops being science heroes, they're elves and dwarves and things.  Sounds intriguing.  =)
steelsmiter
player, 183 posts
Mon 14 Dec 2015
at 16:57
  • msg #704

New Game

I have to admit, the only game of that nature I would be into is one in Ankh Morpork in which I play a sentient ferret.
Tortuga
player, 388 posts
Mon 14 Dec 2015
at 17:54
  • msg #705

New Game

Nah, this'd be played straight, and probably end up fairly dark. I don't really like "funny" games unless they're a shade of satire... something the Discworld books do very well, but is nearly impossible to replicate

Side Note: I just read all of One Punch Man and it was great.
Witchycat
player, 56 posts
Furry Kitty with
a witch's hat
Tue 15 Dec 2015
at 02:55
  • msg #706

New Game

In reply to Tortuga (msg # 705):

So have you thought about starting it?
Tortuga
player, 389 posts
Tue 15 Dec 2015
at 03:34
  • msg #707

New Game

Working out the details in my head. Still need to settle on a setting.
Aethulred
player, 53 posts
Tue 15 Dec 2015
at 14:25
  • msg #708

New Game

Tredroy is often under appreciated for it's many possibilities ...
Tortuga
player, 390 posts
Tue 15 Dec 2015
at 16:04
  • msg #709

New Game

I like Tredroy. Three governors, three parts of the city each with its own laws. PCs would be Watch members working for the council, looking into cases that affect the city as a whole, having to tiptoe around each Governor's jurisdiction.

An interesting twist is the Al-Haz restrictions against magic; perhaps as part of the agreement letting them operate in West Tredroy, watch members are restricted in the spells they can employ in pursuit of their duties.

And, of course, magically compelled evidence is inadmissible. This isn't Megalos. We don't torture.

My other idea was that the PCs were the constabulary in a "New World" colony, across the sea from the old kingdoms. Not North America, but in a similar situation in a fantasy world. They'd be responsible for keeping the colony safe on a strange new continent filled with unknown dangers.
Jobe00
player, 6 posts
Tue 15 Dec 2015
at 23:55
  • msg #710

New Game

Instead of medieval fantasy, why not do it modern in the Technomancer setting? It would be a lot easier for players to get into since it would be more Law & Order and C.S.I. but with magic.

There would be laws already on the books governing what magic can be used, and magic countermeasures would be taken by more sophisticated criminals. The average schmucks would get caught fast.

It would open up PCs to be Detectives and C.S.I.s, but I'd leave prosecutors to be NPCs.
Varsovian
player, 24 posts
Sun 27 Dec 2015
at 23:24
  • msg #711

New Game

Ooookay, I have a somewhat crazy solo RP idea :)

Basically, I was watching this short collections of scenes from the "Flash Gordon" movie:

https://www.youtube.com/watch?v=GJV7CfVjgro

And I thought: this General Kala seems like a cool woman. And I started wondering what her past was like? How did she end up being Emperor Ming's general, exactly?

Aaaaand... here's an RP idea: I'd like to play a woman who is a soldier in an exotic sci-fi / science fantasy setting, possible even with some retro flair. A soldier of some exotic galactic empire, who gradually climbs through the ranks and, eventually, becomes a general. Basically, this would be Kala: the Prequel RP, although it doesn't have to take place in the "Flash Gordon" setting. And the empire in question doesn't have to be evil...

A possible twist: the character is actually an Earth woman who gets transported to another planet by accident. Or, maybe, the empire in question actually conquered Earth and is conscripting recruits from our planet? In either case, my character gets press-ganged into this alien army and then, starts making a surprising career there...

Of course, the RP should be powered by GURPS! :)

What do you think? Any takers?
Tortuga
player, 391 posts
Tue 5 Jan 2016
at 17:02
  • msg #712

New Game

Posted a thread to the Game Proposals board about a fantasy colonization game I'm going to run. I'll run it in GURPS if it gets enough people advocating that system (4-6), DnD5e otherwise. So if you're into it an want it in GURPS, hit that up.

link to a message in another game

GURPS details: Crunchy. Low fantasy. 150 pt characters. Standard Magic possibly using magical styles. Old World magic is going to be very staid, traditional, and academic.
steelsmiter
player, 184 posts
Thu 14 Jan 2016
at 02:29
  • msg #713

New Game

I recently got Pyramid 3/76, and would like to play a DF game based on the Living Rooms article where the party got swallowed by a dragon large enough that they surmise the only way to defeat the dragon is to make their way to its heart made out of gemstone (perhaps ruby?) walls and cave the structure in. The only way I think it would work is if maybe the blood flows through the gemstone, rather than through the cavity that we would normally think of as a vein or an artery. Perhaps this is a suicide mission, and the players are willing to risk doing it anyway, because the dragon is only outsized by larger cities. Perhaps the dragon knows something's up, and speaks to them like a PA system, taunting them, and teleporting in foes...

I don't know, that's why I want to be in it, rather than running it. The idea isn't really well formulated in my head. Also I'd like to use Sorcery instead of standard magic, but that's not to say someone else can't use standard magic.
Tortuga
player, 392 posts
Wed 20 Jan 2016
at 00:51
  • msg #714

New Game

Someone in GM's wanted posted requesting a high-point GURPS game. I'm willing to run a GURPS Action/Dungeon Fantasy hybrid (modern characters running amok in a fantasy setting) if I can get 3 more declarations of interest.

250 point characters with an Action template. Pretty sure every template but Hacker will work fine; even wire rats can bring their own tech.
Witchycat
player, 57 posts
Furry Kitty with
a witch's hat
Wed 20 Jan 2016
at 01:50
  • msg #715

New Game

In reply to Tortuga (msg # 714):

I would be interested.
art42
player, 21 posts
Wed 20 Jan 2016
at 02:44
  • msg #716

New Game

Sounds like fun.
Tortuga
player, 394 posts
Thu 21 Jan 2016
at 20:20
  • msg #717

New Game

Okay, the game is up. See the Recruitment/Advertising thread for details.
Witchycat
player, 58 posts
Furry Kitty with
a witch's hat
Thu 21 Jan 2016
at 23:15
  • msg #718

New Game

I applied already.
Tortuga
player, 395 posts
Mon 22 Feb 2016
at 19:43
  • msg #719

New Game

Any interest in a 200 point fantasy Banestorm hexcrawl? Basic set-up is that a new land has been discovered, far to the East, across the sea, and the major powers (Megalos, Cardiel, al-Wazif, etc) are eager to establish colonies.

PCs will be explorers and, if sufficient economic inducement can be offered, leaders of a new settlement.
otghand
player, 105 posts
Mon 22 Feb 2016
at 19:46
  • msg #720

New Game

In reply to Tortuga (msg # 719):

How would you handle the time disparity?  By this I mean the different pace between PC adventure / murder hobo time and crafting / economic time?
Tortuga
player, 396 posts
Mon 22 Feb 2016
at 20:01
  • msg #721

New Game

Gimmie a specific example to illustrate your question.
otghand
player, 106 posts
Mon 22 Feb 2016
at 20:15
  • msg #722

New Game

The time to craft / grow / mine something, presuming the PCs have the skill or can direct others who do, is measured in days to months.  Adventure time is often measured in minutes to hours, meaning the results of any economic activity will be largely absent at adventure scale.

A simple example - our crafty hero wants to build a small fort to protect the harbor that they have landed at, and another up river at the head of navigation.
Tortuga
player, 397 posts
Mon 22 Feb 2016
at 20:47
  • msg #723

New Game

Ah, I see. Yeah, that's only a problem if the party splits up and is acting on "adventure time" and "downtime" simultaneously, but not a huge problem (see below).

Say you want to build a 600' palisade wall, out of wood. 10' high, 3" thick. You have 10 workmen on the project. According to Low-Tech Companion 3, it'll take 4 months.

During this time the PCs are free to do whatever they want. They might go off on an expedition into the wilderness for a few weeks, or they can pursue their own projects, or just bum around town. In the latter cases, it's likely that we'll accelerate until something interesting happens or until the PCs want to do something else. We're not going to play out every moment of "nothing interesting happens."

The difficulty comes if the party splits. Say four people want to go infiltrate the Evil Swamp of Moist and player five is all, "nah, I'm going to Masonry and chill" and wants to stay behind to work on the wall for four months." Normally I'd just skip ahead four months, but that puts us at a time disparity between the swampers and wall-e.

So in real life it'll take a month to play out the swampers' expedition. For that month, the wall-builder is in town, having town "adventures." But again, that's the players' choice.
This message was last edited by the player at 20:49, Mon 22 Feb 2016.
Aethulred
player, 56 posts
Mon 22 Feb 2016
at 21:57
  • msg #724

New Game

Or you dictate as GM hat the group goes a swamping ...  You can't have everyone doing different things unless you want to run NORTHPORT ... and how he does that I cannot imagine.
krusher
player, 22 posts
Mon 22 Feb 2016
at 22:03
  • msg #725

New Game

I'm a player in that game and I'm sure he had split personalities. It's the only way.
Tortuga
player, 398 posts
Mon 22 Feb 2016
at 22:09
  • msg #726

New Game

I find 5 players is my optimal group size, though I generally recruit 6-7 as some will inevitably drop out.
BlueDwarf
player, 50 posts
Mon 22 Feb 2016
at 22:24
  • msg #727

New Game

In reply to Tortuga (msg # 726):

I run a game with 2 threads as well, in different timelines. I just keep them very separate, and have to keep very good track of time in case they meet again...
Tortuga
player, 399 posts
Mon 22 Feb 2016
at 22:25
  • msg #728

New Game

Anyway. Should I bother developing Banestorm New World Hexcrawl? Anyone interested?
otghand
player, 107 posts
Mon 22 Feb 2016
at 22:27
  • msg #729

New Game

In reply to Tortuga (msg # 728):

I guess I am not sure what you mean by hex crawl.
Aethulred
player, 57 posts
Mon 22 Feb 2016
at 22:35
  • msg #730

New Game

Possibly... following the comments and questions
Tortuga
player, 400 posts
Mon 22 Feb 2016
at 22:40
  • msg #731

New Game

quote:
I guess I am not sure what you mean by hex crawl.


It's a term from oldschool gaming. Basically exploration focused. Players are essentially driving the story by deciding when to explore, how, and in what direction.

The GM builds a map that, traditionally, is divided into hexes. (Hence the name. Dungeoncrawl vs Hexcrawl) As the players travel and explore, they have wilderness encounters and discover hidden locations, clues to treasure, resources, etc.

How far they choose to explore and when to return to their base of operations to resupply/heal/rest is entirely up to the PCs.

Basically an emergent storytelling sort of thing.

An added wrinkle in this game is the settlement/town management aspect. The players would be responsible for the colony in addition to being responsible for exploration. What balance they strike is a matter of player choice. Neglect the settlement, and you have fewer resources when you come back from an expedition. Neglect exploration, and you'll be caught unawares if and when trouble comes knocking on your gates.

But the key is that it's generally player-driven. Beyond very vague directives, the players are not answering to any greater authority... they choose what objectives to pursue, when and where to explore, and what is best for their colony. All the high-level decisions regarding trade, diplomacy, infrastructure, etc, will be in the PCs hands, with the closest word from the Empire/Kingdom they come from a two-month ocean voyage away.
BlueDwarf
player, 51 posts
Mon 22 Feb 2016
at 22:53
  • msg #732

New Game

In reply to Tortuga (msg # 731):

Actually sounds interesting, but I have my hands full right now.
otghand
player, 108 posts
Mon 22 Feb 2016
at 22:58
  • msg #733

New Game

Sounds interesting.  Would the "turn" scale be day to day or moment to moment of exploration?
Tortuga
player, 401 posts
Mon 22 Feb 2016
at 23:07
  • msg #734

New Game

The general scale is "skim ahead to when something interesting happens." If you're on a fifty mile hike, we'll summarize the terrain you pass through, and only slow down to moment-to-moment if a decision is called for, or if something unexpected happens.

(Ambushed by goblins, stumble across a village, get malaria, etc)
Witchycat
player, 59 posts
Furry Kitty with
a witch's hat
Tue 23 Feb 2016
at 00:30
  • msg #735

New Game

In reply to Tortuga (msg # 734):

Would we play 2 characters so one would be in town versus exploring or would we just leave NPC's back in charge?
Tortuga
player, 402 posts
Tue 23 Feb 2016
at 00:39
  • msg #736

New Game

Just the one character. You could leave people in charge with general instructions while you were out, though that would be more effective if you had capable allies. Allies are just as fallible as any other NPC, but you can at least be sure they won't try to screw you over on purpose.
Aethulred
player, 58 posts
Tue 23 Feb 2016
at 01:02
  • msg #737

New Game

OK, I'll try it... unless you slap a whole bunch of rules on our posting.
Tortuga
player, 403 posts
Tue 23 Feb 2016
at 01:05
  • msg #738

New Game

Nah, in this game the only real posting rule is the one where you give slower posters time to catch up, so they don't get left behind.
Aethulred
player, 59 posts
Tue 23 Feb 2016
at 01:07
  • msg #739

New Game

And that too can be irritating ;-) ... now that I can sometimes post six or eight times a day ...
Tortuga
player, 404 posts
Tue 23 Feb 2016
at 01:09
  • msg #740

New Game

If everyone keeps up with you, that's not a problem. :) But otherwise, give everyone present in the party with you 24 hours to catch up and respond.

