01-11-2015, 08:35 AM | #21 | ||
Join Date: Apr 2006
|
Re: How to make a Gurps setting work?
Quote:
I mean, in a fantasy campaign, or better yet a video game, you might carry a variety of weapons for different situations. Sword +3 for general use, Holy Mace for skeletons, Flametongue Dagger for mummies and ice elementals, etc. But the point of guns is just to put holes in people with little pieces of metal. There aren't really that many distinctly different ways to do that that actually make sense, and some are clearly better than others... like, you could have an assassin with a hidden crossbow for stealth kills, but no one's going to equip a military with those! Likewise there might be portable cannons for taking down steampunk mechs, but this is a specialist weapon, not something that someone would use like a battle rifle (let alone a sidearm). Anyway, as soon as your players get the chance, they'll all probably use whichever is the best weapon (and players are good, though not infallible, at figuring out what that is). Which means you'll have created a bunch of detailed but less-good weapons for nothing. And for the rest of the campaign they'll make fun of every culture that uses the inferior weapons. I guess you could just go nuts, and mostly decouple the effect of the weapon from its appearance. So take a "standard" pistol or rifle, whatever you think that is, and it has a certain set of stats (range, damage, etc) and all of the unique cultural weapons have those same stats, or close to them (minor variations are fine). This means you end up with giant revolvers that hold twelve shots, reload as fast as a rifle magazine, and do just as much damage as a rifle, with the same recoil, because they're really rifles in disguise. Or you can have the guy with the autocrossbow that just happens to do 6d pi per shot, because that's what all the battle rifles do. If you're willing to handwave realism concerns (crossbow bolts are much bigger than bullets; where does he keep them all??) then you can have whatever kind of crazy fluff appearance you want. This is basically what all those video games do when each character has a signature type of weapon; they all look different, but they all just have a stat for "weapon power" and maybe some kind of special effect (drains life, slows, elemental damage, etc) and all the attacks work exactly the same way. Quote:
|
||
01-11-2015, 09:24 AM | #22 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: How to make a Gurps setting work?
Quote:
Apart from service weapons, which were all fairly similar because they were design to solve the same problem (cheap, light and handy enough to be carried on the march by a wide range of soldiers, doing enough damage to inflict casualties fairly reliably, very robust and reliable, and cheap) there was a very wide variety of sporting guns, specialised for hunting things from rabbits to elephants. If you want your armies' service weapons to be very different, you need them to have significantly different requirements, which implies that their troops are much more varied than humans normally are from country to country, unless your senior generals and the politicians in charge of them have some quite impractical ideas. If you want your PCs to have lots of choice in weapons, give them some unusual opponents, the chance to get sporting weapons that might be more effective against them, and tell them about the Weapon Bond perk. That's how the party in the campaign I was playing yesterday ended up as a WWII counter-intelligence group of six that uses three different kinds of pistol and two kinds of rifle, none of which are the standard service weapons. |
|
01-11-2015, 11:47 AM | #23 |
Join Date: Aug 2013
|
Re: How to make a Gurps setting work?
Well it all depends on the campaign itself, the more different it is from existing sources and the more genres/themes that is put into your campaign will bring in more paper work.
My present day horror campaign had little paperwork seen all of the information of the world was a click of a mouse while my fantasy space game had alot of different fantasy worlds, species and powers that need a load of paperwork.
__________________
I highly unrecommend choosing the following disadvantages; No Sense of Humor [-10] |
01-11-2015, 01:25 PM | #24 | |
Join Date: Aug 2014
|
Re: How to make a Gurps setting work?
Quote:
Why run over to that weapon, when you already got the exact same weapon? |
|
01-11-2015, 02:04 PM | #25 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: How to make a Gurps setting work?
Quote:
We may be misunderstanding the atmosphere of your game. Is it meant to be Dieselpunk with the motivations of Dungeon Fantasy? |
|
01-11-2015, 05:32 PM | #26 | |
Join Date: Aug 2014
|
Re: How to make a Gurps setting work?
Quote:
It steampunk/Dieselpunk with element of science fantasy and Dungeon, but not in the normal sense. The PCs, you see, may or not may have been apart of an Elite Time traveling Crime organization (which party clause the messed up timeline with everything form victorian era computers, magick, and light Rebo(Biopunk)-tech), and because of this, they are now going to be hunted down across time, space, and the outlands (basically something like the world of Submachine- Online flash game by Mateusz skutnik). Some of these PC however may be form are timeline or ones yet weirder. Because of this, the players are trying to keep one step ahead of time traveling bounty hunters and the likes. They may however team up with other organizations in all this to get some sort of protection and some sort of pay form missions. Time travel is mostly done from Warp-Nodes(Portals from one place/time to the other, connected via wormholes), or Temporal Warp Nodes(which can alter time/space in a certain area around an person), though some can go all out and merely use psi/magic powers (which none of the PC have, yet) Some of the main influences for this setting was Submachine(link above) Time-spitters SUPER-HOT(online flash game dealing with bullet time) This should help. Last edited by SteampengMK-1; 01-20-2015 at 04:27 PM. |
|
01-14-2015, 02:49 PM | #27 | |
Join Date: Jul 2008
|
Re: How to make a Gurps setting work?
Quote:
Also, generally speaking, there are uses for additional weapons, ammo, and general supplies even if they aren't higher level or otherwise preferable to the ones you already have. Also, of course, 'practically the same' isn't quite the same thing as 'the same'. The other side's gun is probably generally similar but it might have some notable advantages. It also intrinsically has the advantage and disadvantage that it sounds like the other side's shooting and uses their ammo, which is frequently not interchangeable with your own ammo.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
01-25-2015, 10:27 AM | #28 | |
Join Date: Aug 2014
|
Re: How to make a Gurps setting work?
Quote:
In thinking about this, I might change system for GURPS to something else, Or might not. On one hand, GURPS is the only system I won't likely have to modify like crazy, but on the other, the gurps-ness of the system is being somewhat to front loaded or something for me to too handle. I also can't buy the books. Sure, I can find them laying around in places, but can't really do anything..."legal" with them that won't be called pirating. |
|
Tags |
alternate history, great war, help wanted, steampunk, time travel |
Thread Tools | |
Display Modes | |
|
|