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GURPS as a mechanical system isn't really all that difficult. There's optional rules that can make it more complicated, but it's basically just "roll 3d6. If you roll under your skill, you pass. Otherwise you fail."
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# ? Jun 25, 2021 00:24 |
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# ? Apr 28, 2024 13:19 |
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Tibalt posted:The GURPS original settings are also refreshingly original, in my opinion. For example, while GURPS Voodoo aged pretty poorly, the result was more grounded, more coherent, and a lot more original than World of Darkness. GURPS Voodoo is excellent if really dated, as is Reign of Steel
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# ? Jun 25, 2021 01:52 |
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Humbug Scoolbus posted:GURPS Voodoo is excellent if really dated, as is Reign of Steel The GURPS Sourcebooks struck me as "Well, even if you don't play in this setting, if you need to bang out a few pages of research on some subject and don't have internet, you could do worse than reading a GURPS sourcebook."
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# ? Jun 25, 2021 02:41 |
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Epicurius posted:GURPS as a mechanical system isn't really all that difficult. There's optional rules that can make it more complicated, but it's basically just "roll 3d6. If you roll under your skill, you pass. Otherwise you fail." quote:TELEPATHY quote:Mind Reading quote:Target’s Speed and Range
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# ? Jun 25, 2021 03:26 |
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Joe Slowboat posted:I personally want a Dying Earth system game for New Sun, really. But I may have to check out Hellboy GURPS just to see what the lore is like there. It was called Mike Mignola's Hellboy: Sourcebook and Roleplaying Game, GURPS does not appear in the title. Came out in summer 2002.
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# ? Jun 25, 2021 03:36 |
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IIRC, a big problem with GURPS is that a lot of GMs weren't able to comprehend that you didn't have to use all the books at the same time.
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# ? Jun 25, 2021 06:13 |
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Soulbound Bestiary Disciples of Tzeentch Part 2 Gaunt Summoner The nine Gaunt Summoners are among the highest ranked of Tzeentch's servants, wielding the power to summon forth and bind daemons from the Realm of Chaos. When not in battle or planning their conspiracies, their favorite pastime is to abduct random travelers and imprison them in their Silver Towers. These are filled with puzzles, traps, daemons and arcane machines to test the capabilities of those trapped. But most of the time just horrifically kill the prisoners for the Gaunt Summoners amusement. In battle they tend to fly on Discs while summoning daemons and warpfire. Lords of the Silver Towers The nine Gaunt Summoners are tasked with furthering Tzeentch's intricate plots throughout the realms. Each of the Summoners controls one of the nine Silver Towers which are permeated with change magic. The towers can appear anywhere in the Mortal Realms and leave only madness where they go. The land warps, the light of Hysh fractures into a maddening kaleidoscope of colour, and mortal minds break. However while they are creations and allies of Tzeentch they currently serve a new master - Archaon the Everchosen, mortal champion of the Dark Gods, who sought and claimed the true names of the Gaunt Summoners and bound them to his will. Tzeentch seems to be content with this currently, but the Summoners themselves hate being controlled by Archaon. So they scheme and wait for the right moment to slip out of his grasp. A Gaunt Summoner is a Medium Daemon (Disciple of Tzeentch) Chosen. They have Average Defence and Melee, and Good Accuracy they don't use. Light Armour a normal 12 Toughness and 2 Mettle. They can fly with a Disc, and have a good 7 Initiative. For attacks them have a Staff and a Warptongue Blade which is Penetrating and any creature damaged by it has to make a Body (Fortitude) Test or be Incapacitated for a turn (Which is probably the worst condition to be hit by). For Traits we have Additional Limbs Same as the Curseling can dual wield their staff and blade at the same time due to extra arms. Book of Profane Secrets As an action the Gaunt Summoner can summon a swarm of 10 Daemons (Bloodletters, Brimstone Horrors, Daemonettes, or Plaguebearers.) They can only summon one type at a time. If the Doom is 5 or more then the Gaunt Summoner can summon two Swarms. No matter the case this action can only be used once a round. Disc of Tzeentch The Gaunt Summoner can fly around on one and as an action have it attack. Spellcasting Knows the four basic spells and it's own spell Infernal Flames (Picks a Zone in Medium Range does Armour ignoring damage to everyone inside, increasing damage based