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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.)

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 I noticed an embarrassing boo-boo in the text, though: long-outdated URL and email info.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!

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

Mail about mail (and other armor and EP topics)

Chain mail detail

In this earlier post, I mentioned that I'd been answering email questions about my Edge Protection (EP) rules for armor in GURPS. For those with an interest in EP, here's a paraphrasing of my correspondent's questions (in quotes) and my replies: Read more...

ESCARGO updated for GURPS 4e

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ESCARGO, that quirky reworking of skill costs in GURPS, is now updated for GURPS 4e. That doesn't call for any big changes, but as always, an update provides chance to polish lots of little rough spots.

It's quite a geeky excursion into game design, but pretty interesting stuff in my humble view. As always, your comments are hugely welcome!

http://www.gamesdiner.com/escargo

QUICK UPDATE: I just added an update of the downloadable PDF file, adding attribute costs and weapon defaults. If you checked out the ESCARGO update within a couple hours of its posting, please revisit and get the new PDF!

FEND updated for GURPS 4e

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FEND is an experimental look at using full Skill level for GURPS defenses, like any other use of a skill, instead of the game's Skill/2 mechanic. The update isn't a massive overhaul, but now includes notes for use with GURPS 4e as well as 3e.

There are no doubt some 4e-specific considerations left unconsidered. What's good, incomplete, or just plain broken in there? Please take a look and suggest improvements. 

http://www.gamesdiner.com/fend

GLAIVE weapon design system: 4e-friendly spreadsheet and thoughts

Build it with GLAIVE!

Ahoy! Many thanks to all those in the past who have contributed to or commented on GLAIVE, a low-tech weapon design system for GURPS 3e.

I recently received a couple of inquiries about updating the project for 4e, along with 4e-flavored updates for the spreadsheet aid originally created by Ryan Williams. An updated spreadsheet alone doesn't make the project fully 4e-ready, but sure goes a long way toward it!

The spreadsheets are posted for readers' benefit. Along with them come the obvious questions:

Is there a need to update all of GLAIVE for 4e? Is there any interest? What form would it even take?

There's a new forum topic for anyone interested in discussing.

DECIDE implementation notes

DECIDE has racked up many comments on this site, as well as in a related SJG forum thread.

http://www.gamesdiner.com/decide
http://forums.sjgames.com/showthread.php?p=458795

While the idea behind DECIDE is solid, any specific implementation is a throwaway item: there are plenty of possible implementations, and you can easily drop one you don't like and replace with another, all without tossing out the core idea. So I'm not too interested in debating implementations; any will generally fall under "yeah, whatever works for you".

But in the spirit of designer's notes, here are thoughts on why I use the implementation I do, with commentary on objections to it: Read more...

Game design musing: Point-cost scale for stats

Originally Posted by DouglasCole
The value of that extra level of stat/skill very much depends on what kind of challenges the PC will be facing.

I don't have any comment on attribute cost vs skill cost (not here and now, anyway), but on flat vs rising costs, DC's wise remark above inspires the following note: Read more...

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