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ESCARGO

ESCARGO updated for GURPS 4e

Crier

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!

ESCARGO for 3e cleaned up

Crier

ESCARGO for GURPS 3e is now cleaned up as well; it should be much easier to read.

ESCARGO is a look at an unusual option for GURPS: skill and attribute costs that just go up, up, up. It looks odd, but offers a surprising number of nifty benefits.

If you have any interest in RPG design, or even just a deeper-than-average interest as a player, ESCARGO may provide some interesting ideas applicable to a number of game systems. Have a look!

ESCARGO: Exponential Skill Costs: A Radical GURPS Option (GURPS 4e/3e)

ESCARGO isn't actually about this.

(Web surfers! Did you get here by Googling for snail recipes? Go here.)

ESCARGO is an experimental look at an unusual option for GURPS: skill and attribute costs that just go up, up, up. It looks odd, but offers a surprising number of nifty benefits. Put on your game engine-hacking cap and read on... 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...

from the mail files: ESCARGO question

ESCARGO isn't actually about this.

ESCARGO question.

A message from a correspondent, re ESCARGO:

----------

Instead of Ease:-1, Ease:+2, why not invert the sign and call it Difficulty.

Excellent question! Very slow response! Sorry!

So, a simple Ease +2 skill would become a Difficulty -2 skill. A difficult Ease -2 skill would become Difficulty +2. It's much more understandable then!

Well, I believe that your usage was the initial plan; "Difficulty" is, I agree, more natural as a label.

But after some mental juggling, I thought the math was more intuitive with Ease. The reason: an easy skill will *raise* your final level, so "+2" is intuitive; "-2" is arguably counterintuitive. And since we're talking about an easy skill, "Difficulty +2" sounds all wrong.

The solution that worked here was "Ease +2" -- though again, I agree that "Ease" is somehow clumsier as a word.

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