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More Star Frontiers goodness

Star Frontiers

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, a slick-looking magazine of all-new fan material, plus remastered versions of all the original books. 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 don't know; I don't see who made the conversion.)

Those links are now on my conversion page. Hasbro has allowed the Star Frontiers downloads, or so I've heard repeatedly, so both original book PDFs and the remastered goodies appear kosher. Whether you play GURPS, another system, or are open to SF's own rules, it's a full space opera setting ready for the taking. Enjoy!

Minor GLAIVE for 3e update

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I've made a very minor update of the GLAIVE system for detailed low-tech weapon design, to v2.1. It's a minor clean-up of writing, including friendlier compatibility with GURPS 4e. The end product is still GLAIVE for 3e, not 4e, but with the minor changes noted should play nicely with 4e. (Sorry for not being more ambitious, but I say there's no sense in undertaking a full reworking for 4e until we see what the coming GURPS Low-Tech will bring to the weapon design arena!)

[EDIT: Oops, title should be "...GLAIVE for 3e...", not "...4e...". Fixed.)

Distance and defense: Tiny tweak for GURPS combat

Combat at ranges

Here's a minor, yet-untested melee idea that came up during chatter over some GURPS combat scenarios:

Closing a distance gap to attack gives the defender more time to react than starting out close enough to strike. Game that with this simple rule:

  • If the attacker needs to Step or Move to get within striking Reach, the defender gains +2 on Active Defense.
  • If the attacker begins his turn within striking Reach (even if he chooses to Step or Move anyway), there is no mod to Active Defense.
  • If the attacker begins his turn and strikes in close combat, the defender takes -2 on Active Defense. 

The first case represents having to first move to get within striking distance, handing the defender extra time (as well as an extra, clearly visible indicator that the attack is coming). 

The second case above is the default combat norm: You're already within range to strike, and you do so. Nothing special going on.

The third case helps model the "roaring and punching" aspect of close-combat free-for-all. Attacks come from so close, and thus come so fast, that it's hard to defend against them (or even see them coming in the first place).

All extremely simple to play out when using a hex map. How will it change combat? I expect the following: Read more...

Games Diner posts in 2009

End of Year

Looking back on a year in which I didn't think I posted much, I see that my output actually wasn't that bad! A review for those who missed the excitement:

New GURPS rules articles

The "Rules Nugget" series of small, simple rules saw a good handful of additions, with articles for adding "just a flesh wound" grazes, shield cover, and shield size considerations to combat. Two other articles resurrected and renewed older rules for a new ST-based damage progression and a revised Toughness stat that's perfect for action heroes.

Old GURPS articles refreshed

The old GURPS Diner provided fodder for the wizards out there: freshly-polished and 4e-friendly articles on Magic skill and magical languages. This site's old ESCARGO and FEND articles also got the 4e treatment. A very old bunch of miscellaneous house rules also came over to this site, although still in 3e-centric format.  

Miscellaneous new goodies

The biggie for me in 2009 was the appearance of the GURPS Range Ruler, in collaboration with SJG, as an e23 freebie download. My thanks to the good folks at Steve Jackson Games for turning this into a real GURPS tool! 

Ben Finney contributed MERC, a fresh look at what is and isn't important in dice rolling and gameplay based on modern-day game design advances. Go take a look if you haven't!

Other fun bits include an idle idea for GURPS Banestorm releases, a look at noted game The Riddle of Steel and the use of dice pool mechanics, a system for pricing skill breadth in GURPS (including Talents and Wildcard skills), a reworking of specialized throwing skills using COSH, and notes on designing dinosaurs and designing characters with tails

See the year's whole list of articles, in alphabetical order, at the end.

What's next?

If you're a gamer-writer, I guarantee you've got a frighteningly-long list of topics and projects you want to tackle... someday. Same here: both new gaming articles, and more outtakes and updates from the old stuff (especially the old GULLIVER). 

But recently I've been revisited by something that was long absent: that obsession to work on my homebrew Project T. Years in the vapor-making, it's something I've only tackled it in bits and spurts over the years. Thanks to the discovery of some great helpful resources, I'm keen to scribble and test anew – and I've learned very well that when the urge to work visits, it's best to chain it down and milk it for all it's worth. So that'll be my focus for as long as it takes to release the project.