If you're super fast and don't like to wait, play the sort of character who will run off on their own. Then you don't need to wait on anyone. Downside: You may get eaten.
Tortuga
player, 405 posts
Tue 23 Feb 2016
at 01:15
  • msg #741

New Game

I posted to Game Proposals about the game to. If I get 5+ interested parties in that thread and this one combined (so far we have 1) I'll make the game.
Witchycat
player, 60 posts
Furry Kitty with
a witch's hat
Tue 23 Feb 2016
at 01:24
  • msg #742

New Game

I will give it a try.
Tortuga
player, 406 posts
Tue 23 Feb 2016
at 01:24
  • msg #743

New Game

That's 2/5.
krusher
player, 23 posts
Tue 23 Feb 2016
at 03:02
  • msg #744

New Game

Add one of my other games has gone belly up it seems, I'll play.
Aethulred
player, 60 posts
Tue 23 Feb 2016
at 03:22
  • msg #745

New Game

In reply to Tortuga (msg # 741):

I don't see it...
Tortuga
player, 407 posts
Tue 23 Feb 2016
at 03:40
  • msg #746

New Game

The proposal thread? link to a message in another game
Tortuga
player, 408 posts
Tue 23 Feb 2016
at 17:42
  • msg #747

New Game

Game is here: link to another game
otghand
player, 109 posts
Tue 23 Feb 2016
at 17:48
  • msg #748

New Game

Going to have to pass based on what I see of the character creation rules.  Good luck.
Tortuga
player, 409 posts
Tue 23 Feb 2016
at 17:51
  • msg #749

New Game

What specifically is a deal-breaker for you? I'm open to changing things around a bit.

Seriously, I didn't think there was anything contentious in there.
This message was last edited by the player at 17:58, Tue 23 Feb 2016.
otghand
player, 110 posts
Tue 23 Feb 2016
at 18:00
  • msg #750

New Game

I don't like the constraints of skill benchmarks.  I am fond of some wildcard skills rather than a boatload of individual skills / techniques, and the style limitations seem fiddly.

Your stated posting preferences had me on the fence already - I prefer multiple short shotgun posts rather than narrative paragraphs as I am a very reactive player.

Since I have no doubt you will have many takers for whom these are not an issue I figure I should just make room.
Tortuga
player, 410 posts
Tue 23 Feb 2016
at 18:14
  • msg #751

New Game

The benchmarks aren't a limit, they're just a way of me letting you know what the rest of the world is like, and how you'll stand up by comparison. It's also to let you know the capabilities of most of the competition/enemies you'll face.

The posting style thing: You can absolutely make short posts. I just don't want people who can only post once a day getting lost because two people had a three page conversation. If you make a loner or only hang out with other quick posters, you'll never have to wait.

But as far as the wildcard skills go, if you don't want to play without them, I understand and respect that. Thanks for checking out the game anyway.
Rockwolf66
player, 1 post
Wed 2 Mar 2016
at 02:26
  • msg #752

Greetings

Hello all,

I'm somewhat new to GURPS as I've only played in four games and those did not end well. Still i wouldn't mind learning more about what looks to be a great system.

Eventually I would love to find a good long tern GURPS Cyberpunk game.
Aethulred
player, 61 posts
Wed 2 Mar 2016
at 02:31
  • msg #753

Greetings

There are a couple of variations going on now ... Cathonic and Present Day Shadow Run. Look at them and see if they interest you... most all the GMs will help new folks.
Rockwolf66
player, 2 posts
Wed 2 Mar 2016
at 04:47
  • msg #754

Greetings

You wouldn't happen to have links to those games would you?
BlueDwarf
player, 52 posts
Wed 2 Mar 2016
at 11:01
  • msg #755

Greetings

In reply to Rockwolf66 (msg # 754):

Sure

link to another game

and

link to another game
Rockwolf66
player, 3 posts
Thu 3 Mar 2016
at 05:04
  • msg #756

Greetings

Thank you,

they game involving the Cthulhu Mythos is not my cup of tea. The only time I've really enjoyed stories involving it is the MHI series.

As for the Shadowrun game I'm somewhat interested but I don't think I have a character idea that would fit. That and the only time I have tried playing in a game over 150 points was the 2,500 point game of a guy with some subscriptions if you get my drift.
BlueDwarf
player, 53 posts
Thu 3 Mar 2016
at 05:32
  • msg #757

Greetings

In reply to Rockwolf66 (msg # 756):

Which one involved Chthulu mythos?
Rockwolf66
player, 4 posts
Thu 3 Mar 2016
at 07:32
  • msg #758

Greetings

Sorry I got a bit confused between Chthonic and the Chthulu Mythos. Still I don't think that's a game that I'm ready for.

Right now I wouldn't mine a simple 100~200 point game. While I have played GURPS I don't feel ready for games that are much more than the basic rules.
BlueDwarf
player, 54 posts
Thu 3 Mar 2016
at 08:17
  • msg #759

Greetings

In reply to Rockwolf66 (msg # 758):

How about Sci-fi, ie the Traveller universe?
Tortuga
player, 411 posts
Thu 3 Mar 2016
at 15:01
  • msg #760

Greetings

Traveler is a bit more than just the basic ruleset. A lot of setting to learn, too.
otghand
player, 111 posts
Thu 3 Mar 2016
at 18:23
  • msg #761

Greetings

Played a good bit of Traveler back in the day.  Would like to try GURPS Traveler or Trans Human space sometime.
BlueDwarf
player, 55 posts
Thu 3 Mar 2016
at 18:25
  • msg #762

Greetings

In reply to otghand (msg # 761):

At least one such game running I know of.
Rockwolf66
player, 5 posts
Fri 4 Mar 2016
at 05:24
  • msg #763

Re: Greetings

BlueDwarf:
In reply to Rockwolf66 (msg # 758):

How about Sci-fi, ie the Traveller universe?

I'm unfamiliar with the Traveler Universe. I would have to find a way to learn the system.

Still I wouldn't mind Sci-Fi.
BlueDwarf
player, 56 posts
Fri 4 Mar 2016
at 05:39
  • msg #764

Re: Greetings

In reply to Rockwolf66 (msg # 763):

Welcome to have a look.

link to another game
Rockwolf66
player, 6 posts
Fri 4 Mar 2016
at 06:21
  • msg #765

Re: Greetings

One Game idea that I had was that a tropical Island gets sucked into another dimension during an unnatural storm. The people who were staying at the resort discover that they are no Longer alone on a resort island as there are other beings and critters that are now on the Island. Plus there may be other external threats to the island. The Idea is what do people do when their whole world is changed.
Tortuga
player, 412 posts
Fri 4 Mar 2016
at 06:26
  • msg #766

Re: Greetings

That is a super cool idea. I may have to run it some time.
Jeffrywith1e
player, 9 posts
Fri 4 Mar 2016
at 21:25
  • msg #767

Re: Greetings

Rockwolf66:
One Game idea that I had was that a tropical Island gets sucked into another dimension during an unnatural storm. The people who were staying at the resort discover that they are no Longer alone on a resort island as there are other beings and critters that are now on the Island. Plus there may be other external threats to the island. The Idea is what do people do when their whole world is changed.

Kind of reminds me of Land of the Lost!
Tortuga
player, 413 posts
Fri 4 Mar 2016
at 21:28
  • msg #768

Re: Greetings

I was thinking something like The Fog or Ravenloft.
Rockwolf66
player, 7 posts
Sat 5 Mar 2016
at 01:12
  • msg #769

Re: Greetings

Tortuga:
That is a super cool idea. I may have to run it some time.

Well I am making Notes for the Island(Fictional). I'm not sure if I should run it as a game or do it as a story. Right now my notes could go either way.
Tortuga
player, 414 posts
Sat 5 Mar 2016
at 01:24
  • msg #770

Re: Greetings

Why not both?
Rockwolf66
player, 8 posts
Sat 5 Mar 2016
at 03:30
  • msg #771

Re: Greetings

Well if it's a Story involving Trans Dimensional events it would mean that it's a "Silvie story" Since Silvie is a 1,500+ point Demigoddess she's way to powerful compared to everyone else. That being said I've been wanting to do something with Rosita who is one of Silvie's companions and a girl from a Post Apocalyptic Earth. Outside of her healing psychic abilities she's a relatively ordinary young adult from her home culture. Such a story would end up with a half dozen "Factions" so far.

1: the Tourists, I think that most of them want to be home safe.
2: the Coast Guard station of the Local Government, I'm not sure if they are going to try and protect the tourists or take over.
3: The Jungle tribe, I'm not sure what they are but they use stone tools and are at home in the tropical jungle.
4: The Hitler Jungen, one moment they are about to die for the fatherland and the next they are in a strange jungle filled with things.
5: the Mage Cabal, one of the Island's volcanos now sports the fortress of a Cabal of mages. They have no idea where they are but they do know that it was some power that is currently beyond them. I have no clue as to their motivations just yet.
6: Rosita, Companion of a Celtic Demigoddess. her goals are to survive until Silvie finds her and takes her home.


A game on the other hand means that I don't have to drop in any of my existing characters and everyone can come up with their own backstory. The only "Faction" that would be missing is Rosita.

Plus in both settings eventually there will be various "Jungle monsters" and new factions and places will be added. The island has ended up in At least a Solar System sized Pocket Universe. Basically things that are displaced when spacetime has a hiccup end up in this pocket Universe.
hobbit_breath
player, 1 post
Sun 3 Apr 2016
at 15:04
  • msg #772

Re: Greetings

Has anyone tried running a Gamma world style game in GURPs?
My RL group has had life kill off our RPing and I'm tempted to run that game on here.
Tortuga
player, 415 posts
Sun 3 Apr 2016
at 15:25
  • msg #773

Re: Greetings

GURPS After the End just came out.
Witchycat
player, 61 posts
Furry Kitty with
a witch's hat
Sun 3 Apr 2016
at 20:51
  • msg #774

Re: Greetings

In reply to hobbit_breath (msg # 772):

I remember Gamma world. One of the things would could find was all 67 editions of AD%D. I would not mind playing in a game like that.
Jobe00
player, 7 posts
Sun 3 Apr 2016
at 22:49
  • msg #775

Re: Greetings

How about Fallout? Anyone ever try that? Would be appropriate since GURPS was to be the underlying game mechanics of the first game until Black Isle or Interplay did something to cause SJGames to pull out of the project.
Tortuga
player, 416 posts
Sun 3 Apr 2016
at 22:52
  • msg #776

Re: Greetings

There are a bunch of GURPS Fallout conversions on the net.

Also check out http://www.sjgames.com/gurps/books/aftertheend/ GURPS After the End which is like Dungeon Fantasy or Action, but for post apocalyptic gaming.
This message was last edited by the player at 22:53, Sun 03 Apr 2016.
otghand
player, 112 posts
Mon 4 Apr 2016
at 02:31
  • msg #777

Re: Greetings

I would probably give such a go.  Will likely pick up After the End sooner rather than later.
Rockwolf66
player, 10 posts
Mon 4 Apr 2016
at 10:00
  • msg #778

Re: Greetings

After the end isn't bad and I have a GURPS Fallout set of fanbooks. I also have a bunch of unofficial fallout RPG games.
steelsmiter
player, 185 posts
Tue 5 Apr 2016
at 14:26
  • msg #779

Re: Greetings

link to a message in another game I have a particular GURPS game that I want to play. I always end up being GM and I'm kind of tired of it.

EDIT: Sorry I failed to put a space after the link so it was broken for a bit.
This message was last edited by the player at 14:27, Tue 05 Apr 2016.
Mad Mick
GM, 115 posts
Tue 5 Apr 2016
at 15:47
  • msg #780

Re: Greetings

GURPS Fallout would be excellent!

Steelsmiter, you're certainly committed to playing dwarves.  =)
This message was last edited by the GM at 15:49, Tue 05 Apr 2016.
steelsmiter
player, 186 posts
Wed 6 Apr 2016
at 00:28
  • msg #781

Re: Greetings

Mad Mick:
Steelsmiter, you're certainly committed to playing dwarves.  =)

Someone must smite the steel, swing the steel, make the ale, drink the ale, and possibly whisper sweet nothings to gold pieces :D
Tortuga
player, 417 posts
Tue 12 Apr 2016
at 18:17
  • msg #782

Re: Greetings

I'm currently running a fairly successful 5e hexcrawler. I could probably run it in Dungeon Fantasy, but I don't know if I'd get enough players.
Tortuga
player, 418 posts
Wed 13 Apr 2016
at 18:08
  • msg #783

Re: Greetings

Then again, the new post apocalyptic book just came out, too. Oh man. It's nice.
Varsovian
player, 25 posts
Thu 14 Apr 2016
at 22:14
  • msg #784

Re: Greetings

Okay, here's a new idea for a GURPS game I'd like to play in.

Basically... something like Mage (OWoD or NWoD) or Witchcraft. A game about modern-day occultists or mystics discovering secrets, facing hidden horrors and cosmic conspiracies. Something like Grant Morrison's The Invisibles in an RP form.

Anyone interested in GMing something like that?
otghand
player, 113 posts
Fri 15 Apr 2016
at 00:10
  • msg #785

Re: Greetings

So basically GURPS Monster Hunters?
steelsmiter
player, 187 posts
Fri 15 Apr 2016
at 00:17
  • msg #786

Re: Greetings

I don't know if Mage or Witchcraft indicate particular power levels, but I am pretty sure Monster Hunters does, and he may not want that power level. That being said, I wouldn't mind joining a Monster Hunter game, but I don't put too much stock in running one. I'm focusing all my horror inspirations on a tabletop I'm writing.
Varsovian
player, 26 posts
Fri 15 Apr 2016
at 08:26
  • msg #787

Re: Greetings

otghand:
So basically GURPS Monster Hunters?


Admittedly, I don't know much about Monster Hunters. Isn't it a bit high-powered?

