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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".

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...

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)

I am not worthy of this gaming table

Sultan gaming table

Hand-crafted tables of fine wood – for gaming. Our gaming, not billiards and poker and bridge. 

A dropped play surface lets you just cover up a game in progress, and pick up play without a hitch after that bothersome dinner party ends. Individual player stations feature flip-down desk surfaces, storage drawers, and trays for counters or pencils. You get "dice towers" for rolls, transparent map covers and grids, and an extra-sized GM station with built-in screen and rulebook trays.

Will it cost you? Oh yes, it will – over $8000 for the highest-end models. Why, that's probably almost as much as I spent on all those GURPS books over the years! : /

Do I want one? No – because there are no cup holders! Who would build a gamer table without cup holders? I can't believ–

Oh. It does have cup holders. At all player stations. Sigh. Where do I sign?

Go drool on the furniture over at Geek Chic.

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:

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 simple rule:

  • If the attacker needs to Step or Move to get within striking Reach, the defender gains +2 on Active Defense vs the attack.
  • 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 in close combat and strikes in close combat (even if he then moves away), the defender takes -2 on Active Defense vs the attack.

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

The second case 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).

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

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