• general

    An interesting look at The Riddle of Steel

    A friendly correspondent and I were recently discussing some finer points of myΒ Edge Protection rules for armor in GURPS, which led to a tangent about combat rules in general under another system,Β The Riddle of Steel. Unfortunately, I’ve only looked at that system’s “Quickstart Rules” overview and glanced through its core rule book; I haven’t played it or read it in detail, though I’ve heard many good things about it, especially the realistic feel of its signature combat system. My correspondent,Β Christian Rosenkjaer Andersen,Β was good enough to give me a sense of its flavor via a detailed description, which I thought readers in general might find interesting. With his permission, here’s one…

  • general

    RPG science: Designing dinosaurs just got easier?

    23Dinosaurs may not have been as heavy as previously thought. Those are the words of scientists who found flaws in the models used to estimate weight: “Palaeontologists have for 25 years used a statistical model to estimate the body weight of giant dinosaurs and other extraordinarily large extinct animals,” said Gary Packard, from Colorado State University, whose research will appear in the Zoological Society of London’s Journal of Zoology this week. β€œWe have found that the statistical model is seriously flawed and the giant dinosaurs probably were only about half as heavy as is generally believed.” In other words, dinosaurs are just as big – long and tall, that is…

  • general

    Rules Bit (GURPS): Grazes

    Intro: “It’s just a scrape!” In action fiction, an endless succession of lucky nicks, scrapes, and bullet scratches keep heroes cinematically bloodied but not inconveniently dead. (Glancing, “just a scratch” injuries happen in real life, too, of course!) At the gaming table, the same effect is interesting and easily handled. The content below goes way back to the GURPS 3e days, was updated for 4e around 2009, and now gets a 2023 update for simplification and clarification. The rule Definition of a graze A graze is a glancing blow or any off-center, fleeting, or otherwise unimpressive touch that doesn’t strike squarely – including the lessened blow that results from a defender partially…

  • general

    Rules Bit (GURPS): Shields and cover

    Intro: Under Cover This rule looks at the matter of letting shields provide cover instead of a DB bonus. That option offers some interesting benefits, from a nicely restored (in 4e) ability for shields to protect passively, to detailed protection by body location, to shield walls and other defensive tricks. It all meshes nicely with existing game rules for cover, too. The rule In general, treat shields as offering only their DB, per written rules. But whenever the GM thinks it sensible, treat shields as cover (p. B407) instead: Defending Cover provides powerful protection, but there’s a trade-off: a shield protects with either its cover or its DB, not both…

  • general

    Rules Bit (GURPS): Shields and size

    Intro: “Is that a Frisbee?” “Sir! We demand that you halt this tea party right now, and give us back our shields!” “Er, begging your pardon, brave Knights of the Shire, but we haven’t seen any shields . . .” “Those . . . things you’re using asΒ tea saucers! Give them back!” Hmm, just how big is a Halfling’s shield? And what happens if the little chap picks up a human’s shield? GURPS Dungeon Fantasy 3 p. 8 offers some nice rules for Pixie weapons and other “tiny tools” – not generic, physics-friendly stuff, but quick’n’dirty guidelines for easy play. While shields got left out of that discussion, handling them…

  • general

    Magical languages for GURPS

    This old (originally 3e-era) article sought to drop a bit of spice into the standard GURPS magic system. The addition of distinct languages for spellcasting lets you create as many unique magical traditions as you like, distinguishing Druids from witches from court wizards in strengths, weaknesses, and special effects. Side benefits including new paths of useful study for mages and prevention of “Johnny One-Spell” over-specialization. Go magically multilingual! History v1.0: 1997 v1.1: 2001 v2.0: 09/04/14 v2.1: 10/03/27: Fixed broken link to additional magical languages by Yuath. Β  The tongues of magic What if, instead of one “language of magic” used by all mages, the tongues used to cast spells were…

  • general

    Crazy combination weapons

    You’d never point a gun at your own face, right? Well, with some guns, you have to. I was perusing some of the fun stuff over at MyArmoury, and found this nifty page of wacky historical combined weapons. Guns with axe heads. Daggers with spring-loaded blade-catchers. Weapons that sprout… more weapons. And pictured here: fancy-schmancy eating utensils with built-in flintlock pistols. Critical miss on your dinner roll. Take 3d damage. (Unless, that is, the barrels point away from the eating end; it’s hard to tell from the pic. If that’s the case, your dinner date eats the damage instead. It’s the Quicker Breaker-Upper! [tm]) It looks like James Bond and…

  • general

    Illuminati: New World Order: An unearthed review

    Hey, look what I found on an external drive! It’s an old review of Steve Jackson Games’ Illuminati: New World Order trading card game. I don’t even know when this dates back to; I picked up the game some years after it was released in ’94. I wrote the review for a site or ‘zine, but it wasn’t published.  While my memory of this article is hazy, I recall some great games with a good handful of mutually-backstabbing players. Ah, INWO. Good times…  Illuminati: New World Order: An unearthed review “Betray your friends. Crush your enemies. Control the world. Drink some coffee.” That pretty much says it for me, folks.…

  • general

    COSH: Combat Skill Hack (GURPS 3e)

    COSH is a fun, easy, GURPS-like way to build most any fighting skill, or modify existing fighting skills, in GURPS 3e. Any GM can drop COSH into a GURPS game and be designing unique new combat skills within minutes. History v1.0: Created 03/03/14 v1.1b update (03/03/15): Simplified COSH construction of missile skills, thanks to J. Schipper. v1.2 update (03/04/23): Dropped the beta designation. Clarified use of limits on Dodge Bonus and ST Bonus enhancements. Added example of using COSH to morph a skill into a different skill during play. Added lots of Β maneuverless “classic” combat skills, a bunch of new skills, and new “Large/Small ST Bonus (single use)” enhancements. Thanks,…

  • Robin Hood and Little John
    general

    Earn It to Learn It: Advancing GURPS skills by tests

    Article by Ben Finney This article introduces Earn It to Learn It, a simple system to link GURPS skill and technique advancement more directly with meeting challenges in play. Inspired by the skill advancement rules in Burning Wheel, these rules provide motivation for seeking out diverse challenges in play, whatever one’s level of ability. Copyright:Β Β© 2008 Ben Finney <ben+gurps@benfinney.id.au> License:Β Permission is granted to modify and/or redistribute this work in any form, provided this copyright statement and license grant are preserved in all copies. Updated:Β 2008-10-27 The GURPS model for improving a character’s abilities is straightforward: earn generic character points from the GM at the end of a session, and spend them…