That plan aside, your suggestions for updates, additions, and new features are always very welcome. Please visit a whole lot in 2010! Read more...

Sports throwing skills in COSH

Discus throw

Peering inside the old GULLIVER for GURPS 3e, I was struck by a tidbit that should have made it into COSH, the system for modifying and building combat skills in 3e. The old GULLIVER nicely details some throwing skills for use in sports, not combat, generally handing them a hefty distance bonus in exchange for 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 actually hit something. What the heck? Let's get some man-sized targets out there, and go Spartan on the next Olympiad!)

If this sort of thing piques your rarified interests, break out the COSH page along with a copy of GULLIVER LITE for 3e (see links above), and read along: Read more...

Very tiny GULLIVER LITE for 3e update

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The old GULLIVER LITE distillation of my GULLIVER for GURPS 3e rules is still available for all the retro 3e players out there. I noticed an embarrassing boo-boo in the text, though: long-outdated URL and email info. I updated those, took the opportunity to improve wording in a few more spots, and, despite no changes even worth noting, upgraded the version number from 1.1 to 1.2 just for the cheap rush of power. It's downloadable now, should anyone actually need it.

(Unrelated tech tangent: I'm pleased to see that ol' AppleWorks 6 still chugs along in OS X.) 

Oh, and an added note for the masses playing GURPS 4e: Don't forget that GULLIVER Mini now exists as a nice, free one-page expansion for building and playing critters of any size in GURPS 4e. If you haven't downloaded it, go get it now; if you have a gaming website, please let your readers know about it!

Pricing breadth: Talents and Wildcard skills in GURPS

Warning

Here's a quick example of putting the ideas in Game design musing: Pricing breadth in skills to work:

GURPS' Wildcard skills (BS 175) allow purchase of multiple skills for the price of three; Talents (BS 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 six for the same 5-point cost of a small group?). 

There's no big problem in all that, but what if you wanted more varied costs to reflect the number of skills covered? The "Zeno's method" suggestion in those breadth rules offer a solution: Read more...

Anouncing MERC: Make Every Roll Count

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Make Every Roll Count (MERC) by Ben Finney is a set of gaming guidelines for placing story first and making the most of gamers' time at the table. More narrowly, 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? The answer involves a change from the too-common focus on resolving tasks, to a focus on resolving players' intent.

While MERC includes specific guidelines for use with GURPS, it's applicable to RPGs in general. I think it offers good advice to GMs both new and experienced, and am pleased to see it here at the Diner. What do you think?

MERC: Make Every Roll Count

RPG science: Character tails

Now that's a tail

Got a game character with a nice fluffy tail? Those things can be good for more than just Furry decor, you know. 

At a recent TED conference, biologist Robert Full presented research into the wonders of the wall-crawling gecko. (The video, embedded below, is worth a view; you'll see both people and robots mimicking the gecko's Spidey-like climbs.) But while uncovering the secrets of the lizard's famous feet, scientists found the creature's tail enabled some amazing acrobatic feats of its own, all with nice character-design potential. Read more...

Pricing breadth in skills: Spreadsheet fix

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From the Quality-out-of-Control Department:

The embedded spreadsheet shot in Game design musing: Pricing breadth in skills had a big boo-boo that didn't match the text: base cost of skill was set to 1, not 5, in the image. It's now fixed.

I've made the sheet itself downloadable too in Numbers and Excel formats. It now sports easy-to-read rounded cumulative skill costs, so you can see at a glance how many skills you get for x points, given your chosen inputs. 

Please head to the article, re-read the text following the graphic (now that it makes sense!), and play with the spreadsheet if you like. Sorry for the goof!

SECOND UPDATE (09.08.27): Ack. You know, I generally do all right in working out the crunchy stuff, but then often go and write it up all wrong. I made multiple written references to the term (1/x) in the article text and once on the spreadsheet, when what's actually used in the calculations is the correct (1-(1/x)). Fixed now. Sorry again!!

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