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12:23, 2nd May 2024 (GMT+0)

Game Proposals/Interest Checks.

Posted by Mad MickFor group 0
Kyndig
player, 5 posts
Tue 3 Sep 2019
at 18:29
  • msg #114

Re: Game Proposals/Interest Checks

Valid points both.

I am planning on streamlining the air combat, potentially a lot, and honestly hope it’s more a game about the time in-between missions, the base & et al.  A real role-playing game.
Aethulred
player, 120 posts
Tue 3 Sep 2019
at 18:49
  • msg #115

Re: Game Proposals/Interest Checks

So that's sort of a Pulp Fiction Adventure with occasional missions to interrupt things?
Kyndig
player, 6 posts
Tue 3 Sep 2019
at 21:00
  • msg #116

Re: Game Proposals/Interest Check

I think it would be fun to have some sidebars - Nazi spies, Arabian Sheiks, Black Marketeers, Jewish Revolutionaries, Lost Treasures, etc.  No Weird War stuff tho.
Aethulred
player, 121 posts
Tue 3 Sep 2019
at 21:06
  • msg #117

Re: Game Proposals/Interest Check

That's pretty much my view of Pulp Fiction ... more Fascist Spies than Nazi tho'  El Duce thinks the med is his after all.
Kyndig
player, 7 posts
Fri 6 Sep 2019
at 21:42
  • msg #118

Re: Game Proposals/Interest Check

True.

I think I’ve come up with a combat system for fighters v. bombers that won’t take 100 years. I posted it in the Gurps Combat Club but I’ll repost here for feedback and questions.

I’m going to adapt the Space Opera Combat System for this, I think.

It’s a three-phase system with a Target Phase and a Maneuver Phase and a Fire Phase.

In the TF, there are 2 choices:

Aquire Target: A higher success can provide a bonus to aiming at the target
Maintain Target: The longer you have the same target, increases your chance to aim

In the MF, there are 5 choices:

Maintain Course: this can provide a bonus to opponents aim, and yours
Maneuver Offensively: this can improve your aim
Maneuver Defensively: this can reduce your opponent aim and yours
Total Defense: this can reduce your opponents aim more but removes any target you have
Special: all the crazy maneuvers, from ramming to bailing out and everything in-between

In the FF, there are 3 choices:

Pass: no effects
Declare Dodge: can dodge, reduces aim to you and attacker
Fire: roll’em & reduced attacker’s aim


Thoughts?
This message was last edited by the player at 21:45, Fri 06 Sept 2019.
Kyndig
player, 8 posts
Wed 18 Sep 2019
at 15:05
  • msg #119

Re: Game Proposals/Interest Check

Any thoughts on this?  I'm looking for feedback, and for playtesters.
Aethulred
player, 122 posts
Wed 18 Sep 2019
at 18:09
  • msg #120

Re: Game Proposals/Interest Check

Not sure I understand it well enough to comment.
I'll give it a go, with no promises of sticking around ... RL and my own games are suffering at times due to things going on.
Kyndig
player, 9 posts
Thu 19 Sep 2019
at 12:56
  • msg #121

Re: Game Proposals/Interest Check

I appreciate your willingness! Im just looking for *playtesters*.  This is not a game or a campaign; it’s strictly one battle, just to see if the GURPS ‘cinematic space combat rules’ can be made to fit WWII combat.
evileeyore
player, 23 posts
Fri 20 Sep 2019
at 01:04
  • msg #122

Re: Wing Commander's Rules

Kyndig:
It’s a three-phase system with a Target Phase and a Maneuver Phase and a Fire Phase.

Why are you breaking it into three phases, when most of these phases overlap ("realistically" speaking)?

Can the same person act in each of the three phases?
Aethulred
player, 129 posts
Sat 22 Feb 2020
at 02:51
  • msg #123

Re: Wing Commander's Rules

Some time back I stumbled on a D&D variation that created Witches. Two booklets by Timothy Brannan. The oldest was free and the newest was a couple of bucks on RPG NOW or one of the other affiliated sites.
I have always had a thing for the not so powerful Hedga Mages and the like, and this fit rather neatly.
I sort of kicked and hammered it a bit to fit GURPS, my favored gaming system and came up with this concept:
Mages do not consider those with Magery 0 to be Mages, just bumbling wanna be's who are a danger to them selves and those around them. Those blessed (or Cursed) with Magery 0 just keep quiet and try to use their abilities, or don't try ... but a long surviving group tries to rescue these Magery 0 folks and teach them useful spells and abilities, many of which are not at all like Magery magics.
The two Magics don't generally work the same at all, although there has been some limited cross pollination over the centuries.
No mage would EVER admit to learning or using witch spells; nor would they ever teach them to such cretins as witches.
Regardless, witches do have unique abilities and under duress Mages, Cleric and Nobles have all snuck out and asked for their help.

The Game would revolve around a moderately powerful (NPC) with setting up a coven to recruit and teach the locally gifted (with Magery 0) how to be witches and survive in what can be a very hostile world. Each beginner would get their own village to help and would be come the Village wise person / hedge Mage/ Witch [which Brennan says is a non gender specific term].
They then get to deal with the exciting business of improving crops, finding lost kids, dealing with wandering Fey and ignorant humans of varied sorts. The Coven meets regularly and supports each witch as needed within it's abilities.

