• general

    Zen and GURPS and the Art of Blowing up Death Stars

    The setup for Luke Skywalker’s Death Star run isn’t complicated. Luke and his rebel pals need to shoot a wee little exhaust port to end the menace of the Death Star. (“That’s no moon; it’s a space-opera stand-in for Smaug and his vulnerable weak spot!”) But the shot is a really tough one with major penalties on the TH roll, and the heroes keep missing as the clock and the stock of rebel pilots run out. (Even their fancy targeting computers aren’t help enough. No, not even computers with astounding vector graphics technology from that far-flung future known to Jedi prophecy as “the 70s”.) “Use the Force, Luke! Let go!”…

  • general

    Idea Pot: Earn-as-you-go disadvantages for GURPS

    In a game like GURPS, what do you get for saddling a PC with a disadvantage? A more interesting character, of course, but also a more immediate benefit: instant character points you can spend on stuff that makes you awesome. Not everyone’s crazy about how that works, though. Like this SJG forum commenter: I don’t like buying disadvantages at character build time… I’d much prefer a system (or option) which rewards disadvantages as they come up during play rather than as a big chunk of bonus points beforehand. Hmm. Could that work in GURPS? I think it could. Even better, I think it could work alongside the game’s tried and…

  • general

    Tiny GURPS/DFRPG idea: A better Outdoorsman

    While we’re on the topic of back-to-nature barbarians: GURPS offers the nifty Outdoorsman Talent (B91) that boosts seven relevant skills for 10 points/level. That’s a great bargain over buying up the individual skills at high levels. Yet it feels expensive to some gamers, especially in any genre that prioritizes success in combat or social dealings over competence at the campsite. GURPS Dungeon Fantasy Denizens: Barbarians even calls out the issue on p. 21, suggesting two fixes: Both are fine ideas. But why stop there? It seems to me any of the following skills could also join the nature-boy jamboree: That’s a lot of skills! In fact, you could toss in the…

  • general

    Bad medicine: Tiny tweak for Unusual Biochemistry effects

    Here’s a really tiny idea of the type I try to relegate to Twitter, but I just couldn’t smush it into the character limit. So here it is, at languid non-abbreviated length. Shake it up Unusual Biochememistry (B160) is a nice disadvantage for alien or other exotic bodies. The effect is simple: standard drugs, if not tailored at high cost for your oddball chemistry, may have the expected effects, or no effect, or expected effects with added bad side effects. Those effects are simple to determine too: there’s just a little 1d6 table with those three outcomes (some imagination required). There’s nothing wrong with that at all! But some imaginable…

  • general

    Tweeting tiny ideas: Tactical Hand Signals and Acrobatic Jump

    Hey, check out that slick new feed of Games Diner tweets on the left side of the front page. Scroll down a bit if you have to… ah, there they are. Just like on the actual Games Diner Twitter page. Mmm, pithy. (As I note in one tweet: “Twitter: 30 seconds to write the tweet, 3 minutes to mangle it into 140 characters.”) I mention this as a reminder that the feed exists, and to note that I’m starting to use it for a bit more than “hey, look at something I found.” First, it’s a good tool for announcing minor web site updates (bug fixes, article brush-ups, etc.), as…

  • general

    Idea pot: Kickin’ it with GURPS

    (In which I inaugurate the diner-themed term “idea pot”, inviting your cogitative degustation of little semi-tested morsels long bubbling on the back burner. Or still just leaking juices behind the vegetable crisper. Or brushed free of floor lint and returned to the stew. Shhh, you didn’t see that.) A GURPS character can kick another guy in the leg on a Brawling -2, Karate -2, or DX -2 roll (plus the modifier for hit location). I, too, can kick another guy in the leg without much trouble (well, until he kicks back, that is). A GURPS character can also kick another guy in the head on that same Brawling -2, Karate -2, or…

  • Katie Sandwina
    general

    Update: A better cost for ST – now with HP too!

    It’s A Better cost for ST… and HP too! Oh, and Striking ST and Lifting ST! An article that’s received many kind remarks over the years (and has been put into use by GMs far and wide) now gets a v2.0 update. The first version put ST on a diet with a neatly-declining cost scale (designed by D. Weber), enabling easier and cheaper power for supers and giants. The update goes on to address ST’s component parts: Striking ST, Lifting ST, and HP. In the end, the rule provides a single scheme for pricing ST (and its components) in normal Joes, over-muscled barbarians, boulder-hurling giants, and planet-cracking supers, with no special size-based…

  • general

    Building the dungeon matador: Creatures and combat familiarity

    Here’s a GURPS idea I’ve been kicking around for a while: a trait for improved fighting prowess against a specific type of creature. The concept is easy to understand, and it’s not hard to quickly whip up a game trait that, at quick glance, appears to do the job. But, in a refrain that’s as familiar to rules hackers as the clacking of a tumbling d6, scrutinizing and testing a solution turns up fiddly considerations, especially in making the creation mesh neatly with existing game traits.  I’m not yet satisfied with what I’ve got. Below is an overview of design considerations for fellow rules hackers, followed by my half-baked suggestion…

  • general

    Game design musing: Drawing a bead on ranged combat targeting

    D. Cole, an inveterate rules hacker, Pyramid contributor, and GURPS community guru on things gun-, bow-, and armor-related, is posting plenty of good stuff on his Gaming Ballistic blog. If you’re the sort of gamer who likes this site, you’ll probably like his even more so. Hie thee to it. D.C.’s recent post Shoot/no-shoot: checking fire under pressure resonated with me, because I’d pondered something similar in the past: In a game’s ranged fire rules, is there a way to simulate the act of “lining up” your sights, only firing when you’re “where you want to be” (as D.C. nicely puts it)? As noted there, this can involve highly variable timing, and…

  • general

    RPG Science: Physical performance with armor and other loads

    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…