• general

    “Magic” skill for GURPS

    GURPS was long funny in that it offered skills for each and every specific application of magic (i.e., hundreds of spells), but no skill to cover a mage’s overall understanding of magic itself. Such a skill – name it Magic for simplicity – fills that gap and lets you fine-tune magic in your campaign, in at least 10 fun ways. This old article was written for GURPS 3e; its Magic skill is at least partially covered now by the Thaumatology skill that later appeared in GURPSΒ GrimoireΒ and then Basic Set 4e.Β Still, the notes may hold a new idea or two for your 4e games. Magic skill Create a skill namedΒ MagicΒ (M/VH, with bonuses…

  • general

    Pricing breadth: Talents and Wildcard skills in GURPS

    Here’s a quick example of putting the ideas inΒ Game design musing: Pricing breadth in skillsΒ to work: GURPS’ Wildcard skills (BSΒ 175) allow purchase of multiple skills for the price of three; Talents (BSΒ 89) allow a bonus to many skills (plus other minor benefits) for a fraction of the eventual cost of full levels in those skills. Both share fuzziness in common: There’s no stated limit on on how many skills a Wildcard skill covers (so why stop at 10 if the GM will allow 20?), and you can freely choose the number of skills a Talent covers, within the limits of its group size (gee, should I take one skill or…

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    general

    Game design musing: New Damage for ST (GURPS)

    This old (2010?) article was placed under the “Rules Bit” umbrella of minor rules tweaks for GURPS. But mucking with ST-based damage scores involves a number of considerations; it’s not really a “hey, gang, new rule tonight” kind of thing. So, this 2023 rewrite places the article under the “Game design musing” header, complete with “CAUTION” graphic noting that this is stuff for system hackers. Intro: Refinishing the table What’s wrong with GURPS‘ table linking ST scores to thrust and swing damage? Nothing! It’s done its job for decades, and so far no one’s gotten hurt. (Except all those on the target end of ST 14, 2d swings, of course.)…

  • general

    Rules Bit (GURPS): Revised Toughness

    Intro: “Go ahead, runt, punch me in the gut.” Imagine that’s the growl of a hulking bully with an Olympic wrestler’s build. And imagine that your physique is more that of… er, a guy who onceΒ gamedΒ a wrestler PC. (Did you have to imagine veryΒ hard?) It’s easy to imagine that your best punch to his gut – or just about anywhere beefy – simplyΒ won’t hurt the guy. At all. Oh, maybe a few dozen punches would start some bruising, sure, but you don’t get that chance; hisΒ firstΒ punch has you coughing up the lunch money as soon as your limbs start working again. That sort of mismatch can be mighty realistic, but…

  • general

    Anouncing MERC: Make Every Roll Count

    Make Every Roll Count (MERC) by Ben Finney is a set of gaming guidelines for placing story first and making the most of gamers’ time at the table. More narrowly,Β it homes in on a key question at the heart of all RPGs: When should the dice be used at all, and toward what end?Β The answer involves a change from the too-commonΒ focus on resolvingΒ tasks, to a focus on resolving players’Β intent. While MERCΒ includes specific guidelines for use with GURPS, it’sΒ applicable to RPGs in general. I think it offers good advice to GMs both new and experienced, and am pleased to see it here at the Diner. What do you think? MERC: Make…

  • general

    MERC: Make Every Roll Count

    Intro: Keep it interesting! RPGs evolve. New games don’t just invent snazzy new mechanics; they poke deep into questions of what game-table play isΒ about. MERC stems from authorΒ Ben Finney’s interest in the innovations of recent games, and ways to strengthen those concepts in the now-classic RPG GURPS. Broadly speaking, MERCΒ is a set of guidelines for placing story first and making the most of gamers’ time at the table. More narrowly,Β it homes in on a key question at the heart of all RPGs: When should the dice be used at all, and toward what end?Β  From the GURPS perspective, that often equates to “When should we make success checks?”Β The general answer…

  • general

    RPG science: Character tails

    Got a game character with a nice fluffy tail? Those things can be good for more than just Furry decor, you know.Β  At a recent TED conference, biologist Robert Full presented research into the wonders of theΒ wall-crawlingΒ gecko. (The video, embedded below, is worth a view; you’ll see both people and robots mimicking the gecko’s Spidey-like climbs.) But while uncovering the secrets of the lizard’s famous feet, scientists found the creature’s tail enabled some amazing acrobatic feats of its own, all with nice character-design potential. As the biologists point out, a passive tail – a simple dead weight – hampers maneuverability. But an active tail does quite the opposite. Here what’s…

  • general

    Game design musing: Pricing breadth in skills

    If fluency in a foreign tongue costs your character 5 points, how much should fluency in ten languages cost? In the midst of recent email correspondence about ESCARGO, I’ve dredged up a game design topic long of interest to me: a decreasing cost scale for multiple instances of traits. Wait – is there some reason why ten 5-point languages should cost the PC less than 50 points? And isn’t ESCARGO all about increasing the cost for more stuff? Let me explain: Depth vs breadth Many a game designer (or just dedicated hacker) has pondered the topic of breadth vs depth in character skills. (Some of the below could be adapted…

  • general

    Mail about mail (and other armor and EP topics)

    In this earlier post, I mentioned that I’d been answering email questions aboutΒ myΒ Edge Protection (EP) rules for armor in GURPS. For those with an interest in EP, here’s a paraphrasing of my correspondent’s questions (in quotes) and my replies: In the table converting classic DR to DR+EP, mail still has reduced efficiency vs. impaling. This is surely a 3rd ed leftover, no? After re-checking, yes, it is a 3e holdover. In 4e, mail has no special vulnerability vs impaling (or piercing, for that matter). I should change the the article’s stats for mail to match: Mail: GURPS 4/2*; new DR 2; EP 5; Notes: DR 2, EP 3 vs impaling…

  • general

    GURPS Banestorm idea: Enclaves

    In my review of GURPS Banestorm, I briefly mention one of the points that intrigues me about its gameworld: Unexplored pockets of diverse Earth cultures tucked among Yrth’s dominant European-, Middle Eastern-, and Asian-descended cultures. From page 9: … African, Chinese, German, Indian, and Slavic groups popped up across the continent. Dominant local cultures quickly absorbed most of these smaller ones, but even today travelers can find isolated villages where almost all the inhabitants have black skin, worship Krishna and Vishnu, or speak undiluted German. This is an opportunity for the GM to create any sort of interesting micro-culture that he can envision, as long as it is well off…