Anyway, I wasn't thinking of a game about monsters slayers, but rather a game of occult horror. One where the characters know a bit about magic themselves, if possible.
otghand
player, 114 posts
Fri 15 Apr 2016
at 14:02
  • msg #788

Re: Greetings

Monster Hunters covers all that.  One can always dial the power down to suit, but the templates and lenses can be helpful guides.
steelsmiter
player, 188 posts
Fri 15 Apr 2016
at 15:17
  • msg #789

Re: Greetings

Varsovian:
otghand:
So basically GURPS Monster Hunters?


Admittedly, I don't know much about Monster Hunters. Isn't it a bit high-powered?

Anyway, I wasn't thinking of a game about monsters slayers, but rather a game of occult horror. One where the characters know a bit about magic themselves, if possible.

More pointedly, you might consider allowing characters from MH4 instead of 1. Or use Action 4.
Tortuga
player, 419 posts
Fri 15 Apr 2016
at 15:21
  • msg #790

Re: Greetings

I think a low-key occult investigation sort of game would be great. Very much not monster hunters, but something in lines with Unknown Armies or Call of Cthulhu, run in GURPS.

GURPS Horror is a pretty good resource for that. 3e GURPS Conspiracies. Thaumaturgy. ETc.
Varsovian
player, 27 posts
Fri 15 Apr 2016
at 21:09
  • msg #791

Re: Greetings

I'm still not sure if Monster Hunters covers what I have in mind. I wouldn't want this to be a game strictly about hunting monsters, but about being a part of an occult group doing... stuff. Investigating horrors would be part of it, but not only that. And I would like for the characters to be occultists with some sort of powers, too.

Again, The Invisibles comic series could be an inspiration. As well as OWoD and NWoD Mage games.

Anyone up for this? Even as a solo game?
Witchycat
player, 62 posts
Furry Kitty with
a witch's hat
Sat 16 Apr 2016
at 01:42
  • msg #792

Re: Greetings

In reply to Varsovian (msg # 791):

In the 1st E of GURPS, I do have a Vampire supplement. I have not looked at in a while and I loved Vampire.
Varsovian
player, 28 posts
Sat 16 Apr 2016
at 05:12
  • msg #793

Re: Greetings

Well, playing a vampire wasn't what I had in mind, actually... I was thinking of a story about occultists.
BlueDwarf
player, 57 posts
Sat 16 Apr 2016
at 09:56
  • msg #794

Re: Greetings

In reply to Varsovian (msg # 793):

You thinking GURPS Chthulu?
Varsovian
player, 29 posts
Sat 16 Apr 2016
at 16:16
  • msg #795

Re: Greetings

Well, sort of, but in the usual Cthulhu games you're playing ordinary people facing various horrors. I was thinking more of the PC(s) being occultists and mystics with some actual supernatural powers.

Also, I wouldn't want this particular game to be set in Lovecraft's universe, as I know it through and through. And I would want to be surprised by the story and the mysteries featured.

Again, my inspirations here are both of the Mage games, where the PC investigate mysteries, plot, use magic to further their goals and encounter truly cosmic conspiracies. The Invisibles is an inspiration, too (seriously, I can't be the only person here who knows this series, can I?):

https://en.wikipedia.org/wiki/The_Invisibles
Tortuga
player, 420 posts
Sat 16 Apr 2016
at 17:16
  • msg #796

Re: Greetings

The Invisibles is great. I'd be all over this if I wasn't already in several games.
Varsovian
player, 30 posts
Thu 21 Apr 2016
at 00:38
  • msg #797

Re: Greetings

Hmmm. No takers, it seems... Okay, anyone interested in running any kind of GURPS horror game, then?
steelsmiter
player, 190 posts
Thu 21 Apr 2016
at 00:46
  • msg #798

Re: Greetings

In reply to Varsovian (msg # 797):

Oh I wouldn't mind playing in it, but I'm a bit of a slow poster and was waiting to see if you ironed out what rules and power level you wanted.
Varsovian
player, 31 posts
Thu 21 Apr 2016
at 01:00
  • msg #799

Re: Greetings

Well, I'm not certain about rules, admittedly. When it comes to power level, I'd prefer if the game was relatively low-powered... that is, if we're not going with the mystics idea. Mystical power would raise the power level, obviously.

Anyway, I want some horror and good creeps! With some mystery mixed in. I'd run it myself, but for now, I'd like to actually *play* in a game like that...
steelsmiter
player, 191 posts
Thu 21 Apr 2016
at 01:18
  • msg #800

Re: Greetings

I probably won't be running any horror until I finish writing a system I've been working on since Jacksepticeye did Until Dawn.
jonasthered
player, 2 posts
Fri 22 Apr 2016
at 17:03
  • msg #801

Re: Greetings

Hey, I'm joining the forum. Its good to see an established group here.
trooper6
player, 94 posts
Sun 24 Apr 2016
at 23:04
  • msg #802

Re: Greetings

Welcome jonasthered!
jonasthered
player, 3 posts
Sun 24 Apr 2016
at 23:21
  • msg #803

Re: Greetings

Oh, hey trooper6. I think I know you from sjgames. I'm ericthered there. That handle was taken on this site.
trooper6
player, 95 posts
Fri 29 Apr 2016
at 01:42
  • msg #804

Re: Greetings

In reply to jonasthered (msg # 803):

Oh yes! We do know each other from the sjgames site. Welcome! Nice to see another familiar face!
hobbit_breath
player, 2 posts
Tue 3 May 2016
at 01:51
  • msg #805

Re: Greetings

Hey I would love some constructive criticism. Any suggestions for the game I'm going to start would be great.

Needs alot of formatting.
link to another game
Tortuga
player, 422 posts
Tue 3 May 2016
at 01:54
  • msg #806

Re: Greetings

I can't tell what the setting is or who the players are supposed to be, or what they're going to be doing.
Witchycat
player, 63 posts
Furry Kitty with
a witch's hat
Tue 3 May 2016
at 02:02
  • msg #807

Re: Greetings

In reply to hobbit_breath (msg # 805):

You need to describe the basic setting. Is it in Europe or a fantasy land or what?
hobbit_breath
player, 3 posts
Tue 3 May 2016
at 17:43
  • msg #808

Re: Greetings

In reply to Witchycat (msg # 807):
It's the gamma world setting I mentioned upthread.
So post apocalypse strangeness.
Tortuga
player, 423 posts
Tue 3 May 2016
at 17:45
  • msg #809

Re: Greetings

Yeah, you need to make that clear in the game, because people won't necessarily have read this thread.

So make a setting thread maybe?
hobbit_breath
player, 4 posts
Tue 3 May 2016
at 18:45
  • msg #810

Re: Greetings

Planing to have that in the game ad.
Tortuga
player, 424 posts
Tue 3 May 2016
at 18:48
  • msg #811

Re: Greetings

Make a thread for it too, for the people who get there by searching.
steelsmiter
player, 192 posts
Tue 3 May 2016
at 18:58
  • msg #812

Re: Greetings

Tortuga:
So make a setting thread maybe?

quote:
Planing to have that in the game ad.

quote:
Make a thread for it too, for the people who get there by searching.

Yep. Ideally your advertisement should contain information found in the game itself. I know if I hadn't seen you asking for advice here, before stumbling on your game, without the information from your hypothetical future ad, I probably straight up wouldn't play.
Tortuga
player, 425 posts
Tue 3 May 2016
at 20:09
  • msg #813

Re: Greetings

I want to run a Western, but I don't want to run it straight, and I don't want to go full-blown kitchen-sink Deadlands. I'd like to mix in some tropes from other genres.

Maybe horror/hidden occult magic. Native rituals, the golden dawn, terrors from before mankind, restless civil war dead, ghost riders in the sky, chupacabra. Maybe science fiction with an alien invasion, or something. Maybe both. Could be superheroes.

Mix that up with standard western tropes. Six gun justice. Wandering gunslingers out to prove themselves. Settlers vs ranchers. Anglos vs Injuns. Civilization's corrupting influence vs the lawlessness of the West. Industry vs individualism.

Also I'd like the PCs to be a somewhat coherent group rather than "just whoever." Gamblers in a riverboat tournament. Civil War deserters. Escaped prisoners. Bank robbers or desperadoes. A Marshal and deputies. Traveling musicians. Snake oil salesman and entourage.

Thoughts? Input? Ideas? Let's workshop this.
This message was last edited by the player at 20:16, Tue 03 May 2016.
hobbit_breath
player, 5 posts
Tue 3 May 2016
at 21:03
  • msg #814

Re: Greetings

In reply to Tortuga (msg # 813):

Well the first thing that jumps to mind is this one shot that rppr ran.

http://actualplay.roleplayingp...hu-general-order-11/
Witchycat
player, 64 posts
Furry Kitty with
a witch's hat
Wed 4 May 2016
at 01:58
  • msg #815

Re: Greetings

In reply to hobbit_breath (msg # 810):

I would be interested in a Gamma world like setting. Maybe I can find the 76 editions of AD&D.
Magic Mushroomcloud
player, 28 posts
Fri 6 May 2016
at 14:31
  • msg #816

Re: Greetings

Yay, payday! I feel like doing something irresponsible...

Has anyone here had a chance to look at the new "GURPS: After the End" supplements? I'm looking at the whole set (AtE 1 & 2, Disasters: Meltdown & Fallout, Pyramid 3/88 & 3/90... maybe Zombies, too) and wondering if it's worth the ~$60.

Any reviews or opinions on the GURPS apocalypse? Can anyone give a sneak-peek at the kind of goodies I might find?
Tortuga
player, 426 posts
Fri 6 May 2016
at 14:37
  • msg #817

Re: Greetings

I like 'em. Smooth rules for invention/upgrading equipment applicable to more than junktech in 2, and wilderness survival/scavenging/scrounging rules applicable to multiple genres.
Magic Mushroomcloud
player, 29 posts
Fri 6 May 2016
at 20:42
  • msg #818

Re: Greetings

In reply to Tortuga (msg # 817):

If anyone else is considering them, I second Tortuga's opinion: worth every penny.
Zoncxs
player, 38 posts
Sun 22 May 2016
at 03:45
  • msg #819

Re: Greetings

I'm thinking of starting a "Dark Souls" type of game, The Group (or single player) is a summoned undead who must rekindle the flame with the ashes of the Lord of Cinder.
LandWalker
player, 139 posts
Sun 22 May 2016
at 22:02
  • msg #820

Re: Greetings

In reply to Zoncxs (msg # 819):

I am interested in learning more about this.
archypetro
player, 6 posts
Fri 27 May 2016
at 14:43
  • msg #821

Re: Greetings

Hey folks,

I have never used this game advertisement thread but figured it might be worth giving it a shot.

I am in the process of building a game that is set in modern day and aims to be a cinematic style action game. The players  will play the role of employees of an organisation that essentially contract their services out to both governments and corporations as "Problem Solvers".

The style of game is heavily based upon plots and movies that are common and well-loved in the action/spy genre and are influenced by such movies as:

- Bourne Series
- Bond
- Expendables
- Die Hard
- etc.

While the game is cinematic I do want to try and keep a vague handle on reality. The premise is that the employees are part of a new start up which has big ambition and aims at expanding itself into something that is influential in the world.

What this means in game terms is that the players will be some of the first employees of the organisation and will have invested interest in choosing job and performing well on the mission to ensure the success of the organisation. This 'administrative' side of things is probably the closest to base building I can get without making the game just kind of dull. As an example, if the organisation paid for a brand new truck to transport some guy across the city and the driver crashed it off a bridge - well, losses like that would eventually cause the organisation to fail.

Similarly, if a character was to walk down the street and start firing shotgun shells across a busy road at a bad guy, there could be the possibility of being arrested and taken out of action that way.

While most characters will start at a reasonable number of points (150+X pts) I'd like to really explore development of characters, relationships and their influence going from small-fry to global scale players. Progression will be pretty quick in terms of points and rewards will be generous for moving things to develop these aspects of the game.
Witchycat
player, 65 posts
Furry Kitty with
a witch's hat
Sat 28 May 2016
at 01:24
  • msg #822

Re: Greetings

In reply to archypetro (msg # 821):

Count me in, I would love to try it.
art42
player, 22 posts
Sat 28 May 2016
at 01:34
  • msg #823

Re: Greetings

Sounds pretty interesting.
archypetro
player, 7 posts
Sat 28 May 2016
at 07:58
  • msg #824

Re: Greetings

great news. I can probably manage around a maximum of six players. I'll add the new game threads and get it set up today.


link is here:

link to another game
This message was last edited by the player at 08:02, Sat 28 May 2016.
archypetro
player, 8 posts
Sat 28 May 2016
at 15:33
  • msg #825

Re: Greetings

thanks for the interest, please make a RTJ - I've written up a bunch of material to get everything started and will be posting as soon as my account gets unlocked (accidentally locked myself out of 'adult approved' games - duh)
Witchycat
player, 66 posts
Furry Kitty with
a witch's hat
Sat 28 May 2016
at 23:05
  • msg #826

Re: Greetings

In reply to archypetro (msg # 825):

I did that once. :)
archypetro
player, 9 posts
Sun 29 May 2016
at 07:52
  • msg #827

Re: Greetings

yea, i feel a bit silly about it now.

