After a bit of a recess, itβs time to report more impressions of Steve Jackson Games’ boxed Dungeon Fantasy Roleplaying Game (DFRPG). (“After a bit of a recess”? All my posts are bookended by recesses longer than the lives of small animals.) This installment comments on goodies outside the core five books: the maps and Cardboard Heroes included in the DFRPG box, and the separately sold DFRPG GM Screen and its included booklets. I think I have enough notes for one more installment after this, covering meta-level observations about the game. For now, letβs gaze upon those stand-up heroes as they adventure across those lovely maps. (Recap: Part I offered miscellaneous…
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A blogger’s dozen (Part II): 13 ideas for RPG articles
Hi again! Following up from Part I, here’s another ladling of goo from my big, mouldering pot of ideas for gaming-related articles. I go heavy on the Fantasy-oriented ideas this time; sorry, it’s the mindset my latest game play has left me in. Most can be easily sliced and diced into fare for Sci-Fi and other backgrounds. Diving in: 14. Stings ‘n’ Things GURPS Dungeon Fantasy 2 offers fun general rules for harvesting valuable parts from defeated dungeon monsters. Take the idea and go a step further: write up specific salvageable bits, with prices, for common game monsters. (Don’t forget weights, too; that matters for dungeon delves.) Examples: What’s the value…
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Tweeting tiny ideas: Tactical Hand Signals and Acrobatic Jump
Hey, check out that slick new feed of Games Diner tweets on the left side of the front page. Scroll down a bit if you have to… ah, there they are. Just like on the actual Games Diner Twitter page. Mmm, pithy. (As I note in one tweet: “Twitter: 30 seconds to write the tweet, 3 minutes to mangle it into 140 characters.”) I mention this as a reminder that the feed exists, and to note that I’m starting to use it for a bit more than “hey, look at something I found.” First, it’s a good tool for announcing minor web site updates (bug fixes, article brush-ups, etc.), as…
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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.Β 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…
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Rules Bit (GURPS): Throw like you mean It
Intro: “You throw like a kobold” GURPS‘ thrown weapon stats neatly spell out the best distance (Maximum Range) you can achieve with a toss. These are multiples of Strength, typically STx1.5 for heavier weapons (spear), STx1 for very light ones (dagger), and STx2.5 for middle-weight weapons that hit a sweet spot for distance (throwing axe). Working from those stats, Conrad the Bavarian and his ST 16 can hurl a javelin 16 x 2.5 = 40 yards. In battlemap terms, that’s right off the dining room tabletop; it’s a throw that should send even the hardiest of orc miniatures fleeing to a safer distance. With some Extra Effort, Conrad could hit…
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My miscellaneous old house rules (GURPS 3e)
Most old house rules have been absorbed into other works on this site.Β On this page are a few miscellaneous 3e tweaks β some much used, others tasted and soon forgotten β that didn’t fit elsewhere. (A few now have some sort of simulacrum in GURPS 4e.) It’s all ramshackle old stuff (1997 or earlier!), but might contain something of interest for your modern GURPS game. Β The old 3e house rules These rules fall under categories inspired by the time-honored motion picture rating system in the US: GΒ (General GURPS): It may or may not be in the main rulebooks, but it already appears somewhere as an option in GURPS, or…
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Rules Bit (GURPS): Shields and cover
Intro: Under Cover This rule looks at the matter of letting shields provide cover instead of a DB bonus. That option offers some interesting benefits, from a nicely restored (in 4e) ability for shields to protect passively, to detailed protection by body location, to shield walls and other defensive tricks. It all meshes nicely with existing game rules for cover, too. The rule In general, treat shields as offering only their DB, per written rules. But whenever the GM thinks it sensible, treat shields as cover (p. B407) instead: Defending Cover provides powerful protection, but there’s a trade-off: a shield protects with either its cover or its DB, not both…
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Rules Bit (GURPS): Shields and size
Intro: “Is that a Frisbee?” “Sir! We demand that you halt this tea party right now, and give us back our shields!”“Er, begging your pardon, brave Knights of the Shire, but we haven’t seen any shields⦔“Thoseβ¦ things you’re using asΒ tea saucers! Give them back!” GURPS Dungeon Fantasy 3 p. 8 offers some nice rules for Pixie weapons and other “tiny tools” β not generic, physics-friendly stuff, but quick’n’dirty guidelines for easy play. While shields got left out of that discussion, handling them in the same quick’n’dirty fashion is pretty easy. The rule Wielder SM and shield DB How much protection does a shield of a given SM offer its wielder?…
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Magical languages for GURPS
This old (originally 3e-era) article sought to drop a bit of spice into the standard GURPS magic system. The addition of distinct languages for spellcasting lets you create as many unique magical traditions as you like, distinguishing Druids from witches from court wizards in strengths, weaknesses, and special effects. Side benefits including new paths of useful study for mages and prevention of “Johnny One-Spell” over-specialization. Go magically multilingual!Β The tongues of magic What if, instead of one “language of magic” used by all mages, the tongues used to cast spells were as diverse as their mundane linguistic cousins? Assume that such a magical language (“tongue” hereafter) works as any other…
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COSH: Combat Skill Hack (GURPS 3e)
COSH is a fun, easy, GURPS-like way to build most any fighting skill, or modify existing fighting skills, in GURPS 3e. Any GM can drop COSH into a GURPS game and be designing unique new combat skills within minutes. History v1.0: Created 03/03/14 v1.1b update (03/03/15): Simplified COSH construction of missile skills, thanks to J. Schipper. v1.2 update (03/04/23): Dropped the beta designation. Clarified use of limits on Dodge Bonus and ST Bonus enhancements. Added example of using COSH to morph a skill into a different skill during play. Added lots of Β maneuverless “classic” combat skills, a bunch of new skills, and new “Large/Small ST Bonus (single use)” enhancements. Thanks,…