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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!

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...

GURPS Range Ruler launched on e23!

GURPS Range Ruler

It's here! Steve Jackson Games' e23 Store now offers the Range Ruler, a tool for finding battle map combat ranges without counting hexes. It's based on a design I submitted to SJG, and after a kind reworking by the pros there, maintains pretty much the same look, down to the the corny text and this site's URL.

(About the only thing not there is my requisite attempt at an abbreviation. The best I could do was GURPS Range Indicator Plank (GRIP), to which Dr Kromm sagely suggested the much better GURPS Range Increment Plotter, before someone apparently nixed abbreviations altogether. Probably for darn good reason!) 

Best of all for you, the GURPS Range Ruler (GRR?) is FREE! It won't cost you a shekel. (If you'd like to offer a kind word or other token in thanks, please do so!) So print some out, arm the table, and get down and tactical on any surface, with or without battle maps. Oh, and while you're on e23, buy GURPS stuff. It's fun!

GURPS Range Ruler

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...

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...

Game design musing: Pricing breadth in skills

Warning

If fluency in a foreign tongue costs your character 5 points, how much should fluency in ten languages cost?

In the midst of recent email correspondence about ESCARGO, I've dredged up a game design topic long of interest to me: a decreasing cost scale for multiple instances of traits.

Wait – is there some reason why ten 5-point languages should cost the PC less than 50 points? And isn't ESCARGO all about increasing the cost for more stuff? Let me explain: Read more...

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...

GURPS Banestorm idea: Enclaves

GURPS Banestorm cover

In my review of GURPS Banestorm, I briefly mention one of the points that intrigues me about its gameworld: Unexplored pockets of diverse Earth cultures tucked among Yrth's dominant European-, Middle Eastern-, and Asian-descended cultures. From page 9:

...African, Chinese, German, Indian, and Slavic groups popped up across the continent. Dominant local cultures quickly absorbed most of these smaller ones, but even today travelers can find isolated villages where almost all the inhabitants have black skin, worship Krishna and Vishnu, or speak undiluted German.

This is an opportunity for the GM to create any sort of interesting micro-culture that he can envision, as long as it is well off the beaten path!

While that's pretty much all the book has to offer on the overall topic, it's plenty to set the GM mind in motion. A few non-dominant cultures do get a bit more mention (like low-tech Hindi or Mesoamerican peoples around southern Araterre and Bilit Island), yet others remain entirely up to us to flesh out (African tribes? Slavic villages?).

I like the possibilities, and think there's a great supplement concept waiting to be born: Banestorm Enclaves, books detailing outlying clusters of humanity from non-dominant cultures. (Hmm, I thought I picked up the label "enclave" from within Banestorm, but a quick search shows I must have tacked it on myself. I like it anyway!) Read more...

Game rules aren't protected by law

Crimefighters by Jeff Dee!

Jeff Dee, RPG author and awesome gaming artist (T Bone makes Will roll, squelches further fan gushing), is also a semi-regular host of The Atheist Experience broadcast and podcast. The recent Episode #616, titled nothing less than "The Argument from Game Design", let Jeff put his game-design cred to work in discussing certain arcane religious arguments that compare existence to "a game". Straying a bit from that purely religious discussion, he also made some comments of broader relevance to gaming itself, including thoughts on what makes for a good game, and the following bit that surprised me:

... As a self-published role-playing game designer, one of my biggest pet peeves is that game rules are not protected by law... There are two mechanisms in place that you can turn to [in the US] for legal protection if you're a game designer. One is copyright. The actual text of your rules, you can have a copyright on that... The other thing you can turn to is patent. If you have pieces you move around, you can patent what those pieces are and the way you use them. You can do those two things. Buy you can, in fact, legally take, say, Dungeons and Dragons – and people have done this – and completely reword it... Read more...

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