Though i'm curious that none of the moderators have replied to met yet - a little bit worrying :)
Either way there won't be long to wait now.
Aethulred
player, 64 posts
Wed 29 Jun 2016
at 02:05
  • msg #828

Victorian Science Fiction on Kickstarter

OOC- If interested, go here:  https://www.kickstarter.com/pr...ampunk-rpg?ref=email
This message was last edited by the GM at 06:28, Wed 29 June 2016.
Mad Mick
GM, 117 posts
Wed 29 Jun 2016
at 03:46
  • msg #829

Victorian Science Fiction on Kickstarter

Aethulred, are you connected to this project?  I wouldn't mind supporting a fellow RPOLian.  =)
Jobe00
player, 8 posts
Wed 29 Jun 2016
at 03:54
  • msg #830

Victorian Science Fiction on Kickstarter

In reply to Aethulred (msg # 828):

Link is broke.
Mad Mick
GM, 118 posts
Wed 29 Jun 2016
at 06:28
  • msg #831

Victorian Science Fiction on Kickstarter

I fixed it.  =)
Aethulred
player, 65 posts
Wed 29 Jun 2016
at 17:27
  • msg #832

Victorian Science Fiction on Kickstarter

In reply to Mad Mick (msg # 829):

No, just know the gent who is running it ... and happen to like Victorian SF.

I am running a sort of Victorian SF game now, here on RPOL.
Tortuga
player, 429 posts
Wed 29 Jun 2016
at 17:48
  • msg #833

Victorian Science Fiction on Kickstarter

Is it in GURPS?
Aethulred
player, 66 posts
Wed 29 Jun 2016
at 18:12
  • msg #834

Victorian Science Fiction on Kickstarter

In reply to Tortuga (msg # 833):

Yes, Of course. It started out as a X-files sort of thing and now I have two FBI agents exploring that world after some hasty training in 19th century American history, technology and behavior-manners.

See: FBI; Special Investigations Division
trooper6
player, 96 posts
Wed 29 Jun 2016
at 21:42
  • msg #835

Victorian Science Fiction on Kickstarter

In reply to Aethulred (msg # 834):

It doesn't mention GURPS anywhere on the Kickstarter page and the Animal Data card doesn't seem to have any GURPS stats on it. This is really GURPS?
Aethulred
player, 67 posts
Wed 29 Jun 2016
at 22:10
  • msg #836

Victorian Science Fiction on Kickstarter

No, Sorry... the Kick starter is NOT GURPS... I thought he was asking f my Victorian SF game was GURPS... I just figure it will be reasonably easy to adapt...
Tortuga
player, 430 posts
Fri 1 Jul 2016
at 15:00
  • msg #837

Victorian Science Fiction on Kickstarter

Let's design magic systems.

Something simple but flexible. You know what's a good system? What they use in the Avatar series. Benders can manipulate forces... and that's it. Despite the simplicity, there's a great deal of flexibility in it, and a range of power. In GURPS perhaps we'd say everyone had the Elemental power focused on a given element, or even just the Control advantage.

So let's muse on that. Take a relatively simple theme (in the above example, elemental power) and expand it into a setting's sole magic system. Something that'd be cool to use in a GURPS campaign. And let's figure out how they'd work in GURPS.

Ideas?
otghand
player, 116 posts
Fri 1 Jul 2016
at 16:04
  • msg #838

Victorian Science Fiction on Kickstarter

In a classical western / Christian view all magic was intercession - asking for the assistance of an angel, either one of the heavenly host for white magic (which was limited to healing and the finding of lost things I think) or a fallen for all black magic, at the eventual cost of your soul.

That would be fairly easy to implement in GURPS I think.
Aethulred
player, 68 posts
Fri 1 Jul 2016
at 16:25
  • msg #839

Victorian Science Fiction on Kickstarter

In reply to Aethulred (msg # 832):

OK This from the VSF Game designer, who may join this forum as he is a GURPS player too.

"Both are point construction character systems. SoE  [sic STARS of the EMPIRE] has six stats and two of them have no counterpart in GURPS stats (Personality and Comeliness, although both could be rounded out with GURPS advantages or perhaps skills). Attributes in SoE run from 0-25 for humans but an "average human has a stat of around 10, so the range is wider in SoE. Skills are less in number and wider in applicability, but function in a similar vein.  Fortes work very much like Advantages. We've played with having Foibles which would be analogous to Disadvantages but so far have not wanted to add the page count.

I think a conversion would be fairly easy, but I'm biased because I have played a lot of GURPS and converted several other system's characters over to it including Morrow Project and Space 1889"
Tortuga
player, 431 posts
Fri 1 Jul 2016
at 16:27
  • msg #840

Victorian Science Fiction on Kickstarter

Maybe post about this in the steampunk discussion group? link to another game
Aethulred
player, 69 posts
Fri 1 Jul 2016
at 16:52
  • msg #841

Victorian Science Fiction on Kickstarter

In reply to Tortuga (msg # 837):

GURPS Magic system has most any spell you want now, and can easily adapt those you might find need for, the issue is the many colleges that overlap and the hierarchy of prerequisites, which in some cases is flat stupid. if you take Weather for example, it is a combination of air and water along with electricity.
WHY would SEEK AIR be so important to folks who live in lots it? It's useful for Dwarves and Aqua-men, but the average human has no use for it. But it is a prerequisite for a fair number of other spells folks would use.
I have tried running Magic using the six "colleges" of the Harn Magic system with GURPS spells ... it works but I'm not wild about it. And the Meta Spells are really a 7th group/college.
I haven't found another spell grouping I have liked much, so perhaps the best way is to use GURPS  spells, forget the "4 Elements" crap and allow a beginner to work up from 1 FP spells to 2 FP, 3 FP etc as he progresses. The Weather spells would draw from water and air and electricity, which is generated with air and water. No college is exclusive of any other...
Another thing you can do is limit Magery to Magery 0, a 5 point advantage. Each spell is a hard or very hard skill (although I'd keep them in the spell lists).  1 point in a spell makes you dangerous. Working up to level 15 with a spell will be costly and there won't be many mages with 40 or more spells. GMs will need to limit the wanna be geniuses  who want IQ 13, 14 or 15 at huge expense.
No system is perfect.. this is just a thought I am working toward in games I run. I find that magic can easily usurp a game leaving the 90%  people with boring 150 point characters that wander along and watch mages do all sorts of exciting things. not my idea of a good game. I'd rather have everyone have a smattering of spells in different fields, so they have to work together to succeed.
Aethulred
player, 70 posts
Fri 1 Jul 2016
at 16:55
  • msg #842

Victorian Science Fiction on Kickstarter

In reply to Tortuga (msg # 840):

Thanks, done
Tortuga
player, 432 posts
Fri 1 Jul 2016
at 18:29
  • msg #843

Victorian Science Fiction on Kickstarter

Well, that's why I'm saying "look at Avatar". The power setup is on its face very simple (All powered individuals can control an element) but within that very narrow scope there's a lot that can be accomplished.

What other similarly simple paradigms can offer a similarly broad range of interesting capabilities?
Aethulred
player, 71 posts
Fri 1 Jul 2016
at 19:46
  • msg #844

Victorian Science Fiction on Kickstarter

Good if all you want is an Elemental system ... but there is no Light and Dark, No Making and Breaking ... nothing for Organic substances ... no healing for one. I think it's too limiting.
Mad Mick
GM, 119 posts
Sat 2 Jul 2016
at 01:54
  • msg #845

Victorian Science Fiction on Kickstarter

I like channeling in the Wheel of Time.  It uses five different elements, but those elements can be combined in many different ways for a wide range of weaves.  Some effects like Flight and Resurrection aren't possible, though.  Channelers can link to pool their power, similar to GURPS.  Channelers have innate differences.  Some can only weave a trickle, and others have great strength in one or more floors (elements).  I especially like the bond Aes Sedai can create with their warders.  There's a great deal of experimentation that can take place, as channelers rediscover lost weaves or create new ones.   I like the organic way using magic is described, drawing saidin/saidar and combining different powers.
tsofian
player, 1 post
Thu 7 Jul 2016
at 22:58
  • msg #846

Victorian Science Fiction on Kickstarter

In reply to Aethulred (msg # 839):

Hello. I'm the writer of Stars of Empire which is the Kickstarter mentioned. https://www.kickstarter.com/pr...-a-vsf-steampunk-rpg

I am a big GURPS fan, but wanted to build my own system. The Invention rules will transfer to GURPS fairly easily. The settings are written to be rules agnostic. All the vehicles are described in real world stats to make conversion to any system easy.
BlueDwarf
player, 58 posts
Wed 3 Aug 2016
at 12:24
  • msg #847

Victorian Science Fiction on Kickstarter

In reply to tsofian (msg # 846):

Anyone planning a GURPS post Apoc, survival game?
Rockwolf66
player, 11 posts
Sun 7 Aug 2016
at 03:57
  • msg #848

Victorian Science Fiction on Kickstarter

Sorry but I haven't heard of one.

My own Isle of the Three Sisters will have some Survivalist tendencies to the game.

link to another game
BlueDwarf
player, 59 posts
Sun 7 Aug 2016
at 04:30
  • msg #849

Victorian Science Fiction on Kickstarter

In reply to Rockwolf66 (msg # 848):

Had a glance there, but hard to tell. It is about a cruise ship that gets trapped in a different dimension, right?
Rockwolf66
player, 12 posts
Sun 7 Aug 2016
at 05:19
  • msg #850

Victorian Science Fiction on Kickstarter

It's about an Island Resort that gets displaced in Time and Space. the once idealic tropical paradise is now a dangerous jungle filled with things from across time and space.
BlueDwarf
player, 60 posts
Sun 7 Aug 2016
at 05:34
  • msg #851

Victorian Science Fiction on Kickstarter

In reply to Rockwolf66 (msg # 850):

From what I could tell, the storyline is pretty well advanced, albeit in private posts. How/where would a new player fit in?
Tortuga
player, 433 posts
Fri 12 Aug 2016
at 22:42
  • msg #852

Victorian Science Fiction on Kickstarter

I'd like to see a GURPS Fantasy game where the players were mostly merchants traveling about, buying and selling and trading, developing and growing their merchant company, and occasionally delving into dungeons to find more capital/things to sell.

Real strong focus on the economic simulation/business management side of things, brokering trade deals and setting up (and guarding) caravans, then these terrifying and dangerous dungeon-crawls that offer big rewards for maximum risk. Maybe a focus on the logistics of preparing and supplying an expedition.

I think that would be fun.

Would probably work as DF if the economics of it stayed fairly detailed.
archypetro
player, 10 posts
Fri 12 Aug 2016
at 23:04
  • msg #853

Victorian Science Fiction on Kickstarter

Tortuga,

I think it would be quite fun too - ever since someone once posted " a tale of two baronies " on the SJW forums where people would make a character, and then a lot of the roleplaying would be related to their barony (they would be barons, of course) and politicking and dealing with 'issues' of the land.

In addition to that there was a set of concepts that pulled directly from strategy and admin-style games (civilisation, crusader kings, rome, etc) where you could opt to develop your land with certain things, had to deal with X number of birgers, merchants, nobles, etc.

It was a fantastic idea and the game started off well up until the GM went AWOL.

I'd really love to play a game like that where players are not just dealing with the roleplaying of adminstration and management of their "resources/land/family/etc" but dealing with more 'strategic' level stuff in general. It really opens up the opportunity to use skills that aren't commonly seen in GURPS games and provide a slightly alternative roleplay experience.


It's probably also worth doing it in something vaguel resembling banestorm in terms of cinematics
krusher
player, 24 posts
Fri 12 Aug 2016
at 23:08
  • msg #854

Victorian Science Fiction on Kickstarter

Sounds a lot like Birthright.

I think someone did a GURPS version somewhere.
Zoncxs
player, 39 posts
Sun 14 Aug 2016
at 21:32
  • msg #855

Victorian Science Fiction on Kickstarter

Hello all, I am still working on a setting and would like some feed back on one matter.

What races would you like to play or see playable in a game? You can also name off what type of game you would like to play them in.

If you are curious the setting I am working on is a TL 3+1 Dark Fantasy world where creatures from 3 other planes came to one plane and fought a war several centuries ago and now something is trying to start another war.

The opening mission will have the newly formed group of hunters head to a small town to investigate the death of its mayor while avoiding getting caught by the Church who prosecute hunters on site for what they do. The church has convinced the mass that monster no longer exist, but that has been changing lately and no one knows why.
jonasthered
player, 4 posts
Mon 15 Aug 2016
at 22:01
  • msg #856

Victorian Science Fiction on Kickstarter

Races I'd like to see playable in a game ...

as a player... in gurps ....

Most of the time in gurps I play a human!

I'd love to see something that is both big and beefy but doesn't cost an arm and a leg to play in a game not solely about combat.

Yrth-style goblins would probably be fun. I'm not sure what kind of game I'd play them in, but just smaller than human seems like a fun but poorly explored niche.

In a high point game I'd love to play a Jinn or Dragon.
LandWalker
player, 140 posts
Mon 15 Aug 2016
at 22:04
  • msg #857

Re: Victorian Science Fiction on Kickstarter

Zoncxs:
Hello all, I am still working on a setting and would like some feed back on one matter.

What races would you like to play or see playable in a game? You can also name off what type of game you would like to play them in.

If you are curious the setting I am working on is a TL 3+1 Dark Fantasy world where creatures from 3 other planes came to one plane and fought a war several centuries ago and now something is trying to start another war.

The opening mission will have the newly formed group of hunters head to a small town to investigate the death of its mayor while avoiding getting caught by the Church who prosecute hunters on site for what they do. The church has convinced the mass that monster no longer exist, but that has been changing lately and no one knows why.

Honestly, for that sort of game, for "Playable Races" I would just say "Humans."  The (admittedly scant) background you provided gives the impression that there isn't much in the way of friendly racial commingling, and opening up a full smorgasbord of racial options is just going to get you a mish-mash group that probably wouldn't make any sense in context.  Especially if their group's purpose is hunting and exterminating non-human monsters.
BlueDwarf
player, 61 posts
Mon 15 Aug 2016
at 22:12
  • msg #858

Re: Victorian Science Fiction on Kickstarter

In reply to LandWalker (msg # 857):

Perhaps the Ogre can join the merchants game! That could be interesting!
Zoncxs
player, 40 posts
Thu 18 Aug 2016
at 03:24
  • msg #859

Re: Victorian Science Fiction on Kickstarter

LandWalker:
Honestly, for that sort of game, for "Playable Races" I would just say "Humans."  The (admittedly scant) background you provided gives the impression that there isn't much in the way of friendly racial commingling, and opening up a full smorgasbord of racial options is just going to get you a mish-mash group that probably wouldn't make any sense in context.  Especially if their group's purpose is hunting and exterminating non-human monsters.