on successes) can also unbind. Herald of Tzeentch Screaming the Heralds lead waves of Tzeentchian Horrors, announcing their arrival with laughers and arcane fire. All are ambitious, clever and capable of changing the tide of a battle. Because Tzeetnch is ever changing one type of Herald was not enough for him, so there many types the most common being the Changecaster, Fateskimmer, and Fluxmaster. Fluxmasters are granted unique Discs to ride, the most common the Changecasters fight alongside the Horrors they lead, while the Fateskimmers command Chariots of Tzeentch, pulled by Screamers desperate to rend flesh. A Herald's general tactic is to get the stronger enemy occupied with them while they direct to troops to overwhelm the weaker foes. A Herald of Tzeentch is a Medium Daemon (Disciple of Tzeentch) Champion. All of their Combat stats are Good. They have no Armour, 9 Toughness and a Mettle. Their initiative is pretty good at 6. They are armed with a Ritual Dagger, Staff and their Magical Flames a Medium Range Magical attack that Rends. Their Traits are Arcane Tome when the Herald makes a Channelling test they can reroll a die, and Spellcasting They only know 3 of the Basic spells they don't know Aetheric Armour. They can also unbind, and don't have a unique spell. Heralds are also one of three types who add extra traits depending on which one. A Changecaster has Fortune and Fate After getting 9 successes on Channelling Tests during combat they can cast a spell as a free action. A Fateskimmer has Burning Chariot A mount pulled by Screamers giving them a normal flying speed and the ability to have the Screamers attack with a Lamprey Bite which does high damage, and increases Melee to Great if the target is Large or bigger. They also have Wake of Fire whenever it flies through a Zone enemies have to make a Body (Reflexes) Test or suffer 3 damage. Lastly a Fluxmaster has Disc of Tzeentch same as all the other Discs details, and Blue Fire of Tzeetnch if the Fluxmaster casts a spell that deals damage, it does +1 Damage. Magister Magisters are the most powerful mortal mages in Tzeentch's cult. They are gifted various mutations by Tzeentch like avian features, horns, extra eyes and limbs, and revel in passing on mutagenic gifts to others. The most ambitious of them are eventually turned into daemons, and welcome with many fiery arms into Tzeentch's Inner Circle. Because of this ambition and eagerness to gain daemonhood, Magisters have a tendency to delve too deep into their magic and pay the price. The Magisters are normally found at the center of Tzeentchian cults, weaving complex deceptions and plots to further their master's desires. Many in the cults of Tzeentch never meet a Magister or know they exist. When they do bring their magic to battle, it normally means one of their conspiracies is reaching it's climax. A Magister is a Medium Mortal (Corrupted by Chaos) Champion. They have Average Melee, and Good Accuracy and Defence. They have an excellent 9 Imitative Medium Armour, 10 Toughness and a Mettle. For attacks they have a Staff and a Warpsteel Sword and if the Sword Mortally Wounds a creature they turn into a Chaos Spawn under the GM's control. If this happens to a player the Doom goes up by 1 as if they died. For traits they have Magic Touched once a turn if they successfully cast a spell they can immediately try and cast another as a free action. The Complexity of the second spell increases by 1 and if the attempt is a failure the Magister turns into a Chaos Spawn. Spellcasting They know all Four basics plus Arcane Wave and their unique Bolt of Change (They pick a target within Long Range and the target suffers damage with each extra successes adding to it. If this mortally wounds a target they turn into a Chaos Spawn same as the Sword. This can also be useful to blast the Magisters weak minions with to turn them into something more threatening). They can also Unbind. Lord of Change The Lords of Change the Greater Daemons of Tzeentch, arranged in nine orders of unknowable hierarchies, are Tzeentch's most trusted and powerful generals. They look over the battlefield with their massive size and many eyes, barking order from their beaks. They create arcane whirlwinds when they take flight. More dangerous then their impressive physiques is their powerful magic. They can corrupt Realmgates and open portals to the Realm of Chaos, filling the Mortal Realms with ruin. each of the Lords is wary of the others, as they are all rivals for Tzeentch's favour. While they could be near unstoppble if they worked togeather instead of undermining and spying on each other, Tzeentch prefers to encourage the fighting, which keeps any one of them from overpowering the others. Along with being his elite commanders, they are the genius schemers behind many of his larger plots. A Lord of Change can lay dormant for centuries, subtly influencing dozens of Arcanite Cults to do their will. But Mortal lives are playthings for the Greater Daemons, who might sever a puppet's strings just to see how it falls. A Lord of Change is a Enormous Daemon (Disciples of Tzeentch) Chosen. They have Great Melee and