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Slashdot takes note of new Steve Jackson Games releases

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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 – 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 calls for a modern computer version; hear, hear!), as well as kind words for GURPS and other products.

Oh, there's also one fellow who wants us all to know that Steve is overly litigious, "irrational and greedy", and "not a nice guy", and we should all quit buying his games. That devolves into a long thread, without much to back the charges. The poster doesn't help his credibility with the statement "Growing up I was a big fan of his games, including Car Wars, Ogre, and Traveler". (You'll see a quick Anonymous Coward post pointing out the problem there; that's me.)

But anyway. The discussion makes me want to play Car Wars all over again. As well as try out the new games. Zombie Dice? Hmm, will that be anything like the discontinued TSR Dragon Dice?

Miscellaneous thought: A Car Wars oddity

Car Wars box

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 bits, a car was "killed" for purposes of combat. And in one specific exception, an explosion caused by fire did invoke a special "vehicle completely destroyed" rule.

But otherwise: The motorbike with its engine blown up by a tank round? The helicopter with nearly every component shot out by rocket launchers? The car that lost its tires, underbody armor, and driver to mines before slamming a wall at 200 mph? Clear out the bodies and the broken parts, install new components, and the vehicles were as good as new.

Very odd, that was. (But darned fun all the same.)

Hmm, here's something a bit sad: Steve Jackson Games' Car Wars web site has seen exactly two posts since the end of 2003. (Even this site posts more frequently than that.) Ye gods, does no one play this fine game any more?

RPG science: Dinosaurs heavier than thought?

Pot-bellied predator?

"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 – 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 rules that consider weight.

None of it's a problem. The T Rex designs in my linked article above still work great, even if you want to boost the weight and the required support for it. Don't worry if your final design comes out a wee ponderous, as the new heavy-dino hypothesis suggests a T Rex top speed that's awfully modest for such a big predator: 10-25 mph (about Move 5-12 in GURPS terms).

The big range of that estimated top speed is a reminder of just how much sheer guess work palentologists still have to deal with – so if you want to stick with lighter weights, that's fine too. Which leads right to the key point: While it's an amusing diversion to try "designing" realistic dinos using detailed rules, in the end you can just slap on whatever power, agility, Move, and so forth that the game scene calls for. If you scare the bejesus out of the PCs, you've found the right numbers.

Whatever the poundage, T Rex will always be the king of the dinosaurs. Even if the T stands for "tubby".

Now in Pyramid: GURPS Combat Options from the Games Diner

Fecht

"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 to read more here. But if the rules do spur an interest in additional related background, variants, examples, and player comments, click away!

If you haven't read the Pyramid article, grab it! Sure, you can read the rules in their original form via these links, but the article's versions are cleaner (especially where older rules are concerned). More importantly, the article makes the whole bunch blissfully succinct; you can easily show it to your gaming group, and inject one or two or all ten of the rules into a game, lickety-split. That's more fun than wading through ten online screeds, each afflicted with Logorrhea [-10]! And, of course, that piping-hot, fresh Pyramid issue will be stocked with more, even better, stuff too. 

Moving along, here are the links for avid readers: Read more...

Gaming dice as art

Handmade die

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. 

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! Read more...

Rules Nugget (GURPS): Throw Like You Mean It

Does not throw like a kobold.

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 45 or even 50 yards. 

And yet, our human arbalest may be chagrined to compare his toss against modern track and field records. The current men's world record holder, Jan Železný, chucked a javelin over 98 meters (well over 100 yards!) in 1996; on the women's side, Barbora Špotáková beat 72 meters in 2008. There's no need for a game to worry itself with accurately simulating sport throws, but aren't the rules holding something back from battlemap hurlers?

One problem is that the rules grant Conrad nothing for running like a true javelin thrower. Another disadvantage, less immediately obvious, is this: As with any normal attack, a weapon throw has Conrad return instantly to a defensive combat stance, ready to dodge knives and arrows. That sounds fine for close-in fighting, but it's all wrong for athletes in genteel competitions, or even battlefield spear-throwers safely out of reprisal range. Conrad needs the option to forget defensive caution and throw like he means it.

This rules nugget doesn't overhaul throwing rules or recreate sporting records. It merely hands fighters (or athletes!) in the game a couple of options they're missing to go the distance.
Read more...

Rules Nugget (GURPS): Duck!

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. Read more...

Updated DECIDE defense tweak

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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 can apply to any game handling defenses in a similar manner. 

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 the -1 "last-second defense" penalty vs melee weapons to a 0, and a blanket +1 to all "immediate defense" rolls that don't wait to check TH.

This is arguably how the option should have been designed from the start. It lets fighters make normal GURPS defenses ("first check TH") vs melee weapons at no bonus or penalty, and awards an attractive +1 penalty vs any attack when the fighter quickly commits to defending. The net effect: DECIDE becomes nicely "invisible" in melee combat, staying out of play unless a fighter opts for its effects. That's the sort of option I like!

Thousands of visitors have checked out the DECIDE page; if you haven't (or just haven't done so in a while), please do!

Momentum or Kinetic Energy: Which One Pierces a T Rex's Chain Mail on a Glancing Blow?

Dino Wars

Here's a collection of online bric-a-brac with connections to this site's gaming material:

Dinosaurs and their tails

Having written about both dinosaur design and tail design, I can't help but comment on the Smithsonian blog's report that dinosaurs may have had thicker, beefier tails than often depicted. Sounds fine to me, at least until we get that cloning process working to verify things! 

What does that mean for critter design? Read more...

Handy links for articles related to creature size

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Tiny improvement to the GULLIVER page: A short compilation of links to other items on this site related to building and gaming creatures of any size. If odd-sized critters are your thing, you should find plenty to work with among those links.

Head to Related links (GURPS GULLIVER page)

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