As stated in my first post, I am not asking what racing you would like in my setting, I am asking what races you would like to play. period. And if there is a setting which you would like to play said races in I would not mind knowing that too.

so to clear things up for you, what races would you like to play regardless of the setting. Assume the setting fits what ever races you want to play if it helps.
Johnny Angel
player, 78 posts
Sat 20 Aug 2016
at 02:43
  • msg #860

Re: Victorian Science Fiction on Kickstarter

A few thoughts, but I didn't want to make multiple posts, so:


1) I've been working on a setting for a while.  It seems best suited to Dungeon Fantasy.

a) I've realized that I suffer from what some people call Tolkien Syndrome.  Any tips for organizing my writing process and not getting bogged down in minor details?

b) Is there middle ground between what GURPS calls Dungeon Fantasy and Fantasy?  I like the idea behind Dungeon Fantasy, but I've noticed that sometimes 250 points is a little overwhelming for new players to make choices with, and I've also noticed that there comes a point when I start to run into a few of the same issues that D&D has at a certain level.




2) Part of the concept behind the setting I mentioned above is a city built on top of a dungeon.  In some ways, it would be very similar to the idea behind the Ptolus setting.

a) I'd like to be surprised -even as the GM- by some of the levels.  Would there be any interest among the community in designing a level of the dungeon?

b) What are some ways to explain how underground dwellers get food and water?  It seems as though there's only so many times I can use mushrooms and potatoes before it gets old hat.
Tortuga
player, 435 posts
Sat 20 Aug 2016
at 03:04
  • msg #861

Re: Victorian Science Fiction on Kickstarter

1) Ok.

a) Only bother creating what your players are going to encounter. If they dig deeper, improvise and take notes.

b) DF Henchmen has rules for smaller templates.

2a) Perhaps.

2b) Magical solar lights.
Johnny Angel
player, 79 posts
Sat 20 Aug 2016
at 07:52
  • msg #862

Re: Victorian Science Fiction on Kickstarter

I like Henchmen.  The only issue I find is that the monsters and creatures often seem to be geared more toward the assumption of 250 points.  The easiest example of seeing that is comparing an orc template from Banestorm to any of the ones from the DF line.
BlueDwarf
player, 62 posts
Sat 20 Aug 2016
at 08:23
  • msg #863

Re: Victorian Science Fiction on Kickstarter

In reply to Johnny Angel (msg # 862):

Just answering Q2.

2a) Perhaps. What do you want? What about random generation?

2b) There are always carnivorous that eat the fungus eaters. Or creatures that get sustenance of heat (ie lava) or eat gems or metals (did I hear someone say rust monster?) or even rocks. Underground lakes easily explain water, often in large enough quantities for plankton that live of heat instead of light.
Johnny Angel
player, 80 posts
Sat 20 Aug 2016
at 09:13
  • msg #864

Into The Dungeon

BlueDwarf:
In reply to Johnny Angel (msg # 862):

Just answering Q2.

2a) Perhaps. What do you want? What about random generation?

2b) There are always carnivorous that eat the fungus eaters. Or creatures that get sustenance of heat (ie lava) or eat gems or metals (did I hear someone say rust monster?) or even rocks. Underground lakes easily explain water, often in large enough quantities for plankton that live of heat instead of light.



I'm fine with some amount of random generation.

The dungeon is a bit video-gamey in some respects.  I imagine that lower levels will be tougher.  I don't want combat to always be the answer though.  I have some ideas in mind for puzzles and social challenges -which I don't mind sharing if asked.

The vague idea I have in mind right now is that levels 1-3 are somewhat peaceful (but not necessarily without challenges) due to having been explored by many NPC groups already.  When I've run the setting for a different group previously, one of the early levels was dominated by large bees which collected pollen from glowing flowers.  This produced "glow honey" which could be bottled relatively easily, and was a nice way for me as GM to remind players that they might want to take a light source.  Typically, the bees leave you alone as long as they're not disturbed or startled.  I lost some of my old notes from the first time I ran the setting, but my thoughts at the moment are to have the hive on part of 3; possibly edging into an area of 4 where there is a lack of ceiling/floor between the two levels.

4-6 is tougher, but not radically different in general challenge; though there may be particular areas which are harder or easier. I feel as though those levels should be more active.  The game is somewhat intended to introduce some people to GURPS who haven't played before, so I'd like a few levels to introduce various aspects of the rules and give a chance for players to get a feel for what their characters can do.  I'm heavily considering using the decagoblin challenge from Pyramid in here somewhere.

7 is when I'd like to start ramping things up.  Difficulty is one way of doing so, but so is complexity.  By complexity, I mean there may be more than one type of problem (social, puzzle, combat, etc) involved in a situation.  My gut feeling is that this is around when players should have a good enough grasp on mechanics to start interacting with the game world more.  I'd like to introduce some sort of minor boss that roams this level.  Killing the boss isn't necessary, but I feel that it should be a threat which could be attracted and doing so would be undesirable.

8-9 would get a little harder than 7.

10 contains a series of gateways.  I have a pretty solid idea of what's on 10.


So, I suppose what I'm looking for is a few things to fill in the blanks.  It could either be a level or a series of rooms on a level.  If there's something which fits into the general idea above that you'd like to test out and get feedback on, I can see how the players interact with it.

One idea which I'm working on is using the Fungi from DF Monsters 2. I like the dazzler and puffball options for a possible hazard during an encounter somewhere on 5.
BlueDwarf
player, 63 posts
Sat 20 Aug 2016
at 11:09
  • msg #865

Into The Dungeon

Hmmm, I have deviated from that a little, in that I am using Fungi as a source of food, but it has side effects. Some just make you ill, others expose you to magic and in doing so can turn you into an elf/orc/dwarf, etc, and others just give you temporary Lecherousness. In this way, you can treat some fungi are rewards, instead of potions, and the effects can be many, and maybe the effect comes from a gas cloud released on damage or even if vibration is detected. You could even ave flammable ones to slow down that pyromanic mage.

The puzzle ones I can understand, but I have always struggled to come up with good social challenges my players enjoy. Might I ask some of your ideas in that regard?
Johnny Angel
player, 81 posts
Sat 20 Aug 2016
at 17:37
  • msg #866

Into The Dungeon

Food fungi is still a possibility.  What I mentioned was a specific use of a creature found in one of the monster books.

For social challenges; honestly, I've considered blatantly stealing parts of a D&D adventure called Caves of Chaos.

Also, in this particular setting, there are other dungeon delving groups.  An idea that I used in a non-GURPS game before was encountering another group who had been stuck underground for a while and was starting to suffer from paranoia.  The players needed to cross a bridge, but the paranoid NPCs were on the other side with a hastily built fighting position and a makeshift siege weapon.  The players had to use social skills to calm down the NPCs if they wanted to cross safely.  Fighting was allowed as an option, but was obviously more dangerous due to the possibility of a scorpion bolt being aimed at the first person across.

The leader of the NPCs had certain things that he'd respond positively to and certain things he'd respond negatively to.  Associated skills in GURPS would likely be Diplomacy, Heraldry, Saviore Faire(Military), and possibly Fast Talk.  In the original version, using Intimidation lead to being shot at; being accompanied by undead gave a severe penalty to trying to be diplomatic, and trying to run or otherwise move quickly lead to a negative reaction.  Depending on the amount of success, the NPCs offer to accompany the players and have some knowledge of the area.
This message was last edited by the player at 17:40, Sat 20 Aug 2016.
Johnny Angel
player, 82 posts
Tue 23 Aug 2016
at 07:26
  • msg #867

Into The Dungeon

I was thinking some more about the social challenge question.

The game I'm running is very focused on Dungeon Delving.  However, the two primary players are interested in starting their own delving business.  That has included some social scenarios.

One of the first things they did was seek out some hirelings to fill their ranks.  This lead to a series of interviews.  While not a challenge in the sense of "winning" or "losing", there was challenge involved in trying to discern who they wanted to hire without being able to have concrete game stats to look at.  As the person running the game, it also gave me some insight into what non-combat activities interest them.  It lead to a few surprises on my end, and, in the long run, I think it will create some interesting situations.

One of the NPCs they hired is a cook with an obligation to a secret society.  One is a coleopteran warrior with social ties to a clan.  The other is a porter who is Lazy; I'm curious to see how long he stays with the group before his disadvantage is noticed and becomes a problem.

Assuming their business has some success, I have a few other things in mind.  There are other delving agencies in the city where the game is taking place.  Slander and competition via propaganda and advertising is a possible social challenge.  Attracting sponsors and patrons is also a possibility, and that carries a few social scenarios.  I'm still sketching out the inhabitants of the city; I'll have more detail to share once I fill in some of the blanks.

Current party composition
Vampire Alchemist - player; being a vampire is a secret
Minotaur Saint - player; minotaurs are more common in this setting; saint of a fire god
Dwarf Cook - hireling; secret society member; least combat skilled
Human Porter - hireling; lazy porter; has some spear skill
Coleopteran Warrior - hireling; using an oar as a polearm; also uses a longbow
Johnny Angel
player, 84 posts
Tue 30 Aug 2016
at 03:59
  • msg #868

Into The Dungeon

One of the things I like about GURPS is that it has more plausible combat results.  It's one of the many things which attracted me to the system.

That being said, I'm newer at running Dungeon Fantasy.  Both the PCs and their opponents often have high skill and high damage, and that tends to lead to fights where one attack has the capability to severely injure or kill most people.  While I do expect combat to lead to harm, going from full HP to near death seems to happen a lot more regularly than I had anticipated.

I'm not sure what advice to offer my players when they build characters.  I'm likewise unsure of what I can do on my end of things to lead to more balanced outcomes.

I'm not looking to take it easy on the players, but they are newer to the system, so having them hover on death's door as a regular thing isn't what I expected from the first few sessions.

Any advice?
archypetro
player, 11 posts
Tue 30 Aug 2016
at 08:16
  • msg #869

Into The Dungeon

Well, there is an interesting mechanic that was introduced ( i think )  in monster hunters, regarding 'destiny points' or 'extreme comptetance'. It essentially is a way of having the ability to spend CPs for successes/effects (like flesh wounds) without actually spending character points, encoded in an advantage or two.

something similar to that might work out for you - though this kind of thing would probably lean some scales of kick-assery well in the favour of your players.



For people attacking your players, if you keep the levels reasonable then it is much more managable. I found thatwith DF and other fantasy-esque settings there was some inflation of the abilities for descriptions.

"the tall strong looking orc who weilds his axe with great skill" in any realistic setting ends up being   st 12-13, skill 14   in DF those values generally get hiked up. Granted even at the lower end of that spectrum anything more than a "bad roll" for damage is still going to mess people up.

I think one of the things that halped me a lot was to say "It's okay to get hit" one thing to remember is that even at 0HP you won't just die - if you're bleeding you're bleeding - it's not until you start hitting those HP multipliers taking damage that you're rolling to die. So your characters can be in fights, have smashed out all of their 17 HP of damage, be battered and bruised on the verge of losing consciousness - but the only real risk for death is that they keep bleeding.  If they had bought some oil that they rub over their skin that uatomatically stops wounds bleeding, then it's all just good "they wake up later"
Johnny Angel
player, 85 posts
Tue 30 Aug 2016
at 13:12
  • msg #870

Into The Dungeon

The inflation of abilities is a lot of what I'm looking at.

Last night, a fight against a group of goblinoids turned out to be a lot tougher than expected.  I'm a little apprehensive about using some of the tougher creatures from DF: Monsters.  My concern is over whether the game will turn into an arms race in the same way that high level D&D tends to.

I was using the Decagoblin set of encounters from Pyramid.  The two players are still very new to GURPS.  I'm still getting back into the swing of things myself.  So, maybe later sessions will give me more info to judge from.
archypetro
player, 12 posts
Tue 30 Aug 2016
at 15:22
  • msg #871

Into The Dungeon

Well, I think also that in terms of engagements that ar skirmishes. Numbers have a rather large effect - even just having 3 vs 2 actually can really make noticable difference without just say 'scaling up the enemy to be stronger monsters'.

Even a force of weaker creatures if you start adding in tactical thought/leadership etc. could be formidable.

The thing I really try to go for more than anything is a way to think cleverly or something. If you put a big war-like hulking orc that has been spanking people with his stolen dwarven greataxe - and he happens to be a weapon master in a direct compeition with some goblin wielding a broken breanch... well direct force will likely just have the goblin dstroyed. When the granularity of fighting comes with the 'cut' evenhaving a small advantage in skill, fortitude, etc would mean things go from "oh crap i'm in a fight" to "oh %$£%$% I have no arm" (0->60) in no time at all.

The best way to tackle that is with options that allow for those direct hits to be deflected. It's said time and again that using things like terrain, obstacles, etc help a lot but it can extend further than that.

1) Personality - it is unlikely that even a confident, well-established warrior would be pushing to attack every round, fights work in flurries more than anything. A guy who is smaller, or feels a bit intimidated would likely be more defensive or cautious... but it means defensive attacks, proving feints etc.

