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Old 08-23-2013, 09:12 PM   #41
DouglasCole
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Getting exciting to see more progress made on Technical Grappling.
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Old 08-23-2013, 10:08 PM   #42
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Getting exciting to see more progress made on Technical Grappling.
You got 99 problems, but GURPS ain't one.
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Old 08-27-2013, 11:39 PM   #43
DouglasCole
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Back to the primary original theme for the blog - noodling about firearms and ballistics. In this case, thinking about what GURPS does with shot dispersion, and sketching some alternate concepts for mechanics

There have been a few non-GURPS posts since the last one, too, for those interested. I only link to GURPSy stuff here, though.
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Old 08-29-2013, 06:19 AM   #44
DouglasCole
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In Pyramid #3/44, the article The Last Gasp introduced the concept of Action Points for GURPS, which had the effect of having lulls and flurries in combat as emergent behavior. It also introduced punishing Action Point costs for movement - perhaps too punishing.

Here's an alternate treatment of the same topic to increase the mobility of fighters on the battlefield. Plus, a new Advantage: Ferret on Crack!
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Old 08-29-2013, 07:43 PM   #45
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I have no idea how much time and effort that all consumes, but it is probably a heck of a lot more than I would be willing to commit.
Some times it's more than others. Some posts are quick and write themselves. Others take real work.

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If I were to ask for anything on that score it would be an index of topics/links, since I think the web-page sidebar stuff tends to try organizing by recency or author instead of topic.
I try and tag all my posts with relevant keywords, and the keyword index is sorted by number of posts that I tagged with that key. Since I do keywords as appropriate on a more-or-less forward-looking basis, my options expand over time. I suppose some of the earliest posts (and I'm over 180 right now since Dec 26, 2012 when I started it) could use a keyword refresh.
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Old 08-29-2013, 11:44 PM   #46
DouglasCole
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Thumvar kills a dragon, and Cadmus' prayers are answered a bit too well in last Wednesday's session of Jade Regent, played with GURPS Dungeon Fantasy.
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Old 09-03-2013, 05:32 PM   #47
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Inspired by Peter's report of an epic 12-hour (real time) combat, I wonder about contingency planning in RPGs, and how many parties actually bother to come up with them. While the example at hand was a GURPS DF one, the question of "when do we run away, regroup, or attack even more strongly" has come up surprisingly rarely in my own RPG experience, with any system. Does your group plan for contingencies before a battle?
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Old 09-05-2013, 10:10 AM   #48
DouglasCole
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At long last, Technical Grappling is released!
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Old 09-05-2013, 11:06 AM   #49
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Wahoo! *rushes off to e23*
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Old 09-05-2013, 11:49 AM   #50
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Default Re: Gaming Ballistic - GURPS Content Posts

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Inspired by Peter's report of an epic 12-hour (real time) combat, I wonder about contingency planning in RPGs, and how many parties actually bother to come up with them. While the example at hand was a GURPS DF one, the question of "when do we run away, regroup, or attack even more strongly" has come up surprisingly rarely in my own RPG experience, with any system. Does your group plan for contingencies before a battle?
Not DF, but yeah, we did, and this prevented a lot of Charlie Foxtrot stuff from being a total showstopper in one of the recent sessions. 'Weapons and countermeasures against Diffuse opponents / Swarms' was one of the major contingencies that surprisingly paid off.
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