Part 3 of 3. If you thought the articles were geeky before, be warned: it gets worse here.The past two articles: Part IPart II Jumping into the new: Action points, Version 1 In the last episode, I detailed some of my early endeavors at gaming more varied action times. Enough of that. Here’s another general method: action points. I can’t point to any single system as an example; I’ve seen many variations in home-brew games or as options for existing systems. One reader (see comments in first article) points to an AD&D version from an old Dragon magazine. The idea is simple: give each character some number of “action points”…
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Game design musing: It’s about time (Part II)
More on the subject of attack time and pacing in RPG combat systems, focusing on a couple of old home-brew efforts. Continued from Part I: On to another round of writing. I planned to wrap this up, but it looks like there’s going to be a Part III as well. (One note: With occasional digression, I’m discussing melee, not ranged, combat.) Recap Looking at how a few game systems (including some I haven’t mentioned) handle action time and pacing in their combat systems, the below seem par for the course: Combat actions take place in turns, with a default of one attack per turn. Under turns, there’s typically no mechanism…
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Star Frontiers to GURPS 4e conversion notes
Star Patrol wants YOU! Got a Star Frontiers game you’d like to bring over to GURPS? (Okay, so that proposition made more sense in 1997. But do please play along.) Here are some notes to help those characters make the jump. First, a bit of intro It’s hard for me to say what I liked so much about Star Frontiers when I picked it up way back when. Part of it was production value: the books weren’t anything fancy (pretty primitive by today’s standards), but there was so much packed into the box: multiple books, maps, colored counters, more. A lot of components for a simple game. The game’s play…
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Game design musing: It’s about time (Part I)
Gear up, spelunkers! It’s time for a dizzied descent into the dankest depths of game-design geekdom. In a very old blog post I briefly pondered the topic of action pacing β especially combat pacing β in RPGs. Below are some thoughts on how three major game systems tackle the topic. A caution in advance: while I know my GURPS, please accept my apologies where I mangle HERO; it’s been a long time since I last played. And I really risk disservice to D&D, as my only familiarity with 3e rules is from perusing the books, not actual play. Corrections to my text are greatly welcomed. Timing Basics In the three game…
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GURPS house rules best left homeless
GURPS gamers are a rules-tweaking, happy lot of home-brewers, Hastur bless ’em. But among the crunchy’n’nutty house rule suggestions that come up in forums, websites, and actual games, there are always a few that should be shown the door back out of the house. Below are a few such. I was hoping to make it a Top 10 list, but I’m stopping far short of that for now. Actually, I’m glad I can only think of far fewer than 10 offhand! (Needless to say, the below is opinion; if one of the items already fits into your game to much acclaim, good on you. Witless opining is what blogs are…
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European martial arts in role-playing: Where are they?
Recent years have seen an explosion of interest in historic European martial arts. Although the active traditions of European hand-to-hand masters largely broke down during the age of gunpowder, centuries of trainers, tacticians, duelists, and other “Masters of Defence” left behind over 100 written works detailing techniques of fighting with sword, dagger, hand, foot, and other weapons. Modern-day enthusiasts studying these tomes and actual period weapons, aided by an Internet that brings together practitioners, translators, historians, and other experts, are re-discovering facts that should have been obvious all along, yet are directly contradicted by mistaken popular notions that are filtered by Hollywood (while reaching back to Victorian times). They’re re-discovering facts…
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Recycled content: Defaults and other tips for COSH
I won’t be able to post things next week, so here’s some recycled material for approaching visitors. While searching through old email, I found the following post I’d made to the Gurpsnet mailing list. The response below to an inquiry may be of interest to fans of COSH, a fun tool for modifying and creating combat skills. How does COSH handle defaults? Nothing special included, or needed, in COSH’s handling of defaults — other than the question, how do you set defaults for new skills? Just as existing GURPS defaults were set (AFAIK) by SJG writers’ sense of what works, and not by formulae, I can only say that you’d…
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Recycled content: the cannibal fork
An idea for a horror artifact: the iculanibokola. I won’t be able to post things next week, so here’s some recycled material for approaching visitors. While searching through old email, I found the following post I’d made to the Gurpsnet mailing list, which may be of interest to someone: Β …I’ll forward a bit of fun from the latest National Geographic: a nasty artifact for a horror game. According the last page of the March 2003 NG, the iculanibokola was a special fork used for centuries by tribal officials in the Fiji islands when serving special guests — serving them as dinner, that is. Apparently, some individuals of the culture…
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Game design musing: Can “too high” defenses be a good thing?
In a Gurpsnet thread on armored GURPS 3e fighters having much-too-high defenses, I responded to one poster below. 4e greatly alleviates the problem by eliminating PD, but high scores may still be an issue for some players. Yet the below does summarize what is to me an important point: the game should accommodate “too high” defenses when those are warranted! Imagine, if you will, a warrior with Plate Armour (PD 4) with Deflect +3, a skill of 22 with a broadsword, and Combat Reflexes. His total defense? A parry of 19. Now, the rules as written state that Sir Unhittable will be struck only if he rolls a 17 or…
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Recycled content: Gaming giants in combat
In a Gurpsnet thread on how to deal with giant foes in combat, I commented on a GM’s concern about overwhelming the PCs. The discussion is for 3e GURPS; as 4e has pretty much solved 3e‘s problem with what ST to give a giant, it’s not too interesting a discussion any more. Still, there may be some fodder there for giant-slayer PCs or their evil GMs. My comments in that thread are as follows: Lots of people have offered good advice on how PCs should (and shouldn’t!) tackle a huge giant in 3e. There are some very useful lessons in there for the PCs in any game. I think one…