There's a great post on the SJW Forum about a boxing match with two different types of fighters, this gives some of the idea for it

2) THings other than skill and strength - the last gasp allows at least one totally different style of fighting. I used it in one of my fights where the guy fought purely defensively in order to wear out a very aggressive enemy with the depleting skill level associate dwith exhaustion after a while my guy could just pick the enemy apart.

It's jut one example but that kind of thought can really change dynamics of fighting.


Imagine calling out against the enemy "guess where your greenskinned momma was last night !" and encouraging them to fight below optimum. Lots of strong, committed and/or all out attacks as anger and frustration get more and more


If you incorporate such things into combat then you could jave something like a bard, actually be a formidable character. Because... he is so skilled at messing with peoplese heads (strong charisma, intimidation, will, acting, etc.) that he is able to scare the crap out of anyone fighting him into thinking he's the greatest and best warrior ever... so the enemy, out of fear doesn't perform well (even if it's not 'fear' directly, i.e. a seasoned veteren enemy.. unless thay have unfazeable/indomitable (one of those) they would still be affected by such ruses)  they are overly cautious and so focused on protecting themsevles that they leave openings.



this was a bit ofa brain dump, hope it helps.
Johnny Angel
player, 86 posts
Tue 30 Aug 2016
at 21:47
  • msg #872

Into The Dungeon

Yeah, it does help.

I haven't tried Last Gasp yet.  I'm holding off on introducing a lot of rules until both of the players have a better grasp of GURPS.  I'm still shaking off my own rules rust as well.

Looking over the encounter, I think part of the problem was that I chose tougher opponents than I should have.  I used Goblin Commandos from an online conversion.  10 Commandos vs the 4 (2 PCs and 2 hirelings) leading to only one casualty was pretty good in hindsight.

Still, my question is does Dungeon Fantasy turns into a race of ability and magic item inflation?

To some extent, I know it's part of dungeon fantasy style, but part of why I got away from D&D is because I didn't like how levels stacked in such a 'vertical' way.  "I trade in my +1 armor for +2 armor."  At a certain point, creatures and players started having numbers just for the sake of having bigger numbers, and it leads to fights in which whomever hits wins.  The 0 to 60 comment above is exactly what I mean.

The other thing I tend to dislike about that approach is that characters would sometimes become immune to the world around them.  I remember playing D&D 3.5 and realizing that the army I had acquired was virtually worthless because I could fight all of them by myself and win.  Don't get me wrong, I highly enjoyed the system at the time I was playing it, but I liked that GURPS lead to results which made more sense to me.  Even in a Dungeon Fantasy game, I'd rather have heroes leading armies than fighting them.  A hero fights 10-20 goblins and wins?  Ok, fine.  A high level fighter fights 1000 people and wins without a scratch as a regular thing?  That starts to break my ability to buy into the fiction.
This message was last edited by the player at 22:04, Tue 30 Aug 2016.
Johnny Angel
player, 87 posts
Fri 2 Sep 2016
at 11:46
  • msg #873

Dungeon Fantasy Boxed Set

I imagine some of you are aware of this already, but there is a Dungeon Fantasy Boxed Set on Kickstarter.

https://www.kickstarter.com/pr...ame-powered-by-gurps
JustJessie23
player, 7 posts
Wed 7 Sep 2016
at 09:23
  • msg #874

Dungeon Fantasy Boxed Set

In reply to Johnny Angel (msg # 873):

They don't know me as "Backer #1" for nothing!

(I kinda wish there was a gold star or something trivial like that for being the first backer, but there isn't.  So I just get to say "I backed it 20 seconds before the #2 backer!"

I'm excited for this project. I'm looking forward to where it goes and what other projects it inspires.
Witchycat
player, 67 posts
Furry Kitty with
a witch's hat
Thu 8 Sep 2016
at 01:21
  • msg #875

Dungeon Fantasy Boxed Set

The Dungeon Fantasy version is a high power game in GURPS.
Varsovian
player, 32 posts
Wed 14 Sep 2016
at 20:40
  • msg #876

Dungeon Fantasy Boxed Set

So, if I may... here's another in this series of "GURPS games I'd like someone to GM for me".

The idea is: Department of Occult Warfare.

Stealing the idea from Clive Barker's Jericho, I'd like to play a game where the characters are operatives from a top secret branch of US military dealing with occult threats and research. It may sound like something out of Hellboy, but I'm not thinking about comic-booky horror here, with a red demon shooting Nazis etc. What I have in mind would be something more realistic, with the characters being ordinary soldiers exploring supernatural phenomena, occassionally using their knowledge of the occult to conduct rituals etc. The mood would be dark and creepy, with some realy scary stuff happening.

Overall, I'm thinking of something like Hunter: The Vigil's Task Force VALKYRIE, but without the high-tech gadgets and with some practical knowledge of magic. Something like Call of Cthulhu or Delta Green, but with soldiers from a legit (if secret) branch of the military.

BTW. Note that the DOW's mandate would not only be the neutralization of threats, but also research. Meaning, these guys might not only be hunting demons etc., but also finding ways of using such phenomena for the military's benefit... Cue shady stuff happening :)

Any takers?
Witchycat
player, 68 posts
Furry Kitty with
a witch's hat
Fri 16 Sep 2016
at 01:39
  • msg #877

Dungeon Fantasy Boxed Set

Sounds sort a like the X-files.
Tortuga
player, 437 posts
Tue 20 Sep 2016
at 03:15
  • msg #878

Dungeon Fantasy Boxed Set

So I just bought a big box of old Traveller stuff from a friend, and after looking through it for a bit came up with the urge to run a GURPS game using it. I don't know that I'd end up using the 3e GURPS Traveller book (which I have but have never used) but there's a ton of setting material.

If I can get 3-5 potential statements of interest I'll work on developing something. Yeah?
BlueDwarf
player, 64 posts
Tue 20 Sep 2016
at 05:38
  • msg #879

Dungeon Fantasy Boxed Set

In reply to Tortuga (msg # 878):

I would definitely be interested. Prefer not to have to learn 3e, as I have GURPS: Interstellar Wars, which is 4e, but whatever.
Tortuga
player, 438 posts
Tue 20 Sep 2016
at 05:42
  • msg #880

Dungeon Fantasy Boxed Set

Nah, it'll be a 4e game.
EricS
player, 4 posts
Tue 20 Sep 2016
at 05:59
  • msg #881

Dungeon Fantasy Boxed Set

In reply to Tortuga (msg # 880):

I would be very interested in this.

-Eric
Tortuga
player, 440 posts
Sat 17 Dec 2016
at 04:19
  • msg #882

Dungeon Fantasy Boxed Set

Game Proposal:
PCs are up and coming hoods on the streets of Gotham City. Bounce from gang to gang, looking for the next score, making your bones, trying to avoid the Batman's attention.

Of course, there's only one Batman. Most of the game's conflict will come from rival criminals, including the crooked GCPD. I'm seeing a game that's mostly crime drama, with the legend of the Batman looming over things, and a lot of weird stuff going on.

I'll pitch it as a GURPS game first, see if there's enough interest among you fine folk.

Interested?
Zoncxs
player, 41 posts
Fri 23 Dec 2016
at 17:11
  • msg #883

Dungeon Fantasy Boxed Set

I am looking to start a game soon. It will be a Dark Fantasy game setting. The first adventure will take place in a small town and consist of the group solving the murder of the mayor and what is happening around the town and trying to stop it. Magic is in the form of Sorcery meets Psionic Powers. Characters are made on 150pts using the provided template. Wondering if anyone is interested.

link to another game
This message was last edited by the player at 17:11, Fri 23 Dec 2016.
Tortuga
player, 442 posts
Wed 18 Jan 2017
at 22:47
  • msg #884

Dungeon Fantasy Boxed Set

I've been playing a lot of Metro and Dying Light lately, and I'm thinking of running an urban post-apocalyptic game set in the ruins of a dying city. No zombies, I don't think, but mutants of some sort or another are a possibility.

Most of the conflict will come from opposed factions of human survivors. The PCs might be members of one such faction, or outsiders of some sort, working in their shadows, pursuing their own agenda.

I see a lot of parkour, some inter-faction politics, raids, and maybe trying to build something together.

The problem is that there are already at least two GURPS After the End campaigns that I'm aware of. I'm not sure if there's enough interest to get a game going... but I guess I could calibrate it for 1-2 players if that's all I get.

I'll post about this over in the Game Proposals board too, but as this is where the hardcore GURPSers hang out, I thought I'd get your opinions.
Mad Mick
GM, 120 posts
Thu 19 Jan 2017
at 09:52
  • msg #885

Dungeon Fantasy Boxed Set

Sounds cool.  We had a post-apocalyptic GURPS game going a number of years ago that had a randomly generated scenario and a random selection of six proposed characters (just write ups, of course, and statted out once one character was selected).

And good on you for not going the zombie route.  It's a great genre, but there's more than enough zombie games out there.
Rockwolf66
player, 13 posts
Fri 20 Jan 2017
at 00:21
  • msg #886

Post Apocalypse game

I would actually enjoy such a game. One problem that I can see is that there is not a good...Resource building system in Gurps. I know Conspiracy X for 3rd edition has some resource building rules but they are setting specific. then GURPS Supers has some secret base rules but they don't really fit Post Apocalypse settings all that well.

Still it would be great to have a game where one can actually build a new society.
Tortuga
player, 443 posts
Fri 20 Jan 2017
at 00:22
  • msg #887

Post Apocalypse game

There are some rules in the Low Tech companions. I forget which.
BlueDwarf
player, 65 posts
Fri 20 Jan 2017
at 00:47
  • msg #888

Post Apocalypse game

In reply to Tortuga (msg # 887):

There are also some good items in High Tech, such as the steam driven generators for such settings.
Tortuga
player, 444 posts
Fri 20 Jan 2017
at 00:49
  • msg #889

Post Apocalypse game

Resource rules, I mean. And some in After the End 2 for scavenging, building, modifying, repairing.
Rockwolf66
player, 14 posts
Fri 20 Jan 2017
at 00:56
  • msg #890

Post Apocalypse game

I have the books. I'll have to look through them. I've been wanting to play out a scenario where a character and their allies start out with a makeshift workshop and build it into a technological center.
BlueDwarf
player, 66 posts
Fri 20 Jan 2017
at 00:58
  • msg #891

Post Apocalypse game

In reply to Rockwolf66 (msg # 890):

High tech tools and power supplies should cover all of that in a post-apocolyptic setting. Low Tech may cover food supplies and wood, but a little research into the preping community may help. A Dehydrator and water supply will be critical...
Tortuga
player, 445 posts
Fri 20 Jan 2017
at 01:00
  • msg #892

Post Apocalypse game

Currently the scenario I have in mind has the PCs infiltrating the city for an outside power to gather intel on the local factions and potential resources. Their orders are pretty much to blend in, get accepted as locals, and generally be accessible as sleeper agents for future operations.

During this time the PCs are free to interact with the city however they want... I'm planning on treating it like a sandbox. Cozy up to the various factions, build a lab, play politics, pursue individual agendas, etc. I see a lot of exploration, and plenty of opportunities to build. Maybe you actually go native, maybe you betray your new friends, maybe you come clean about your initial mission.

Up to the PCs.
This message was last edited by the player at 01:01, Fri 20 Jan 2017.
Rockwolf66
player, 15 posts
Fri 20 Jan 2017
at 01:20
  • msg #893

Post Apocalypse game

I am familiar with both the "Prepper" Community and the "Survivalist" community. I know a few people who are actually subject matter experts on such things.

I do repair and build tools as both part of my day job and as a hobby. My last disappointment was finding out that the potential outer casing of the forge I'm building has zinc in it. Zinc produces some very toxic fumes when heated.

I have some idea for a character but I know that they don't use the standard After the End Techie template. Plus there is what Character point values would be used?
Bane Root
player, 18 posts
Sun 29 Jan 2017
at 04:42
  • msg #894

Post Apocalypse game

***edited***

I'm interested in running a dark fantasy game using GURPS rules, set in a setting collaboratively created by all writers/players involved using the Microscope rules.

First we would create the world and its history using Microscope. Once the world was set, we would decide as a group the specifics of the game; setting, period, location, point total for characters, character concepts and creation, races available to be played, concepts and themes to be explored etc, etc.

From there we would create setting specific characters with intermingling backstories and I would write an introduction adventure.

The microscope game can be purchased, physical copy or pdf, from the lamemage website it amazon.
http://www.lamemage.com/microscope/
But you won't need the book (though I highly recommend it) as I will be walking us through the initial stages of the game.

Below you'll find the setup for the microscope portion of the game. Once we have enough interested players, we will do an Add/Ban turn, where we add and ban things to the game. I will say that though microscope usually allows for total freedom to create, as we are trying to build a cohesive world together, I will have a number of caveats that will be In place prior to the Add/Ban turn.

The caveats will be more of a guiding theme then a hard rule.
Caveats:
-This is epic dark fantasy. So no talking rabbits, sexy cat headed woman or cartoony aspects to the game.
-No real world religion. Keeps the OOC tolerable and avoids fights.
-No real world persons, places or things. Be original. I don't want any Gandhis, or Hitlers, or Eiffel Towers.
-No people, places or things from fiction. I don't want Harry Potter or Gandalf to show up. At all. Creatures and monsters are fair game, but that's it.
-No steampunk. (Personal preference). I'm going to have a TL lockdown.

Other then that it is open season. Be as creative as you want.

The basic set up for the Microscope portion of the game is as follows;

Overview
"Humanity struggles to survive in an unforgiving world of dark fantasy fraught with deadly perils."

BOOKEND (Dark)
"The world is in turmoil. The Dark Gods are dead after countless millennia of subjugation. The Founding races wage war over the spoils in a devastated land."