Am I the only person who would find this interesting?
Anachronist
player, 7 posts
Sat 22 Feb 2020
at 02:58
  • msg #124

Re: Wing Commander's Rules

So you are considering a low tech (TL2/3?) setting with a campaign centered around a generation of young apprentices to an elder Witch?

That sounds like it could have a lot of promise depending on how things were fleshed out.

We're you thinking a quasi-historical setting? Low fantasy?
Aethulred
player, 130 posts
Sat 22 Feb 2020
at 03:18
  • msg #125

Re: Wing Commander's Rules

Low Fantasy TL 3 or very early TL 4 at most.
But it could be earlier as well, just have a lot of background for the TL4 or so era.
Aethulred
player, 135 posts
Tue 3 Mar 2020
at 02:30
  • msg #126

Re: Wing Commander's Rules

OK, I have a loose start posted ... I am sort of humming this and converting from a D&D  concept to a GURPS rules and different concept.
I welcome people's ideas although I cannot promise I will see things as you do. This is Low Fantasy, where you are fixing small problems , not saving the world.

OH, and a link:  link to another game
This message was last edited by the player at 02:33, Tue 03 Mar 2020.
Anachronist
player, 8 posts
Tue 3 Mar 2020
at 02:34
  • msg #127

Re: Wing Commander's Rules

I think if you combine the classic progression of age/power/resources with engaging NPC's (especially the Coven leader), community involvement (where do they draw the line? who do they prioritize? How much do they charge?) and maybe some politics, you could draw some talented writers and have a great project on your hands.

Best of luck!
Aethulred
player, 136 posts
Tue 3 Mar 2020
at 02:47
  • msg #128

Re: Wing Commander's Rules

We'll give it a try... see where it goes. Thanks
Magic Mushroomcloud
player, 44 posts
Thu 12 Mar 2020
at 13:53
  • msg #129

Yee Haw

I still can't commit to anything until early-to-mid April, but in the interest of getting a headstart on preparation: any interest around here for an Old West Action game (with or without Mass Combat)?
Tortuga
player, 526 posts
Thu 12 Mar 2020
at 15:42
  • msg #130

Yee Haw

Yee haw.
Anachronist
player, 10 posts
Thu 12 Mar 2020
at 15:54
  • msg #131

Yee Haw

I might be interested, provided that it is both Rootin and Tootin
BlueDwarf
player, 125 posts
Thu 12 Mar 2020
at 18:56
  • msg #132

Yee Haw

In reply to Anachronist (msg # 131):

I would be interested, especially in the Mass Combat side of things. Though April to June I may have reduced access to the internet.
evileeyore
player, 33 posts
Thu 12 Mar 2020
at 21:35
  • msg #133

Yee Haw

My interest depends on how many points the PCs have to build with...
Magic Mushroomcloud
player, 46 posts
Thu 12 Mar 2020
at 23:56
  • msg #134

Yee Haw

Whenever I hear "rootin' tootin'" I always think of that scene from Blazing Saddles where Taggart's men are farting up the campfire... which is something I can certainly guarantee around the OOC table at least, but you'll have to supply your own Mountain Dew.

I'm not 100% sure what I'll do with the Mass Combat (if anything, especially with the lack of official Elements), but I've always wanted to use those rules so if I come up with pretty much <i>anything</> I'll try to squeeze it in. For now, the best I can say is I'd be thinking closer to a range war or short campaign against hostile Natives than to a battle between states.

As for points, traits, etc., I'd be sticking to GURPS Action rules for the most part, but I haven't put together anything resembling house rules yet. Count on: 250 CP, -50 Disadvantages, -5 Quirks, TL 5, Cinematic.
evileeyore
player, 34 posts
Fri 13 Mar 2020
at 00:29
  • msg #135

Re: Yee Haw

Magic Mushroomcloud:
As for points, traits, etc., I'd be sticking to GURPS Action rules for the most part, but I haven't put together anything resembling house rules yet. Count on: 250 CP, -50 Disadvantages, -5 Quirks, TL 5, Cinematic.

Aw pardner, ya had me at more'n a hunnerd cps!
Enola
player, 1 post
Fri 13 Mar 2020
at 18:34
  • msg #136

Yee Haw

In reply to Magic Mushroomcloud (msg # 129):

I would certainly be interested! :-)
BlueDwarf
player, 126 posts
Fri 13 Mar 2020
at 22:13
  • msg #137

Yee Haw

In reply to Magic Mushroomcloud (msg # 134):

Good enough! Gunslingers ready!
Drake Steele
player, 12 posts
Fri 13 Mar 2020
at 22:36
  • msg #138

Yee Haw

Now the question is would you all be interested in a sci-fi colony that's vibing like a western? Serenity-inspired in some flavor perhaps? BlueDwarf and I are working on expanding GURPS Traveller activities on RPOL to a Living World expansion with in-depth static locations on a new planet(s).
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