Just how tiring is heavy medieval armor? How much does a load slow down climbing? If you’re the type who appreciates a bit of realism in your RPG action, here’s what recent research and an anecdotal report have to say about those questions. Heavy metal: Walking in plate armor Quite a few months back, a study published by The Royal Society B looked at the effects of medieval armor on physical performance (BBC summary here). No one should be surprised by its finding of “hey, heavy armor is tiring!”. But the researchers’ detailed approach of measuring actual energy consumption under controlled treadmill conditions yields some quantitative crunchiness for the consideration of…
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Minor update to GLAIVE Mini
Hear ye, hear ye. I’ve made a minor update to my GLAIVE Mini super-easy melee weapon design system for GURPS 4e, taking it from v1.0 to v1.1. The changes consist of minor clean-ups, plus a change to skill use for semibalanced weapons. The old rule specified the use of unbalanced weapon skills, or balanced skills at a -2 default. The new rule suggests either balanced or unbalanced skill as the natural skill (designer choice), with the other at a -2 default, depending on which is more natural for the weapon. Thus, a semibalanced weapon could be specified as using Axe/Mace or Broadsword skill normally, and the other at the -2…
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Slashdot takes note of new Steve Jackson Games releases
I was mildly surprised to see a Slashdot entry on the new Steve Jackson Games releases shown at SXSW. Can’t say I recall that site focusing on SJG in the past β but then again, even this “old fashioned” tabletop gaming company is going to have a lot of cred with the tech-focused Slashdot readership. As the blurb notes, the company’s infamous run-in with The Law over its GURPS Cyberpunk book helped lead to the creation of the Electronic Frontier Foundation. And, as the comments clearly show, there’s a lot of recognition of and love for SJG among the techies. There’s a ton of wistful praise for Car Wars (and…
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Miscellaneous thought: A Car Wars oddity
Know what was odd about the old Car Wars game? As its weapon-laden autos blasted away at each other with rockets and worse, just about everything would get damaged and damaged good: vehicular armor, engines, weapons, trailer hitches, you name it. Tires got shredded, buildings breached, drivers and pedestrians blown to bits. Everything… …except the vehicles. There were no hit points or the like for a vehicle itself, and no way to directly hurt it. Sure, with its engine or tires or driver shot to shrapnel, a car was “killed” for purposes of combat. And in one specific exception, an explosion caused by fire did invoke a special “vehicle completely…
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RPG science: Dinosaurs heavier than thought?
“Dinosaurs may be lighter than we thought!” That’s the news item I welcomed in RPG science: Designing dinosaurs just got easier? a couple of years ago. I liked the sound of that discovery, as the crushing weight of dinos made realistic designs a challenge when considering the effects of weight vs power. But now? T. rex was bigger than thought, mused paleontologists more recently β over 9 tons for the Chicago Field Museum’s resident specimen, Sue (“I’m not fat, I’m just really big-boned”). So we may be back to super-heavy reptiles (go easy on the carbs there, Rex!), and back to various tweaks needed to keep the big dinos mobile under design…
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Now in Pyramid: GURPS Combat Options from the Games Diner
“Ten Tweaks to Customize Combat” in Pyramid #3/34: Alternate GURPS is Your Author’s first article for Pyramid, Steve Jackson Games’ digital magazine for serious gamers, by serious gamers. (It’s the second SJG offering with my handle on it, following the GURPS Range Ruler.) The article gathers 10 simple GURPS combat-related rules from the Games Diner, polishes them shiny, and pares them down to their sweetest essence. If you’ve read the Pyramid article, this post offers a bonus aid: links to the rules’ original write-ups on this site. “Ten Tweaks to Customize Combat” gives you all you need to drop the rules into a game, so don’t think that you need…
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Gaming dice as art
I earlier called attention to a premium “wish I had one” product, the ultimate gamer’s table. It should surprise no one that I haven’t yet plunked down my $8K for this handcrafted piece of furniture. But I’m rather tempted by a premium gaming product that’s a bit more affordable: custom hand-made dice.Β I’d say these are more than handmade dice, really. This is art, with gaming dice as its medium. The creator/artist, Abraham Neddermann, was kind enough to answer some questions about his work. Please read on! (I have no connection to the site or product; I simply thought the dice and process were fascinating.) Apparently, one does not set…
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Rules Bit (GURPS): Throw like you mean It
Intro: “You throw like a kobold” GURPS‘ thrown weapon stats neatly spell out the best distance (Maximum Range) you can achieve with a toss. These are multiples of Strength, typically STx1.5 for heavier weapons (spear), STx1 for very light ones (dagger), and STx2.5 for middle-weight weapons that hit a sweet spot for distance (throwing axe). Working from those stats, Conrad the Bavarian and his ST 16 can hurl a javelin 16 x 2.5 = 40 yards. In battlemap terms, that’s right off the dining room tabletop; it’s a throw that should send even the hardiest of orc miniatures fleeing to a safer distance. With some Extra Effort, Conrad could hit…
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Rules Bit (GURPS): Duck!
Intro: “Not the face!” Ducking your head beneath a blow, or pulling a hand out of harm’s way, is much easier than shifting your whole body in a split-second. It’s simple to game this in GURPS. The rule Allow a +1 bonus on Dodge when the target is a mobile extremity: head, arm, hand, wing, tail, antenna, and so on. That’s it. Definition of mobile extremity The target part should be able to move reasonably freely and should have a -2 or greater TH mod for location. The body or vitals don’t receive the bonus, nor do legs or feet supporting the body. (A flying bird’s dangling legs would be…
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Updated DECIDE defense tweak
I’ve made an update to DECIDE, the suggestion that combatants make defense decisions without unnatural prior knowledge of whether attacks will succeed or not. It’s a GURPS article, but could be applied to any game handling defenses in a similar manner.Β On the topic of whether to use DECIDE with melee as well as ranged attacks, I’ve changed the article’s options from 1, 2a, and 2b, to 1, 2, and 3. For Option 3, I’ve made a change first discussed in DECIDE implementation notes: a change from -1 to 0 for “last-second defense” penalty vs melee weapons, and a blanket +1 to all “immediate defense” rolls that don’t wait to check…