Defence, and Extraordinary Accuracy. They have Medium Armour the highest Toughness yet at 46 and 4 Mettle like fellow Greater Daemon the Bloodthirster. They have a Fast Flying Speed and Normal Ground Speed, and one of the Highest Initiatives yet with 12. They have three weapons their Beak and Talons which is their weakest attack but Rends. Their Staff which is their strongest attack and Magical. Lastly they have a Rod of Sorcery a Long Rang Magical Attack that uses their Extraordinary Accuracy. For Traits they have Beacon of Sorcery Allies in the Lord of Changes Zone add +4d6 to Channelling Tests (This includes the Lord of Change, which gives the Lord of change a crazy dice pool of 16d6 for Channelling). Mastery of Magic As a Free Action the Lord of Change can cast a number of spells equal to the Current Doom (This means the Lord of Change get a minimum of 1 Free Spell in addition to the up to 5 they can cast in a round with their Action and Mettle). Nigh Unkillable just to make it tougher. Spell-thief If the Lord of Change Unbinds a spell they can immediately cast the same spell as a free action, or eat the spell to recover Toughness equal to the Difficulty + Complexity of the Spell (A 5:2 spell for example would be 7). Spellcasting They have the Four Basics the unbind and their unique spell Infernal Gateway (They pick a large or smaller creature, they have to make a Body (Reflexes) Test or be sucked into the Realm of Chaos until the Lord of Change's next turn. Extra successes increase the Duration. When they come back they show up in the spot they vanished and suffer 9 damage. Ogroid Thaumaturge Hulking, horned sorcerers with magic runes embedded in their skin, which naturally makes them a pretty intimidating sight. While they are powerful mages, they are feared by other cultists due to having a reclusive nature and a short violent temper. They are particularly renowned for their ability to wield wyrdflame, creating shapes in it that reflect Tzeentch's majesty. The Thaumaturges are venerated by Tzaangors in particular due to their large build, erudite speeches, and magical might. Mortal cults who like wyrdfalme like the Pyrofane also revere the Thaumaturges as examples of Tzeentch's might. The Gaunt Summoners view them as useful tools, and Magisters approach them with caution. The Ogroid Thaumaturges are for the most part happy to work with Gaunt summoners, lairing in their Silver Towers, while other tend to go off on their own to lead cults. None of them particularly like Peace however, for they always desire to show off their magical and martial prowess. An Ogroid Thaumaturge is a Large Mortal (Corrupted by Chaos) Champion. They have Superb Melee, and Great Defence. Their Armour is 1 plus the current Doom, and they have a great for their size 26 Toughness and 1 Mettle. Their Initiative is a fairly average 4. They have three weapons, their Hooves which deal extra damage when used as part of a Charge, their Horns which deal the most damage and Rend, and their Staff which has Cleave. For their Traits they have Night Unkillable, Brutal Rage When below max Toughness they increase their Melee one step. Mighty Rampage If they take the Charge Action and use their Hooves they add an extra 2d6 to the Dice Pool for a total of +3d6. Plus any creature hit by the Charge is knocked Prone. Lastly they have Spellcasting They know all the Basics minus Aetheric Armour (Which they don't really need) and they can Unbind. Their unique spell is Choking Tendrils (They pick a creature in Medium Range the target has to make a Body (Might) Test or be Restrained until the Thaumaturges next turn. Extra Successes increase the Duration. The Ogroid Thaumaturge heals Toughness equal to the current Doom while a Creature is Restrained by the Spell). Next Time the Hedonites of Slaanesh.
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# ? Jun 25, 2021 08:25 |
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Tibalt posted:Yeah, except... well, take a look at the rules for just being Telepathic. So easier than Rogue Trader, huh?
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# ? Jun 25, 2021 09:24 |
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JcDent posted:So easier than Rogue Trader, huh? I mean most things are easier than Rogue Trader.
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# ? Jun 25, 2021 09:28 |
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Tibalt posted:Yeah, except... well, take a look at the rules for just being Telepathic. I agree that its a lot of words, but really, if you look at it, what you quoted isn't mechanically hard. It's, figure our how far you are from the other person, use the chart to convert the distance into a modifier, and then roll a contested roll against your opponent and apply the modifier.
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# ? Jun 25, 2021 13:03 |
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I accept that I could play GURPS and not use all those rules. But I could also just play a game that doesn't have them? Like, what's the draw of the core system? Is 3d6 roll-under the most elegant bell curve or something?
