07-12-2009, 06:57 PM | #41 | |
Join Date: Dec 2007
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Re: They should really fix that in GURPS Horror!
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07-12-2009, 07:08 PM | #42 |
Join Date: Sep 2007
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Re: They should really fix that in GURPS Horror!
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07-13-2009, 01:10 AM | #43 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: They should really fix that in GURPS Horror!
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07-13-2009, 03:30 AM | #44 | ||
Join Date: Apr 2005
Location: France
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Re: They should really fix that in GURPS Horror!
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Personally, I use this house rule:But it is not the purpose of an horror campaign. Improving a character through study is not more important in such a genre than in any other one. Fright-checks and how to get rid of accumulated mental disadvantages, though, is very important. As important as wounds and illnesses. There are a lot of rules for wounds. I do understand that, combats are common in all genres. But there also are a a lot of rules for illnesses (both natural recovery and medical care) – 2 pages! So why isn't there any natural recovery and psychiatric care rules for mental shocks? After all, injuries and illnesses could also be ruled by using unspent points and the Time Use Sheet... But they are not. No problem with the Basic Set. But in a horror campaign, fright-checks are much more important than illnesses! |
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07-13-2009, 05:52 AM | #45 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: They should really fix that in GURPS Horror!
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I am no psychologist, but I am sure that mental damage in the form of e.g. a -10 cp disadvantage definitely needs more than 10 days of (intensive) psychological treatment (even when 1 cp is paid for the healing). Maybe something like 30-60 days would be adequate for this, making this a factor 3x-6x for mental damage in comparison to physical damage. |
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07-13-2009, 06:51 AM | #46 | ||
Join Date: Mar 2006
Location: Ljubljana, Slovenia
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Re: They should really fix that in GURPS Horror!
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If you need quick and dirty rules for bleeding, etc, I suggest you check out GURPS Action 2. There are a few words on the subject of dramatically convenient blood loss. And the Action series is otherwise very good for rules-light GURPS games. Quote:
M.
__________________
Behind the Aegis - My dark fantasy setting in Classical Greece (discuss it here!). Conversion of the supernatural skills in the Basic Set to Powers. |
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07-13-2009, 07:01 AM | #47 |
Join Date: Apr 2005
Location: France
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Re: They should really fix that in GURPS Horror!
OK! I didn't know such rules were already published somewhere. I know what supplement I will buy next. Thank you for this hint.
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07-13-2009, 12:26 PM | #48 |
Join Date: Apr 2009
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Re: They should really fix that in GURPS Horror!
I'd like to see a 3-5 page bibliography of sources on monster folklore and monster fiction. I'd settle for a web link, but being able to go back to the original sources would be *extremely* helpful for the campaign I'm running.
A couple of worked examples of monsters would be nice, but I'm supposing that's either already in there or one of the things likely to be cut because Powers already does a lot of that stuff. If there's significant amounts of stuff that doesn't make it into the final book, it'd be cool if that got released somehow (either via Pyramid or a separate e23 supplement). |
07-13-2009, 01:01 PM | #49 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: They should really fix that in GURPS Horror!
Powers certainly doesn't, it is about abilities not creatures. However the Creatures of the Night pdf series is exactly that.
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07-13-2009, 01:04 PM | #50 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: They should really fix that in GURPS Horror!
The Watchtower, pg 15 of Creatures of the Night 5. Awesome. Awesome and creepy.
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Tags |
gurps horror, horror, playtest, playtesting |
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