Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Thread Tools Display Modes
Old 05-12-2011, 12:30 PM   #11
Wielder of Smart Pants
sir_pudding's Avatar
Join Date: Aug 2004
Location: Ventura CA
Default Re: TL6-TL9 Parkour-friendly settings?

You could just run a game about realistic modern traceurs; possibly centered around a professional race circuit.
sir_pudding is offline   Reply With Quote
Old 05-12-2011, 03:37 PM   #12
Join Date: Mar 2008
Default Re: TL6-TL9 Parkour-friendly settings?

There is parkour in a space station in a recent Schlock Mercenary story arc. With the troops getting a course in the martial art parkata urbatso.
dcarson is offline   Reply With Quote
Old 05-12-2011, 08:32 PM   #13
Figleaf23's Avatar
Join Date: Apr 2008
Default Re: TL6-TL9 Parkour-friendly settings?

Originally Posted by Genesis View Post
That's great. Yoink - totally stealing it for my own post-apocalypse setting.
Flattery will get you everywhere. :)
Figleaf23 is offline   Reply With Quote
Old 05-12-2011, 11:07 PM   #14
Join Date: Sep 2008
Default Re: TL6-TL9 Parkour-friendly settings?

One thing I noticed in the game (although it's possible I was mistaken) was that you are essentially impossible to hit so long as you keep running (and don't run directly toward a gunman). Greatly increasing penalties for relative velocity, as well as giving everyone a few levels of Enhanced Dodge (Ranged Only, Only while moving) can go a long way to encouraging parkour and discouraging firearms*. Enhanced Move (Ground), modified to require parkour (Requires Skill Roll, and an equivalent to Road-Bound, but dependent on a complex environment instead), can also be appropriate.

As for location, a complex, partially ruined, traffic-congested urban setting can encourage courier-type characters to make heavy use of parkour, as doing so will often give the fastest route from point A to point B. An ancient ruin might also be possible to design - with various traps, uncertain footing, and complex design it might be your best bet to keep moving, taking whatever path is necessary. For more fantastic settings, some designs for tree villages (as for elves or other creatures) may encourage parkour as the best way to get around. At TL9+, there's also the possibility of spaceships/stations - the previously-linked Schlock Mercenary arc shows a great design for a low-gravity station that encourages parkour. Using spin gravity can make things even more interesting - in addition to the variability in gravity (depending on where you're at), you also have a rotating frame of reference, which can do all kinds of fun stuff (including making firearms still worse, if they don't have "smart" electronics to compensate - as demonstrated here).

*You have to stand still to have a decent shot at hitting anything, and if you stand still you have a very good chance of being shot yourself. Militaries and the like would probably still use them, as parkour is unlikely to be useful on a large scale and they are still perfectly suited for ambush scenarios.
Quos deus vult perdere, prius dementat.
Latin: Those whom a god wishes to destroy, he first drives mad.
SuedodeuS is offline   Reply With Quote
Old 05-14-2011, 01:34 AM   #15
Join Date: Jul 2008
Location: Ontario, Canada
Default Re: TL6-TL9 Parkour-friendly settings?

Without knowing too much about the game itself...

A high CR society might severely limit the availability of firearms to civilians while also restricting the ability of the authorities to use firearms. IE -- if you're doing your thing on the shady side of society, you're unlikely to see a gun, and if you happen to run afoul of the authorities they're more likely to try to chase and catch you than to shoot you, unless you are demonstrably dangerous.

In terms of specific settings, I immediately think of some Asian city that blends an ultra-modern urban setting with streets packed with bicycles, pedestrians, market stalls, hawkers, peddlers, and so forth, as well as plenty of heavily-scaffolded construction sites.
GM, to player: "Yes, acid can look like water."
Voren is offline   Reply With Quote
Old 06-07-2011, 12:06 PM   #16
Figleaf23's Avatar
Join Date: Apr 2008
Default Re: TL6-TL9 Parkour-friendly settings?

I just ran across this in my notes. Thread necromancy is okay if there's something new added, right?

"The Perfected" Martial Art Style

Core Skills:
Melee Weapon (Any 1-hand weapon up to 3 lb.)

Combat Techniques:
Attack from Above
Back Kick/Strike
Elbow Strike
Head butt
Jump Kick (two different rules: MA p75, B274)
Spinning Attack
Flying jump Kick/ Lunge
Pole vault kick
Springing Attack
Whirlwind Attack

Acrobatics Techniques:
Breakfall (Acrobatics)
Acrobatic Stand
Banister Sliding
Tic Tacs
Vaulting & Diving
Drop Kick (Acrobatic Kicks rules)

Acrobatic Feint
Acrobatic Kicks
Special Exercises (Super Jump),
Special Exercises (Brachiator),
Sure-Footed (Uneven, perhaps others).
Figleaf23 is offline   Reply With Quote

ideas to share, parkour, random thought table

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 12:00 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.