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# ? Jun 25, 2021 14:30 |
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Halloween Jack posted:I accept that I could play GURPS and not use all those rules. But I could also just play a game that doesn't have them? Like, what's the draw of the core system? Is 3d6 roll-under the most elegant bell curve or something? It's reasonably elegant, the thing about GURPS is if you have something in particular that you want, it's more of an RPG construction kit than an RPG itself. It puts a lot of work on the person running it to really adjust things to what they want. It comes from an era when RPG designers tried to quantify exactly how a fight between Captain America and the Flash would go(please do not provide answers to this), and assign points to these things, and GURPS is a somewhat generic-fied version of that.
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# ? Jun 25, 2021 14:37 |
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Yeah, that's kind of my issue with it. I'm sure it depends on the game, being a universal system and all. But for example, I was really interested in the Psychic Wars PBP here on the forums, but I soon figured out that I just didn't know enough about the rules modules involved, even if they weren't designing powers and vehicles from the ground up. I don't think I could just jump into a Hero System game, either. Part of the reason I'm interested in D&D/OSR as a base is that classes and levels have their uses. I've had problems in Mutants & Masterminds and Silver Age Sentinels where it's like "Here's a big pool of points, make whatever you want, hope you don't accidentally design a character that's way too powerful here and way too weak over here." Halloween Jack fucked around with this message at 14:59 on Jun 25, 2021 |
# ? Jun 25, 2021 14:56 |
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Ghost Leviathan posted:IIRC, a big problem with GURPS is that a lot of GMs weren't able to comprehend that you didn't have to use all the books at the same time. You also don't even have to use all of one book! The earlier bare essentials is still more than the actual core; you have four stats, roll 3d6 to roll under your stats. Everything on top of that - even the player-facing point system, thanks to templates and lenses - is purely optional. Just because it exists in the same book as options you're using doesn't mean it has to show up. I still don't personally use GURPS (I've never found a good substitute for the one-second combat turns, and I find them too slow for my groups), but I respected it a lot more after figuring that out.
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# ? Jun 25, 2021 15:34 |
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SkyeAuroline posted:You also don't even have to use all of one book! The earlier bare essentials is still more than the actual core; you have four stats, roll 3d6 to roll under your stats. Everything on top of that - even the player-facing point system, thanks to templates and lenses - is purely optional. Just because it exists in the same book as options you're using doesn't mean it has to show up. Yeah if someone wanted to do GURPS and wasn't very specific in what they were doing to the point of doing a lot of limiting in character creation, creating packages of advantages for things, etc, I would not do it. GURPS is a construction kit, imo, playing it straight out of the books is just boring a f, at that point yeah i'd rather play d&d where i can just pick 'elf' rather than working on the advantages/disadvantages of being an elf in GURPS.
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# ? Jun 25, 2021 15:48 |
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Panzeh posted:Yeah if someone wanted to do GURPS and wasn't very specific in what they were doing to the point of doing a lot of limiting in character creation, creating packages of advantages for things, etc, I would not do it. GURPS is a construction kit, imo, playing it straight out of the books is just boring a f, at that point yeah i'd rather play d&d where i can just pick 'elf' rather than working on the advantages/disadvantages of being an elf in GURPS. I did reach the decision that if I ever ran it I'd run it by templates and lenses instead of pure point buy, as much as that increases the up-front workload. Makes it a hell of a lot easier on players and reins in the balance some. I still have no idea what I'd rather use GURPS for than anything else barring some weird edge cases where other systems get really close but not on point, and the combat is always going to push me away. But it does make a very good reference for running some of those other systems at least.
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# ? Jun 25, 2021 15:59 |
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SJ Games has introduced a few PDF sets now that are tightly (more or less) genre focused and deliberately omit a lot of rules that are complicated or inappropriate to the genre. Probably the most successful of those is the Dungeon Fantasy series. Refines the ruleset to ditch all the weird psi/tech stuff and focuses the explanations on slaying monsters in dungeons. I really like how GURPS is the RPG system equivalent of a giant tub of legos, but it's a really good idea for the future of it to showcase specific subsets of the system that support a genre and actually show what a pared down ruleset looks like to do something like superspies or a space opera. I think as a player GURPS isn't so bad because it really does come down to precalculating a bunch of numbers and rolling 3d6. For a GM however, it's got a demonic learning curve, and the system demands that you add your own flavor. Another thing I like about GURPS is that once you do get comfortable saying 'no' to a specific rule or ability, then when you do run into something that's not quite balanced or messes with the dynamics of the game, it's really easy to say "psychic powers are out" or "no millionaire's please" and cut out the problem. It's hard to say in 5e or whatever "no wizards" or disallow illusion spells without it feeling like you've lobotomized the system, whereas GURPS you can trim out almost the entire system and it still feels like a game. I also really like Lancer, Savage Worlds, and I'm looking forward to a friend's Fate game so I'm not a total GURPS fanboy. But definitely a GURPS fanboy.
