• Godzilla is stronger than you.

    Well, sure, you knew that. But how much stronger? I was browsing John Woodward’s nifty GURPS Godzilla page. His is no mere lazy stab at a handful of stats (like… well, this post is), but is a thorough guide to roleplaying the the Toho cinematic universe. Characters, monsters, history, plots, and more. A campaign in a box, if you will. GURPS Godzilla How big a box? To hold the Big G, at least 300 feet high – that appears to be the canonical height of Godzilla, despite some variance throughout his storied career. And how tough is our radioactive pal? ST 7500, says John, with DR 3000, HT 20, 50,000…

  • GURPS House Rules Best Left Homeless

    GURPS gamers are a rules-tweaking, happy lot of home-brewers, Hastur bless ’em. But among the crunchy’n’nutty house rule suggestions that come up in forums, websites, and actual games, there are always a few that should be shown the door back out of the house. Below are a few such. I was hoping to make it a Top 10 list, but am stopping far short of that for now. Actually, I’m glad I can only think of far fewer than 10 offhand! (Needless to say, the below is opinion; if one of the items already fits into your game to much acclaim, good on you. Witless opining is what blogs are…

  • 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…

  • Rambling about ST

    A recent ramble on rec.games.frp.gurps, responding to this post and referencing this post: infornific@aol.com (DW) wrote: lwcamp@landau.chem.rochester.edu (Luke) wrote: (Rest of message deleted for brevity – please see original message) Excellent points. Your division of strength into grappling/lifting/carrying vs combat/speed sounds a lot like GURPS Gulliver’s Combat ST and Load ST. That might be a simpler way to simulate the differences in ST. So a weightlifter might have Combat ST 12 and Load ST 16 – he doesn’t punch that hard, but he’s formidable in grappling and can fence with a broad sword. Interesting, it sounds like a plausible rationale for split ST. Does anyone know of good scientific evidence on how that kind of strength varies…

  • Game design musing: ST schemes

    Log ST. You know, ST schemes under which every +X points of ST equate to some multiple of lifting power. Typically, this would be x2 lifting power per +5 ST, per the HERO System. ST 15 would lift twice as much as ST 10, just as ST 105 would lift twice as much as ST 100. Log ST was the choice for the original superhero game that became HERO, and is often labeled a great fix for GURPS’ troubles with four-color action. But could it work in GURPS? Some recent emails and forum postings on the topic follow. (My text is in black.)   An email: You state that Quad-ST…