• general

    Gaming low-power, low-tech PCs, Part III

    This is the wrap-up of thoughts on keeping a campaign going when the threats are high-powered but the PCs are low-powered – that is, when the PCs are “mundanes” with no magic, no special powers, and little technology. Again I use GURPS Fantasy II‘s Mad Lands setting as a prime example, but the considerations will hold in other settings, especially low fantasy or non-fantasy (e.g., historical). Part I was a short look at the challenges of keeping such a game going. Part II suggested beefing up the PCs to match the challenges – specifically, understanding “low power” to mean character sheets that may lack spells and energy blasts, but are…

  • general

    Building the dungeon matador: Creatures and combat familiarity

    Here’s a GURPS idea I’ve been kicking around for a while: a trait for improved fighting prowess against a specific type of creature. The concept is easy to understand, and it’s not hard to quickly whip up a game trait that, at quick glance, appears to do the job. But, in a refrain that’s as familiar to rules hackers as the clacking of a tumbling d6, scrutinizing and testing a solution turns up fiddly considerations, especially in making the creation mesh neatly with existing game traits.  I’m not yet satisfied with what I’ve got. Below is an overview of design considerations for fellow rules hackers, followed by my half-baked suggestion…