• general

    More Star Frontiers goodness

    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.)…

  • general

    Distance and defense: Tiny tweak for GURPS combat

    Here’s a minor melee idea that came up during chatter over GURPS combat scenarios. (I do plan to post an actual battlemap report after clearing some other items off of my to-post queue.) 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 rule: If the attacker begins his turn with a Step or Move to get within striking Reach, the defender gains +2 on Active Defense vs the attack that turn. If the attacker begins his turn within striking Reach (even if he chooses to Step or Move…

  • general

    Sports throwing skills in COSH

    The old GULLIVER for GURPS 3e details throwing skills for use in sports, not combat. Generally, I’ve suggested a hefty distance bonus in exchange for several drawbacks: encumbrance penalties, a Ready requirement, and a big TH penalty. (Yes, a TH penalty. Track-and-field javelin, hammer, discus, and so on never require the thrower to actually hit something. What the heck? Let’s get some man-sized targets out there, and go Spartan on the next Olympiad!) Come to think of it, perhaps these special skills can be built nicely using COSH, the system for modifying and building combat skills in 3e. Hmm, it’s worth a try! If this sort of thing piques your rarified interests, break out the COSH page along…

  • general

    GURPS Range Ruler launched on e23!

    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…

  • general

    My miscellaneous old house rules (GURPS 3e)

    Most old house rules have been absorbed into other works on this site. On this page are a few miscellaneous 3e tweaks – some much used, others tasted and soon forgotten – 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.   The old 3e house rules These rules fall under categories inspired by the time-honored motion picture rating system in the US: G (General GURPS): It may or may not be in the main rulebooks, but it already appears somewhere as an option in GURPS, or…

  • general

    “Magic” skill for GURPS

    GURPS was long funny in that it offered skills for each and every specific application of magic (i.e., hundreds of spells), but no skill to cover a mage’s overall understanding of magic itself. Such a skill – name it Magic for simplicity – fills that gap and lets you fine-tune magic in your campaign, in at least 10 fun ways. This old article was written for GURPS 3e; its Magic skill is at least partially covered now by the Thaumatology skill that later appeared in GURPS Grimoire and then Basic Set 4e. Still, the notes may hold a new idea or two for your 4e games. Magic skill Create a skill named Magic (M/VH, with bonuses…

  • 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…

  • Thor vs Hulk
    general

    Game design musing: New Damage for ST (GURPS)

    This old (2010?) article was placed under the “Rules Bit” umbrella of minor rules tweaks for GURPS. But mucking with ST-based damage scores involves a number of considerations; it’s not really a “hey, gang, new rule tonight” kind of thing. So, this 2023 rewrite places the article under the “Game design musing” header, complete with “CAUTION” graphic noting that this is stuff for system hackers. Intro: Refinishing the table What’s wrong with GURPS‘ table linking ST scores to thrust and swing damage? Nothing! It’s done its job for decades, and so far no one’s gotten hurt. (Except all those on the target end of ST 14, 2d swings, of course.)…

  • general

    Rules Bit (GURPS): Revised Toughness

    Intro: “Go ahead, runt, punch me in the gut.” Imagine that’s the growl of a hulking bully with an Olympic wrestler’s build. And imagine that your physique is more that of… er, a guy who once gamed a wrestler PC. (Did you have to imagine very hard?) It’s easy to imagine that your best punch to his gut – or just about anywhere beefy – simply won’t hurt the guy. At all. Oh, maybe a few dozen punches would start some bruising, sure, but you don’t get that chance; his first punch has you coughing up the lunch money as soon as your limbs start working again. That sort of mismatch can be mighty realistic, but…

  • general

    MERC: Make Every Roll Count

    Intro: Keep it interesting! RPGs evolve. New games don’t just invent snazzy new mechanics; they poke deep into questions of what game-table play is about. MERC stems from author Ben Finney’s interest in the innovations of recent games, and ways to strengthen those concepts in the now-classic RPG GURPS. Broadly speaking, MERC is a set of guidelines for placing story first and making the most of gamers’ time at the table. More narrowly, it homes in on a key question at the heart of all RPGs: When should the dice be used at all, and toward what end?  From the GURPS perspective, that often equates to “When should we make success checks?” The general answer…