BOOKEND (Light)
"The world is at peace. Order and stability reign protected by peace treaties between the Founding Races and powerful magic."
This message was last edited by the player at 01:25, Tue 31 Jan 2017.
jonasthered
player, 5 posts
Mon 30 Jan 2017
at 19:05
  • msg #895

Microscope Game

Play by Post, I assume? You refer to sunday, which is a little odd.

I'd love to get involved. Shouldn't the add/ban requests be in the actual game thread though?

Add: Intelligent Non-humanoid societies.
Ban: Mages who can do anything with enough study.
Add: An Underdark ecology.

Those are pretty strong add/bans, so I'll stop at three.
Bane Root
player, 19 posts
Tue 31 Jan 2017
at 01:26
  • msg #896

Re: Microscope Game

jonasthered:
Play by Post, I assume? You refer to sunday, which is a little odd.

I'd love to get involved. Shouldn't the add/ban requests be in the actual game thread though?

Add: Intelligent Non-humanoid societies.
Ban: Mages who can do anything with enough study.
Add: An Underdark ecology.

Those are pretty strong add/bans, so I'll stop at three.


edited my original post as it was copied and pasted from a RL game I run and not edited properly...
Rockwolf66
player, 16 posts
Mon 20 Feb 2017
at 02:38
  • msg #897

Min/Maxers

Hey All,

Any tips on how to deal with Min/Maxers. You know the people who out of a 150 CP character with -60 disadvantages they put 100 points into one stat, 35 points into magery and all but SIX!!! CP into spells at 1 point each.

While I like their character concept the character's stats are garbage and they seem to think that Magic can solve anything.
Tortuga
player, 447 posts
Mon 20 Feb 2017
at 02:49
  • msg #898

Min/Maxers

What that tells me is that "I want to do stuff with magic" is the focus of their interest in the game. And that's fine. Don't punish them for it. Let them be good at magic.

But let them be shit at everything else. Personal relationships. Balancing their checkbook. Adult responsibilities. Play up their gross incompetencies and have NPCs marvel that they can function in society with such a staggering level of ignorance.

Do that by making sure that stuff matters. Prove that magic CAN'T solve all problems by showcasing life outside of "adventuring." Take advantages of the opportunities their gaps provide you with.

Again, not to be vindictive. Simply to emphasize the value of balance. They made the choice to be good at one thing, and that implies being terrible at a great many other things.
Raddek
player, 12 posts
Mon 20 Feb 2017
at 03:34
  • msg #899

Min/Maxers

Perhaps I'm a little more vindictive.  While I wouldn't say put them specifically in threads that make them fail, nothing makes a player sweat more than forcing his character to make a swimming roll (which defaults to HT-4) if he hasn't put points into it or die.  Really, the thing that makes players want to take balanced characters is holding them accountable for the consequences.  If they take heaps of negative reaction modifiers, they'll probably stop when you roll reaction rolls for every NPC they meet.  If they fail to take any skills that help them from losing fatigue (hiking, running, etc.) they might have second thoughts when you have them roll against skill/HT or lose that much fatigue.  All in all, it's pretty much the same thing Tortuga said.  If a player is used to things not mattering, then he won't account for them and will only take points for the things he thinks he needs.  In the end you need to 1.  Use the rules (instead of ignoring fatigue/reaction/etc.) and 2.  Hold players/characters accountable for their shortfalls.  If they die, tough shit.  Life/GURPS is hard, and they shouldn't have acted like an idiot when they knew they couldn't __________.
Tortuga
player, 448 posts
Mon 20 Feb 2017
at 04:01
  • msg #900

Min/Maxers

Yeah, I mean, if he wants to play an obsessive weirdo who only cares about magic, then let him be an obsessive weirdo. Let other people treat him that way. That's the challenge he has chosen to accept.
KingHenryBlack
player, 1 post
Mon 20 Feb 2017
at 06:52
  • msg #901

Min/Maxers

Crazily enough, I'm leaning towards what Tortuga is talking about - sure, he's an obsessive weirdo that thinks magic solves *everything*. Let him have his fantasy, but chip away at the fact that in everything else, he plain and simply sucks. He's likely to be considered little more than a FUBAR when it comes to the simple stuff, but he'll be a magic god...

Personally, I'd find out where he's weak and subtly remind him (as others have mentioned) about those weaknesses. Not all the time, but depending on what this guy chooses to do, it'll have an impact. I can see the word getting around after a while about some of his mistakes, and some of the NPC's will snicker/point & laugh/etc.  Don't always do that; some positive reinforcement on the magical side is warranted, but I'd make him realise that he should have balanced the character better. (Seriously? 100 pts into 1 stat?)

And if things don't go well, then he pays for it, however, you want to do it. Don't kill the character - he'll never learn the lesson if he just keeps making OP characters. (He sounds like a 'glass cannon' to be honest) Hopefully, he'll get the hint before any sort of ragequit happens. And if he ragequits, problem solved.  :)
Johnny Angel
player, 88 posts
Mon 20 Feb 2017
at 18:19
  • msg #902

Min/Maxers

I feel like the current conversation highlights why Raistlin from Dragonlance was an interesting character.  Sure, he was (literally in some parts of the story) like a god when it came to magic, but he was physically frail and vulnerable.  He needed his meathead  twin brother more than he'd ever care to admit.
Tortuga
player, 449 posts
Mon 20 Feb 2017
at 18:22
  • msg #903

Min/Maxers

And could he even order a coffee without offending everyone? Could he keep his quarters clean? Did he know how to cook even simple meals? Could he balance a checkbook or hold his end up in a conversation that wasn't about magic?
Aethulred
player, 72 posts
Mon 20 Feb 2017
at 18:32
  • msg #904

Min/Maxers

*IF* this is a new guy, you might steer him gently toward a more balanced character by pointing some of this out... if he is a GURPS Player, just advise him that there won't be any slack granted for those un-purchased life skills. I then would assume he had just wandered out of some chantery after decades of study and treat him as such. He obviously can't be young. But it might be fun to have the group trying to keep the MAGE safe and fed for those times when they need his Magic.
Big Brother
player, 23 posts
Tue 21 Feb 2017
at 01:28
  • msg #905

Re: Min/Maxers

Tortuga:
And could he even order a coffee without offending everyone? Could he keep his quarters clean? Did he know how to cook even simple meals? Could he balance a checkbook or hold his end up in a conversation that wasn't about magic?


I think Raistlin's a good example of this, too. Could he make coffee? Probably. That's not exactly rocket science. Balance a check book? Again, probably - in this case because he's so naturally intelligent (he'd have a high IQ in order to be so good with magic). Cook simple meals? Depends on what you mean, but I don't see why not (as long as you're not expecting world-class chef material... we're talking bacon here, not Cuisinart). But could he open a pickle jar? Doubt it.

As for a conversation, that's a bit more difficult. Raistlin could, but not always terribly well. And he certainly wasn't very likeable.
Tortuga
player, 450 posts
Tue 21 Feb 2017
at 01:54
  • msg #906

Re: Min/Maxers

Don't think Raistlin. Think Radagast.
Aethulred
player, 73 posts
Tue 21 Feb 2017
at 03:04
  • msg #907

Re: Min/Maxers

In reply to Big Brother (msg # 905):

Oh Please ;-) .. I've seen engineers who couldn't make a drinkable cup of coffee... if this is a mage who has spent decades studying magic while the staff did the mundane stuff ... he will be pretty clueless on almost every day to day chore/task.
jonasthered
player, 6 posts
Tue 21 Feb 2017
at 16:28
  • msg #908

Re: Min/Maxers

But if you min/max for IQ, you get the mage who just happens to be good at all IQ. The argument is that the min/max character isn't a helpless naive ivory tower mage. He's a min/maxed Gurps mage, which is somewhat different.
Aethulred
player, 74 posts
Tue 21 Feb 2017
at 17:03
  • msg #909

Re: Min/Maxers

Which would seem to be a flaw in the system, which is being abused. Perhaps best if the GM simply disallows the character as built then.

BTW, I am not knocking the system ... everything has limits and when they are exceeded bad things can happen.
Tortuga
player, 451 posts
Tue 21 Feb 2017
at 17:17
  • msg #910

Re: Min/Maxers

Something that's often overlooked is Relative Skill Levels. GURPS makes a distinction between talent and training in two respects:

quote:
Using Skills With Other Attributes

The GM will sometimes find it useful to ask for a skill roll based on an attribute other than the controlling one for a skill. This is realistic; few skills really depend just on brains, just on agility, etc. To make a roll like this, simply add the relative skill level to the attribute you wish to use and make a success roll against the total.

Some skill descriptions present situations where skill rolls using other attributes would be appropriate. The GM is encouraged to dream up more! A few examples:
• DX-based rolls against IQ-based repair skills to reach into tight corners; ST-based rolls against these skills to manhandle engine blocks and other heavy parts into place.
• IQ-based rolls against DX-based combat skills to feint an opponent, formulate tactics, or perform minor maintenance on weapons; ST-based rolls against these skills to disarm someone using brute strength rather than finesse.
• IQ-based rolls against DX-based vehicle-operation skills to recall traffic regulations, remember to change the oil, or identify the make and model of
a vehicle; HT-based rolls against these skills to stay awake at the wheel.


And

quote:
Using Skills Without Attributes
The GM might occasionally want two people with identical training to have similar odds of success regardless of their attributes, in a situation where training really does matter more than innate talent. In this case, just add relative skill level to a flat number – usually 10 – and roll against the result.


I find that GURPS GMs don't make enough use of these rules. Again, it's not to punish the player, but to recognize the fact that they're playing a talented character with very little actual training and practical experience.
KingHenryBlack
player, 2 posts
Tue 21 Feb 2017
at 17:22
  • msg #911

Re: Min/Maxers

In reply to Tortuga (msg # 910):

Nice thinking...I never thought of it that way.  Well done, Tortuga.

Cheers!
Tortuga
player, 452 posts
Fri 24 Feb 2017
at 21:16
  • msg #912

Party of Many

There's an option presented in Dungeon Fantasy 15: Henchmen that allows players to control multiple PCs in a single game, and I think that this rule might work well on RPoL where each character gets its own name/pic/etc. Essentially each PC gets a 250 point budget, from which they can build

- 1 250 point character (using the core DF templates)
- 2 125 point characters (with the DF 15 templates)
- 1 125 point character and 2 62 point characters (with the DF 15 "budget" template
- or 4 62 point characters

This way, players who just want the one PC can run the 250-pointer, and players who think they can handle 4 can run the 62-pointers.

Of course, this demands that players running multiple characters are able to keep them all distinct and entertaining at the same time.

Thoughts? Anybody want to try this?
Tortuga
player, 453 posts
Mon 6 Mar 2017
at 00:05
  • msg #913

Party of Many

Moving the convo here, what do you guys consider necessary for a golden age of piracy game? Is it about a specific historical era, or a certain mood or tone?
Rockwolf66
player, 17 posts
Mon 6 Mar 2017
at 01:53
  • msg #914

Party of Many

I'm gearing up for a campaign story arc involving a Kingdom of Pirates raiding the region. Now my story arc involves more modern-ish pirates but

I know that there are some GURPS books on Pirates.

GURPS Supporting Cast: Age of Sail Pirate Crew
GURPS Swashbucklers
GURPS Low-Tech
Pyramid #3/64: Pirates and Swashbucklers

I do have an Osprey book on Pirate ships and there are a few others on Pirates and those are great for quick historical references.
Johnny Angel
player, 90 posts
Mon 6 Mar 2017
at 21:13
  • msg #915

Re: Party of Many

Tortuga:
Moving the convo here, what do you guys consider necessary for a golden age of piracy game? Is it about a specific historical era, or a certain mood or tone?



I think a lot of the basic ideas found in Sid Meier's Pirates! is what I imagine.

-Swashbuckling
-Trading cannon fire with opposing ships
-A little bit of logistics(not too much to overwhelm the game, but enough to give -a touch of reality)
-Some political intrigue between established nations to create scenarios of gray morality
-Trying to balance the shifting moral of a crew


I'd be okay with the setting being a fictional place if need be, but I'd prefer a very low (or at least rare) level of magic at most.  The occasional voodoo witch's curse or saber from the bottom of the sea is cool, but Dungeon Fantasy style wizards and magic item shops wouldn't be.
Tortuga
player, 454 posts
Mon 6 Mar 2017
at 21:22
  • msg #916

Re: Party of Many

It's funny, I was picturing the old SNES Koei game "New Horizons."
Johnny Angel
player, 91 posts
Mon 6 Mar 2017
at 21:48
  • msg #917

Re: Party of Many

Tortuga:
It's funny, I was picturing the old SNES Koei game "New Horizons."



I don't think I'm familiar with that one.


The pirate games I'm most familiar with are Sid Meier's games and Port Royal.

I do like Koei's games though.  I'm enjoyed Romance of The Three Kingdoms and Nobunaga's Ambition.
Argo Navis
player, 1 post
Mon 6 Mar 2017
at 23:19
  • msg #918

Re: Party of Many

Tortuga:
Moving the convo here, what do you guys consider necessary for a golden age of piracy game? Is it about a specific historical era, or a certain mood or tone?


That's actually a pretty interesting question. For most of us the mental Imagee conjured when we hear the word "pirates" is the hollywood version: Douglas Fairbanks, Errol Flynn, and more recently Johnny Depp swashbuckling (or in the latters case swishbuckling) they're way across the silverscreen.

Now nominally these flicks are set in some vaguely defined age of sail period somewhere between the reign of Elizabeth I and the early 1800s, but they are pretty much all ragingly ahistorical, even the ones not based on a themepark ride. It's all about costumes and tropes, not dates and historic fidelity.