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# ? Jun 25, 2021 16:17 |
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Well, GURPS Degenesis would be easier than running the game itself, especially considering that I'd have to prune the setting either way :v
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# ? Jun 25, 2021 16:57 |
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Talk about a job that's its own reward, I hate Degen and editing stuff but I'd gladly accept a job to prune it down just for the Satisfaction of removing some toxic junk from the hobby.
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# ? Jun 25, 2021 18:30 |
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Panzeh posted:Yeah if someone wanted to do GURPS and wasn't very specific in what they were doing to the point of doing a lot of limiting in character creation, creating packages of advantages for things, etc, I would not do it. GURPS is a construction kit, imo, playing it straight out of the books is just boring a f, at that point yeah i'd rather play d&d where i can just pick 'elf' rather than working on the advantages/disadvantages of being an elf in GURPS. Pretty much this. GURPS is Generic Universal Role-Playing System. The idea is that you can use it to play and run any kind of game that you want. However, before you get into the system, you first need to decide exactly what kind of game you want to run and then use the stuff from GURPS to build it. Like if you to play Elves in a D&D world, just play D&D. If you want to do Vampires, play WoD. But you want to do Cybernetic Elven Vampire Space Pirates, that's when you use GURPS.
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# ? Jun 25, 2021 18:31 |
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Everyone posted:But you want to do Cybernetic Elven Vampire Space Pirates, that's when you use GURPS. Wouldn't it still be easier to use Rogue Trader and have everyone roll up Dark Eldar characters?
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# ? Jun 25, 2021 21:33 |
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PeterWeller posted:Wouldn't it still be easier to use Rogue Trader and have everyone roll up Dark Eldar characters? Probably. But figure the other reason to use GURPS is if you don't have copies of every game ever written. For my part I liked Powered by the Apocalypse systems like Dungeon World, Monster of the Week and Worlds in Peril. The only game I've had experience with that was more teeth-shatteringly crunchy than GURPS was JAGS.
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# ? Jun 26, 2021 01:53 |
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Everyone posted:Probably. But figure the other reason to use GURPS is if you don't have copies of every game ever written. The most teeth-shatteringly crunchy games I've played/GMed have to be: Morrow Project, Stalking the Night Fantastic/Bureau 13, Space Opera, Aftermath, Daredevils, Living Steel, and Fringeworthy...GURPS doesn't even come close to any of those.
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# ? Jun 26, 2021 04:04 |
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Humbug Scoolbus posted:The most teeth-shatteringly crunchy games I've played/GMed have to be: Morrow Project, Stalking the Night Fantastic/Bureau 13, Space Opera, Aftermath, Daredevils, Living Steel, and Fringeworthy...GURPS doesn't even come close to any of those. Never played those. I do recall one of the jokes in my former gaming group was referring one fantasy-style game as Rolemaster: The Accounting.
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# ? Jun 26, 2021 05:02 |
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Humbug Scoolbus posted:The most teeth-shatteringly crunchy games I've played/GMed have to be: Morrow Project, Stalking the Night Fantastic/Bureau 13, Space Opera, Aftermath, Daredevils, Living Steel, and Fringeworthy...GURPS doesn't even come close to any of those. My memory of GURPS is that 90% of the crunch is during chargen and figuring out all the derived values and what you can actually buy due to loving cost modifiers loving things up, but then if you actually manage to kick your way through that and have a sheet full of those values, the actual gameplay is notably less crunchtastic.
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# ? Jun 26, 2021 07:51 |
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PeterWeller posted:Wouldn't it still be easier to use Rogue Trader and have everyone roll up Dark Eldar characters? Refer to Josef bugman posted:I mean most things are easier than Rogue Trader.
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# ? Jun 26, 2021 08:31 |
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So does that mean that GURPS is basically the ideal for crunch, in that you get out of it more than the effort you have to give? Or is it better to grab a minimal system off itch.io and build on that?
