• general

    Pricing breadth: Talents and Wildcard skills in GURPS

    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…

  • general

    RPG science: Character tails

    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. As the biologists point out, a passive tail – a simple dead weight – hampers maneuverability. But an active tail does quite the opposite. Here what’s…

  • general

    Rules Bit (GURPS): A better cost for ST and HP

    Intro: Repricing ST and its parts Some GURPS players have wished for a different pricing scheme for ST – specifically, one that lowers the high cost of building superheroes or other hyper-strength beings. This article offers one such scheme that vastly lowers the points required to build a battleship-smashing super. As a bonus, its cost progression can make building supers and giant creatures easier, not just cheaper. The scheme and its clever cost progression come courtesy of D. Weber. While the original idea is his, the accompanying text and expanded ideas are mine; anything screwy is my fault. The content below goes way back to the GURPS 3e days, was updated for 4e around 2013,…

  • general

    Quick quibbles with SM in GURPS 4e

    I’m glad that 4e now incorporates something as simple and basic as a size for characters! SM, what took you so long? My friendly little quibbles with SM as s/he stands (Basic Set p 19) are as follows: 1) The official rule is to round a creature’s SM up – unless it’s a humanoid over 2 yards tall, in which case leave it at SM 0. I’d change that to “round to the nearest SM”. That neatly keeps humanoids, especially the countless hero PCs that top 6 feet, at SM 0 without special exceptions. (However, it does place 5’2″-or-shorter people at SM -1, for better or worse.) By that same…

  • general

    Gaming notes: Playing giants in any game system

    Introduction Ogres. Hulking Trolls. Tree-sized giants. Mountain-sized Jotun. If they’re defined by a size bigger than us, then for this article, they’re all giants. Because whatever the specifics, they all share one thing in common: “TARG SMASH PUNY HUMAN!” I’m liberating the Big Games notes on gaming giants from my old GULLIVER rules for GURPS, to give them a proper new home within the Diner (with a little freshening-up too, including a pinch or two of content from other sections). Although I’ve got some GURPS 4e-specific notes at the end, the general overview is useful with any game system. Yet it’s all pretty brief; sorry, I haven’t witten The Complete…

  • general

    GULLIVER rules expansion for GURPS

    Many a GURPS newcomer (and some experienced players too) ask: Can GURPS handle huge and tiny creatures? You bet! And it does so well, too. But even in GURPS 4e, the built-in tools are lacking in spots. A little added clarification and exposition fills in the gaps, giving you all you need to unleash beings of any size in your game. What is it? The original GULLIVER for 3e is an old, nut-made fan-crafted expansion for the GURPS 3e roleplaying game. It explores many topics, mostly dealing with character/creature design and physical performance. (It does so thoroughly, and is renowned for its volume.) The newer GULLIVER Mini for 4e is…

  • general

    Star Frontiers to GURPS 4e conversion notes

      Star Patrol wants YOU! Got a Star Frontiers game you’d like to bring over to GURPS? (Okay, so that proposition made more sense in 1997. But do please play along.) Here are some notes to help those characters make the jump. First, a bit of intro It’s hard for me to say what I liked so much about Star Frontiers when I picked it up way back when. Part of it was production value: the books weren’t anything fancy (pretty primitive by today’s standards), but there was so much packed into the box: multiple books, maps, colored counters, more. A lot of components for a simple game. The game’s…

  • Fail
    general

    “Anti-talents” in GURPS

    Below is a recent post to the GURPSnet mailing list, on the topic of “Anti-talents” that reverse the effects of Talents.  I have home-brewed “group competences” that are pretty much the same as the Talents that 4e later brought. (4e picks a much better name; I’ll steal “Talent” for the rest of this discussion.) They all have accompanying “Group Incompetences”, that reverse the bonuses into penalties. The latter make for amusing character concepts (and sometimes amusing trait names), and work as you suggest, but with one big difference: I only award -1 per Group Incompetence, far less than the advantage value of the reverse Talent! http://www.gamesdiner.com/gurps/GULLIVER/BXouttakes.htm#SkillBonusTraits For what it’s worth,…

  • general

    Notes on natural encumbrance (GULLIVER)

    Forum poster P, in reference to GULLIVER’s natural encumbrance rules, included the word “messy” among other (much nicer!) comments. Of course, I had to ask what’s “messy” with them, and P was kind enough to oblige with a response. The below may or may not change anyone’s mind about the rules, but it did lead to the introspection below that natural encumbrance fans may find of interest. (And it’s a shame not to recycle such a long post into all-too-scarce blog content…) Here’s the forum text: Thank you for the kind words, P. Permit me an initial clarification: And, as I said above, I agree that your general approach was…