If you happen to be of a more literary bend and had you're idea of pirates shaped by Sabatini, Stevenson, O'Brian, and Forrester chances are it has a bit more fact than fantasy and you'd probably care for a setting at least roughly matching the timeperiod and locals during which piracy and it's most infamous practitioners flourished.

Lastly there are your history nerds. They'd care about realism, but somewhat ironically might be the most agnostic on the game being set in a specific time period or place so long as the details are historically accurate. Afterall pirate utopias bloomed in many places over the centuries, not just the 18th ct caribbean.

Personally i fall somwhere inbetween (the cracks?). My primary concern would be that the setting has internal logic insofar that it's economic and polital sitution would meet the neccessary criteria for pirates to exist. Beyond that it could be japanese wako riding the cbinese coast, english privateers sailing out of Port Royal to attack the spanish indies, or H.Beam Piper's space vikings nuking Amaterasu from orbit to loot their gadolinium stores.
Rockwolf66
player, 19 posts
Tue 7 Mar 2017
at 02:02
  • msg #919

Re: Party of Many

Great now I am wanting to play my Cyberpunk Pirate....:)
Jobe00
player, 9 posts
Tue 7 Mar 2017
at 02:38
  • msg #920

Re: Party of Many

Tales from the Floating Vagabond had Cyber Pirates.
Witchycat
player, 70 posts
Furry Kitty with
a witch's hat
Tue 7 Mar 2017
at 03:08
  • msg #921

Re: Party of Many

I love Tales from the Floating Vagabond !
Rockwolf66
player, 20 posts
Tue 7 Mar 2017
at 03:17
  • msg #922

Re: Party of Many

Raymunda the Pirate, her girlfriend Trudi and her rival for the affections of the fair trudi Harley are a trio of Cyberpunk Runners who travel the seas in search of coin and good times. Needless to say they are currently in need of a Ship and a cargo.


Witchycat
player, 71 posts
Furry Kitty with
a witch's hat
Tue 7 Mar 2017
at 03:26
  • msg #923

Re: Party of Many

Cyberpunk pirates would be fun.
Tortuga
player, 455 posts
Tue 7 Mar 2017
at 03:45
  • msg #924

Re: Party of Many

Okay, what's necessary for a cyberpirates game?
Rockwolf66
player, 21 posts
Tue 7 Mar 2017
at 04:00
  • msg #925

Re: Party of Many

In reply to Tortuga (msg # 924):

GURPS Basic Set Characters
GURPS Basic Set Campaigns
GURPS Cyberpunk (3ed)
GURPS High Tech
GURPS Ultratech

The Unofficial "GURPS Vehicle Collection 23" is very handy as it actually has modern ship stats.


Plus as "Pirates" are we just a ship without a home port, Smugglers, or Sea-born Marauders?
Tortuga
player, 456 posts
Tue 7 Mar 2017
at 04:03
  • msg #926

Re: Party of Many

Not what books, what tropes. What elements.
Rockwolf66
player, 22 posts
Tue 7 Mar 2017
at 04:43
  • msg #927

Re: Party of Many

Right off you have "Ragtag Bunch of Misfits". I mean Have you ever seen a Cyberpunk group get along even if they are "Family"?

http://tvtropes.org/pmwiki/pmw...RagtagBunchOfMisfits

TV tropes has an entire list of Cyberpunk tropes some of which will fit.

http://tvtropes.org/pmwiki/pmw...Main/CyberpunkTropes

And then there is

http://tvtropes.org/pmwiki/pmw...ain/BornUnderTheSail

http://tvtropes.org/pmwiki/pmwiki.php/Main/OceanPunk

http://tvtropes.org/pmwiki/pmwiki.php/Main/Pirate

http://tvtropes.org/pmwiki/pmwiki.php/Main/CoolBoat

the Anime "Black Lagoon" has some elements that work.
Tortuga
player, 457 posts
Tue 7 Mar 2017
at 06:03
  • msg #928

Re: Party of Many

Yeah, so what do you guys, as potential Players, consider essential to a cyberpunk pirates game?
Jobe00
player, 10 posts
Tue 7 Mar 2017
at 06:12
  • msg #929

Re: Party of Many

Cyberware, punks, and piracy?
BlueDwarf
player, 67 posts
Tue 7 Mar 2017
at 08:49
  • msg #930

Re: Party of Many

In reply to Jobe00 (msg # 929):

That sounds like a marine version of GURPs Shadowrun...
Argo Navis
player, 2 posts
Tue 7 Mar 2017
at 11:04
  • msg #931

Re: Party of Many

Tortuga:
Not what books, what tropes. What elements.


As i said for me it would be plausibility of the setting in terms of whether piracy can reasonably exist under the given scenario.

I mean once you strip it of all its trappings pirate is really  just another word for mugger. They are criminals with a profit motive who assault and murder people, en mass, for their possessions. As a viable business model that requires a few basic preconditions.

1)  Enough economic activity. Unless the society they prey upon produces 
sufficient wealth to make stealing it  worth risking your life there is 
really no point in being a pirate.

2) A market. Popular fiction notwithstanding most of what a pirate can
expect to seize in terms of loot will not be cash or other forms of 
liquid, anonymous wealth. That means there has to be a way to fence 
their victims former posessions for legal tender. That in turn implies a 
legitimate country willing to act as a laundromat for stolen bulk 
cargoes, be it as  a weapon of economic warfare against its rivals, for 
a share of the take, or both.

3) A safe haven. Pirate vessels, be they spaceships, zeppelins, or 
drakkar need maintenance, and provisions, and  their crews a place to 
actually be able to spend any of their illgotten gains. That means a 
port or rather ports able and willing to provide both in defiance of 
whatever authorities the pirates have offended with their activities. 
Usually that takes the form of (as above) a state actor extending the 
cover of its souvereignity because its a cheap or even profitable way to 
damage their rivals without officially going to war, or augmenting your 
forces if you already are at war.

Alternatively you'd need an extended period of anarchy or military 
overextension where none of the legitimate countries has the forces to
spare to suppress local warlords and prevent them from renting out their 
infrastructure to the raiders for a cut.

4) Being a livable evil. Pirates are parasites. If their predations 
destroy the economic  base of the country whose ships and towns they 
attack they kill off the very host their own livelihood depends upon. No 
profit, no trade; no trade, no loot; no loot, no pirates.

If pirates are an existential threat rather than a calculated, and 
calculable, risk to the movement of wares and people it also tends to 
make eradicating piracy a political priority, which historically spells 
the end for the pirates in fairly short order as the bases they depend 
upon get captured or razed (Shing Shi is the only example i can recall 
where the pirates arguably won that sort of full on confrontation, and 
even she ultimately decided to cash in her chips and make a deal while 
she was ahead).
Tortuga
player, 458 posts
Tue 7 Mar 2017
at 15:39
  • msg #932

Re: Party of Many

It's the question of real piracy vs romantic movie piracy. Muggers of the sea vs traders/explorers/privateers/revolutionaries/adventurers in floating democracies.

This tone is an important distinction. Are they pirates because CRIME or because FREEDOM?
Jobe00
player, 11 posts
Tue 7 Mar 2017
at 16:14
  • msg #933

Re: Party of Many

In reply to BlueDwarf (msg # 930):

There was an SR3 book called Cyberpirates!...
Argo Navis
player, 3 posts
Tue 7 Mar 2017
at 19:27
  • msg #934

Re: Party of Many

Tortuga:
It's the question of real piracy vs romantic movie piracy. Muggers of the sea vs traders/explorers/privateers/revolutionaries/adventurers in floating democracies.

This tone is an important distinction. Are they pirates because CRIME or because FREEDOM?


Hey it could be both you knpwRobin H. Sherwood: anarcho-syndicalist domestic terrorist and tax-evader, or patriotic political dissident and tireless defender of the anglo-saxon working class against exploitation by the norman imperialists? (-:
Tortuga
player, 459 posts
Tue 7 Mar 2017
at 19:33
  • msg #935

Re: Party of Many

Sure, it could be, but I'm less interested in possibility than in what people actually want to play. There are a lot more variables and potential frameworks in a cyberpunk piracy game than a golden-age piracy game.

So let's narrow that down from "what could a pirate game be" to "what is this pirate game going to be."
Aethulred
player, 76 posts
Tue 7 Mar 2017
at 20:48
  • msg #936

Re: Party of Many

I should point out that for many early Dutch traders, the difference in being a Merchant and being a Pirate was opportunity ... If you can take the goods from a trader coming back from the Far East and go back to Europe with them, it saves you a long trip! The reason East Indiamen of several nations were well armed.
Argo Navis
player, 4 posts
Tue 7 Mar 2017
at 21:46
  • msg #937

Re: Party of Many

Tortuga:
So let's narrow that down from "what could a pirate game be" to "what is this pirate game going to be."


Perhaps start with something even more specific and go from there: "What type of piracy? Land, sea, air, space, cyberspace, or submarine?".
This message was last edited by the player at 22:08, Tue 07 Mar 2017.
KingHenryBlack
player, 3 posts
Tue 7 Mar 2017
at 22:23
  • msg #938

Re: Party of Many

quote:
Perhaps start with something even more specific and go from there: "What type of piracy? Land, sea, air, space, cyberspace, or submarine?".


"Submarine piracy" - Now there's something you don't hear of every day...
Aethulred
player, 77 posts
Tue 7 Mar 2017
at 22:27
  • msg #939

Re: Party of Many

You surface and tell them to take to the life boats ... then grab the ship with a prize crew and go elsewhere. Probably work best in a war zone where other submarines are sinking the merchants for real.
krusher
player, 25 posts
Tue 7 Mar 2017
at 22:48
  • msg #940

Re: Party of Many

Hmmm. Putting this within the Reign of Steel world could work.

Capturing AI Ships to cannibalize for your own ship. Escorting humans from a dangerous zone to a "Safe" zone. And as a bonus, it works with all the different types, Land, Sea, Air, Space, Cyberspace and submarine.

Then attacking and boarding another vessel isn't about crime, it's about survival.
Argo Navis
player, 5 posts
Tue 7 Mar 2017
at 23:03
  • msg #941

Re: Party of Many

In reply to Aethulred (msg # 939):

Or you have underwater settlements in pressuredomes with freightersubs shuttling cargo and passengers between them.

http:/www.hisutton.com/Unbuilt_Russian_Spy_Subs.html
Aethulred
player, 78 posts
Tue 7 Mar 2017
at 23:54
  • msg #942

Re: Party of Many

In reply to Argo Navis (msg # 941):

But Hijacking a submerged submarine would be a trick!
BlueDwarf
player, 68 posts
Wed 8 Mar 2017
at 00:09
  • msg #943

Re: Party of Many

In reply to Aethulred (msg # 942):

I believe some current navies have planned for it...
Witchycat
player, 72 posts
Furry Kitty with
a witch's hat
Wed 8 Mar 2017
at 00:57
  • msg #944

Re: Party of Many

There is also the issue of Piracy versus Privateer, where a Privateer has some legal status. But then there needs to be a war going on, not like that would ever happen in a cyberpunk game.
Tortuga
player, 460 posts
Wed 8 Mar 2017
at 01:20
  • msg #945

Re: Party of Many

Premise: Players are a crew of deniable assets supplied by a shipping and transport line to prey upon its competitors in international waters. They pick their targets carefully, chase them down, and sink them, salvaging what they can.

PCs will be given their own vessel and let loose to cause whatever corporate sabotage they can manage, with the understanding that if they're caught they're on their own. Support from their employers will be extremely minimal, but so will their demands, as long as shipping is disrupted.
Argo Navis
player, 6 posts
Wed 8 Mar 2017
at 07:58
  • msg #946

Re: Party of Many

In reply to Tortuga (msg # 945):

What would be the TL? In a modern setting that sort of highseas hijinx runs into the proliferation of sattelites, radar, planes, radio etc. making it possible to track and run down any marine vessel. Unless there is a culture of 'legitimate' pirates with protected safehavens/no-go zones that prohibit pursuit for them to  blend into the players aren't going to last very long.

I believe the last time anybody managed to successfully pull off a lone wolf piracy/commerce raider campaign was count Felix v. Luckner during WWI, and that required both an incredible amount of personal skill and the devil's own luck on his part.
Tortuga
player, 461 posts
Wed 8 Mar 2017
at 13:55
  • msg #947

Re: Party of Many

TL is 9. You don't need skill, you don't need luck, you just need waters belonging to a nation with a small navy that lacks the resources or inclination to go after you for raiding transport that just so happens to be passing through. West Africa, the Indian Ocean, Persian Gulf.
Aethulred
player, 79 posts
Wed 8 Mar 2017
at 18:03
  • msg #948

Re: Party of Many

Who would be GMing this?
Argo Navis
player, 7 posts
Wed 8 Mar 2017
at 23:14
  • msg #949

Re: Party of Many

In reply to Tortuga (msg # 947):

Speaking of nations, thirdworld and otherwise would this be set in a straight(-ish) extrapolation of our own present except for some more advanced tech (i.e. Flight of the Wild Geese 2050), or a fullblown Gibson/Sterling/Williams alternate reality complete with corporate states and fashion sense that was cryogenically frozen in 1983?
Tortuga
player, 462 posts
Wed 8 Mar 2017
at 23:29
  • msg #950

Re: Party of Many

It would be an extrapolation of modern geopolitics, possibly with a bit of a random curve thrown in for the fun of it to represent unpredictable events. Early 2000's predictions of a BRIC dominance are not really panning out - India's growth has slowed, and both Russia and China are in recessions. Goldman Sach thinks Mexico will become one of the world's top economies by 2050, and South Korea is doing very well, so MITKA (Mexico, Indochina, South Korea, Australia)'s economic coalition might be the force to be reckoned with.
This message was last edited by the player at 23:29, Wed 08 Mar 2017.
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