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Old 01-18-2019, 07:49 AM   #9
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Action 5: Dictionary of Danger

Quote:
Originally Posted by Michael Thayne View Post

It answers tons of "how do you handle that?" that are going to naturally come up in lots of campaigns.
That was exactly my goal. These things are most likely to come up frequently in a GURPS Action campaign . . . but I'm positive that fans of GURPS Horror and GURPS Monster Hunters will also use the heck out of this supplement. It's just that it's more likely to be villains than heroes using the rules in the former case, while in the latter case the heroes will be seeking ways to do massive damage to things that might brush themselves off and walk away from anything less. I'm also sure that gamers who own GURPS Martial Arts will appreciate the extended lists of improvised weapons and the startling utility of Judo, Sumo Wrestling, and Wrestling for throwing, slamming, and manhandling people into danger.

Quote:
Originally Posted by Michael Thayne View Post

Many of the rules, while not hyper-realistic, seem like they could be "good enough" in many realistic campaigns, where the GM might otherwise be completely at a loss for what to do.
I'll leave whether these rules are "good enough" for realistic campaigns to individual GMs. The rules would be "good enough" for my vision of realism, but that's more a question of consistency than strict adherence to the laws of nature. If you use all these rules together, you'll at least achieve verisimilitude, even if you don't quite reproduce OSHA, HOSDB, and NIJ statistics.

Quote:
Originally Posted by Kelly Pedersen View Post

It's basically Jason Bourne's Christmas Wish Book, or more precisely, the book for the GM whose players want to be Bourne.
Yep. My long-running secret-agents campaign was the inspiration. The masters of unarmed combat, stabbing, shooting, and blowing things up were always 100% useful in violent action scenes, but too often the cleaner, medic, wheelman, et al. felt a little left out. So I encouraged creative skill use. The entire S Is for Sports section was inspired by my willingness to let characters abuse Sports skills bought as background color, and a lot of the rules in M Is for Medical and V Is for Vehicles were things I worked out with the player of the medic and wheelman. Also, K Is for Kitchen was developed because just about all of the players seemed to want to attack people with skillets and hot peppers.

Quote:
Originally Posted by Humabout View Post

Though I love dungeon delving, Action! is where it's at for bang-on fun rules that work in [1]any[/i] cinematic setting.
Including dungeon delving, if you want. The rules for shoving people from high places, jamming them in doors, tossing them into briar patches or animal cages, cooking them in the kitchen, drowning them, dumping them into manure piles, and using hand tools as weapons all seem eminently portable to low-tech settings. The GM could even adopt the rules for blast furnaces and live wires to the Fire college and Lightning spells. In fact, it's really only the rules for big, powered industrial machinery and high-tech vehicles that are strictly inapplicable in fantasy.



And a big "No . . . thank YOU!" to all those who had kind words for the supplement!
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