Ooh, here’s an accomplishment most trivial: This site’s Star Frontiers to GURPS 4e Conversion Notes page ranks #1 on a Google search for “star frontiers gurps”. That just might be my first first ever. There’s even more Dralasite-steeped goodness out there than I realized, though. Check out Star Frontiersman Magazine,Β a slick-looking magazine of all-new fan material, plus remastered versions of all the original books. (Edit 2024-09-22: Alas those book downloads are no more.) That’s some serious fandom at work! For the GURPSters, there’s another conversion page out there, GURPS Star Frontiers Conversion, a PDF that starts with this site’s conversion but makes changes where the author disagrees. (What items those would be, I…
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Distance and defense: Tiny tweak for GURPS combat
Here’s a minor melee idea that came up during chatter over GURPS combat scenarios. (I do plan to post an actual battlemap report after clearing some other items off of my to-post queue.) When you close a distance gap to attack, you give the defender more time to react than you do by starting out close enough to strike. Game that consideration with this rule: If the attacker begins his turn with a Step or Move to get within striking Reach, the defender gains +2 on Active Defense vs the attack that turn. If the attacker begins his turn within striking Reach (even if he chooses to Step or Move…
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Sports throwing skills in COSH
The oldΒ GULLIVER for GURPS 3eΒ details throwing skills for use inΒ sports, not combat. Generally, I’ve suggested a hefty distance bonus in exchange for several drawbacks: encumbrance penalties, a Ready requirement, and a big TH penalty. (Yes, a TH penalty. Track-and-field javelin, hammer, discus, and so on never require the thrower to actuallyΒ hit something. What the heck? Let’s get some man-sized targets out there, and go Spartan on the next Olympiad!) Come to think of it,Β perhapsΒ these special skills can be built nicely usingΒ COSH, the system for modifying and building combat skills in 3e. Hmm, it’s worth a try!Β If this sort of thing piques your rarified interests, break out the COSH page along…
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GURPS Range Ruler launched on Warehouse 23!
It’s here! Steve Jackson Games’ Warehouse 23 Store now offers the Range Ruler, a tool for finding battle map combat ranges without counting hexes. It’s based on a design I submitted to SJG, and after a kind reworking by the pros there, maintains pretty much the same look, down to the the corny text and this site’s URL. (About the only thing not there is my requisite attempt at an abbreviation. The best I could do was GURPS Range Indicator Plank (GRIP), to which Dr Kromm sagely suggested the much better GURPS Range Increment Plotter, before someone apparently nixed abbreviations altogether. Probably for darned good reason!) Best of all for you, the…
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My miscellaneous old house rules (GURPS 3e)
Most old house rules have been absorbed into other works on this site.Β On this page are a few miscellaneous 3e tweaks β some much used, others tasted and soon forgotten β that didn’t fit elsewhere. (A few now have some sort of simulacrum in GURPS 4e.) It’s all ramshackle old stuff (1997 or earlier!), but might contain something of interest for your modern GURPS game. Β The old 3e house rules These rules fall under categories inspired by the time-honored motion picture rating system in the US: GΒ (General GURPS): It may or may not be in the main rulebooks, but it already appears somewhere as an option in GURPS, or…
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“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 β name it Magic for simplicity β 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…
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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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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.)…
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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 β or just about anywhere beefy β 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…
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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…