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# ? Jun 26, 2021 08:51 |
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In my experience, GURPS is never the best choice for RPGing anything, but sometimes for specific subgenres its the only choice
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# ? Jun 26, 2021 10:06 |
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PurpleXVI posted:My memory of GURPS is that 90% of the crunch is during chargen and figuring out all the derived values and what you can actually buy due to loving cost modifiers loving things up, but then if you actually manage to kick your way through that and have a sheet full of those values, the actual gameplay is notably less crunchtastic. It's a lot like Mongoose traveller in that regard. Chargen is practically a minigame in and of itself, but the way the game works is actually really simple. And yeah, GURPS can be even simpler if the DM does some homework before to make packages and structures for chargen for the campaign they're trying to make instead of having the players manage the whole catalog of things to buy with points. PoontifexMacksimus posted:In my experience, GURPS is never the best choice for RPGing anything, but sometimes for specific subgenres its the only choice And yeah, a friend of mine is working on a GURPS fantasy game that could probably be done fine in Worlds Without Number but he doesn't want to go through searching for the right retroclone type fantasy game for what he wants.
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# ? Jun 26, 2021 11:21 |
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Unless everyone at the table is a grizzled veteran of GURPS the GM definitely has to limit the design space. If the players will go along with it, pregens are the best way to start players completely new to the system, trying to spend a few dozen points on advantaged can take hours if they're confronted with the whole set to choose from.
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# ? Jun 26, 2021 15:49 |
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So basically the GM does one or two session 0s to make the char for me? Neat!
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# ? Jun 26, 2021 16:49 |
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Fatal & Friends 2021: Oops! All GURPS
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# ? Jun 26, 2021 17:37 |
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Everyone posted:Never played those. I do recall one of the jokes in my former gaming group was referring one fantasy-style game as Rolemaster: The Accounting. The dudes I played with in the 90s called it either Rollmaster or Rulemaster. JcDent posted:Refer to Good point. GURPS does try to be most things.
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# ? Jun 26, 2021 17:39 |
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JcDent posted:So basically the GM does one or two session 0s to make the char for me? Neat! I only did it for a stable play group that would get some return on the time investment. I'd never try GURPS with a bunch of one shot randos around the table.
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# ? Jun 26, 2021 19:00 |
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Presented without further comment, here are three assorted pages from Stalking the Night Fantastic (aka Bureau 13 1st edition). copyright Tri Tac games 1983
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# ? Jun 26, 2021 19:25 |
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I especially like how they get the multiple hit modifiers wrong in the example.
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# ? Jun 26, 2021 19:56 |
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I should probably do an effort post on Tri Tac Games (Fringeworthy, Stalking, FTL 2448, et al.) they all used the same systems and they were all interesting but awful to run. Richard Tucholka was also one of the Detroit Crew responsible for The Morrow Project. He wasn't affiliated with the other Detroiter, Kevin Siembada, and Palladium though, but I know they gamed together in the late-70s early 80s.
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# ? Jun 26, 2021 20:34 |
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Panzeh posted:And yeah, a friend of mine is working on a GURPS fantasy game that could probably be done fine in Worlds Without Number but he doesn't want to go through searching for the right retroclone type fantasy game for what he wants. How does the thread feel about Kevin Crawford’s stuff, in general? I’m a fan of both Stars and Worlds Without Number, along with his older stuff like Silent Legions and Spears of the Dawn. Godbound seems cool, but I’ve never been a big fan of such powerful fantasy genres. The man is a content-generating machine from what I can tell.
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# ? Jun 26, 2021 20:37 |
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Pvt.Scott posted:How does the thread feel about Kevin Crawford’s stuff, in general? I’m a fan of both Stars and Worlds Without Number, along with his older stuff like Silent Legions and Spears of the Dawn. Godbound seems cool, but I’ve never been a big fan of such powerful fantasy genres. The man is a content-generating machine from what I can tell. I'm a great fan of the fiction and concepts accompanying the games, absolutely an anti-fan of the relatively dogshit systems they're bound to, though. Godbound is borderline unplayable because of the bad system.
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# ? Jun 26, 2021 21:54 |
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# ? Apr 28, 2024 13:19 |
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PurpleXVI posted:I'm a great fan of the fiction and concepts accompanying the games, absolutely an anti-fan of the relatively dogshit systems they're bound to, though. Godbound is borderline unplayable because of the bad system. I don't feel as strongly about it as Purple does but I broadly agree with this, with the exception of Godbound because the alternative is loving Exalted.
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# ? Jun 26, 2021 22:02 |