03-11-2019, 11:10 AM | #31 | |
Join Date: Jul 2008
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Re: Hey total newby here
Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-11-2019, 11:47 AM | #32 | |
Join Date: Aug 2018
Location: USA
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Re: Hey total newby here
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I would think that trying to do your own specialty GURPS campaign right off the bat without any prior exposure to how the system works would be very challenging, and probably frustrating. |
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03-11-2019, 12:08 PM | #33 | |
Join Date: Jul 2008
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Re: Hey total newby here
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-11-2019, 12:26 PM | #34 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Hey total newby here
Let me throw a burning blanket onto the fire here... look just roll with the metaphor alright?
When I started there was no one to learn GURPS from. While it was 'easy'*, there were mistakes made on my part. There will always be mistakes made. Just roll with them, and figure out how to correct for them in the future. Heck, there's a forum for learning about the mistakes now! Why when I was starting it was uphill in the snow both ways without shoes or even a heated board to throw down... The best part about GURPS is that if it's not doing what you want at first, you can pretty easily adjust the rules to get the results you want, once you figure out where things are going awry. And this is the best rpg forum on the web. * As easy as learning any other system without a support network... which yes, I've done several times. Though FATE does keep alluding me, I think it's simply a basic incompatibility with how it works and how I work. |
03-11-2019, 12:42 PM | #35 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Hey total newby here
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On a side note I have been improving the GURPS wiki like crazy and it can serve as a cliff notes to GURPS. |
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03-11-2019, 02:16 PM | #36 |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Hey total newby here
Actually, aircraft combat isn't too bad for beginners if you abstract it, a bit more, and toss in some color to explain outcomes.
For instance, the PCs in my campaign got involved in a dirigible fight, a few sessions back. It was a planned encounter, and I had decent stats for the vehicles, but that's all the planning I did. My people are still learning stuff in GURPS, and I didn't want to overwhelm them. So, I had the players pick their route to the destination, and had one make her character's skill roll against Navigation to see how well she picked the flight path. She succeeded at that roll by a large margin, so I started the encounter with their dirigible in an advantageous position on the flank and far astern of a potential enemy in pursuit of a third airship. That meant the Navigation roll gave them the choice about whether to engage or try to evade. They chose to engage. At that point, I had the pilot roll against Tactics to assess the situation. In my campaigns, Tactics provides the player with more (or less) (in)accurate information about the situation, and then the player makes decisions based on what he or she understands about what's going on. I then assign a modifier (in some cases) based on how well the player thought out the situation. In this case, the player for the PC pilot made a good roll, so I determined that he'd figured out that the opposing crew was likely highly focused on the craft in front. The player then decided to increase his altitude a bit so the envelope of the opponent's dirigible would block the view from the gondola, which meant they only had to worry about the spotter in the "crow's nest" on top of the airship. He then would accelerate as fast as he could without over-revving his engines, so they could get as close as possible. That was a pretty good plan, so I gave him a +2 bonus to his Pilot skill to execute. As the airship closed, I gave the observer on the opposing dirigible a -1 to his Perception rolls every hundred yards, or so, to see them coming. The crew of the opposing craft didn't spot them, but somebody on the third airship did, so I rolled Tactics for the NPC commander of that ship. He did very well, which meant he understood the PC's plan, and decided to assist. That became apparent when the PC saw the third ship start to turn and the opposition craft cut more sharply to close the distance -- and, in so doing present its rudder, elevators, and all engines to the PC ship now directly behind and above. The PC ship wasn't armed, but the characters aboard her had modern weapons, including two high-powered rifles. As the shots began to hit, the opposing crew realized the PCs were there and went into a dive. That lifted the tail enough that the Maxim on the back of that gondola could get them in its sites. (Yes, that pilot made his Tactics roll, too.) One PC focused on sniping the Maxim crew, with fair success, while the other tried to cripple an engine. Several shots later, that player rolled a critical hit on an engine followed by a second roll that deviated pretty substantially from 9-11 average. So, for the purposes of dramatic effect, I ruled the shot had punctured the fuel line and the heat from the engine set it alight. The gas bags were filled with hydrogen....
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 03-11-2019 at 06:17 PM. |
03-11-2019, 02:36 PM | #37 |
Join Date: Jul 2008
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Re: Hey total newby here
I'd suggest that GURPS basic rules are actually going to handle airships a lot more handily than airplanes. It's mostly not the vehicle or combat rules that make things hard, it's the way airplane combat is so heavily about fine-grained competitive positioning, but the scale doesn't really work with GURPS' hexmap rules and there aren't rules for abstracted dogfight maneuvering in Basic.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
03-11-2019, 06:28 PM | #38 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Hey total newby here
Quote:
I don't like the first option, because it leaves no room for the players to make decisions. The second is mechanically much more interesting, but for new players it would seriously slow down the action. The approach I took split that difference in such a way that the character skills and player decisions were central to resolution of the situation. That's always a good choice.
__________________
-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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03-11-2019, 06:36 PM | #39 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Hey total newby here
In re airplanes, Pyramid #3/53 has dogfighting rules derived from the chase rules in Action. I've somehow failed to own that issue, but Pulver wrote the article, so I assume it's good.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
03-11-2019, 08:38 PM | #40 |
Join Date: Mar 2008
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Re: Hey total newby here
You might read the http://forums.sjgames.com/showthread.php?t=161774 thread which involves Nazis in other dimensions/dreamlands. Lots of stuff on zeppelins and weapons.
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