09-26-2013, 03:26 AM | #21 | |
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Re: Games within a GURPS game?
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09-26-2013, 11:18 AM | #22 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Games within a GURPS game?
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The interesting entries would be ones that use surprising skills. For instance, volleyball is mainly about jumping up in the air and slugging a ball, so Brawling and Jumping might well work. And all of this suggests that Combat Sport skills are redundant if you have combat skills – just go learn a perk. Fencing on a strip might be Smallsword and Sport Familiarity (Foil), which is a lot cheaper than buying Smallsword Sport up from Smallsword.
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09-26-2013, 12:29 PM | #23 |
Join Date: Nov 2009
Location: GMT-5
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Re: Games within a GURPS game?
One could make a case for adding Intelligence Analysis to any serious game. Using it before the game starts to assess your opponent's strengths, weaknesses, and habits can give you the necessary edge. Though in many cases, it is the coach, etc. who uses this skill.
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09-26-2013, 02:02 PM | #24 |
Join Date: Jul 2005
Location: Endor
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Re: Games within a GURPS game?
I know one game/sport aspect I've been trying to figure out a decent way of representing in GURPS is the positioning, rebound-type sports.
This was inspired by the Touhou Project video games and spin-offs, which feature magic-using characters who duel using swirling patterns of magical bullets; if you get tagged with a bullet, you lose the point. The real-world comparison in my mind is games like tennis or volley ball, where you attempt to maneuver your opponent into a position where they can't reach your next return—or, for the bullet game, into a position where they can't dodge your next shot. I've been thinking that Technical Grappling might be a start for this. Instead of developing Control Points upon parts of the body, there would be Control Points established upon regions of the playing field. (So like suppressing fire you'd be aiming at an area rather than a person.) Players who try to move and/or "shoot" through those areas suffer the penalty, and the person who set up the Control can spend the points to assist a spike or smash, or try to drive their opponent out of bounds. So far I haven't been able to quite grasp in my mind exactly how it would work, though… |
09-26-2013, 09:40 PM | #25 | |
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Join Date: Oct 2007
Location: Europe
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Re: Games within a GURPS game?
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I don't think so. A Poker Face Technique, off Acting, might be reasonable, and it might be reasonable to allow it even for characters who merely have Acting at default. It might also be reasonable to "float" Acting to Will in such cases, whereas IIRC normally it's based off IQ. |
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09-26-2013, 09:43 PM | #26 | |
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Join Date: Oct 2007
Location: Europe
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Re: Games within a GURPS game?
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But then again, my homebrew RPG system has a Psychology: Practical skill but - currently - lacks anything analogous to GURPS' Intelligence Analysis. That reflects my thinking framework. |
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09-26-2013, 09:44 PM | #27 | |
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Re: Games within a GURPS game?
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What about advantages? |
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09-26-2013, 10:22 PM | #28 |
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Re: Games within a GURPS game?
They'd have their usual effects . . . via skills. I don't especially think they'd need unique, special effects as well. Perfect Balance, say, adds to Acrobatics whether you're using the usual way or as part of a sport that incorporates Acrobatics. Likewise, Empathy aids various people-reading skills in the way that it always does, even when they're part of card game.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-26-2013, 10:24 PM | #29 | |
Join Date: Jun 2006
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Re: Games within a GURPS game?
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09-26-2013, 10:55 PM | #30 | |
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Re: Games within a GURPS game?
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For instance, what if my character has a couple of levels of Striking ST (-xx% Kick Damage only) to represent strong leg muscles? That ought to improve my Soccer Skill at least slightly. Maybe +1 to soccer skill for each such two levels of Leg Strength. Your one skill-approach doesn't take that into account. If it's just 2-3 levels then the difference isn't large, it's going to round to a +1 bonus, so ignoring it isn't a big loss, but what if it's a THS campaign and my character has been massively geneticaly engineered? Or another science fiction type world and my character is a super-strong robot posing as a Human? Or what if my character has three different Advantages that all reasonably ought to synergize to make him a very good soccer player? One +1 bonus here, another +1 bonus there, and a third +1 bonus. Ignore those and my character is a very good soccer player. Take them into account, in the simulative process, and my character is a superb soccer player. Normally Mass Combat involves company- or batallion-sized units clashing, or even larger units, even though it can be (and is being) used for platoon- and even squad-scale encounters. Team sports, on the other hand (if we ignore the massive proto-soccer matches, of early Germanic medieval cultures), involve very small teams, where each team member is (at least potentially) an individual, with his own Advantages, in some cases Advantages that makes him deviate starkly from the Human average. Imagine a 5-man PC party, boosted by 2-3 NPCs, playing a very high-stakes soccer game against a team of 6-9 NPCs: If they lose, Norway must accept Christianity, and Jarl Haakon, the ruler, must go through baptism in public, but if they win, they get two tonnes of silver, and one of their daughters will be released from the convent where she's been imprisoned for the last two years. It's reasonable that the players want the individual traits of their characters, especially traits that cost a fair amount of points (10 and 15 points traits, e.g.), or multiple synergizing traits, to be taken into account. I don't have a good solution for that. You could game out the match round by round, but there are obvious reason for why that's not good. Sagatafl's approach, of having the Aptitude for a Skill be the weighted average of relevant Attributes and sub-Attributes, can go some of the way, but is far from perfect in this situation. It does not, and can not, include all types of permanent, inborn traits. And it is hilariously bad at taking into account non-permanent traits. I do use some more specific "Factor values", e.g. a Jump Factor stat to define how suited a character is to jumping. That can take everything about the character into account (probably some situational thing, such as planetary gravity, too), pre-calculating it based on how the character normally is (e.g. if he's Overweight, or is usually wearing a ring of +2 Leg Strength, or has a Species Jump Factor bonus because he's a felinoid or a mundane rabbit), and is then referenced in a lookup-table along with the outcome of the character's Jumping skill roll, to give the final jump distance. But I've got less than half a dozen such pre-calc Factor values, and while I think it is plenty for normal adventuring play of physical action, even inclusively simulating characters of non-Human body shapes (e.g. a dolphin familiar, or a Human character shape-shifted into dolphin, with the massively higher Swim Factor that you'd reasonably expect from that) without outrageously absurd results, if you were to simulate sports action, then you'd need much more than half a dozen. As a pulling-it-out-of-my-rear-end guesstimate, two dozen Factors for handling most physical sports alone, and about another two dozen Factors to also handle sit-down games (chess, poker and so forth) and computer games. And that takes it from "kinda heavy, but manageable (keeping in mind the pre-calc thing)" to "far too heavy to be manageable (in a tabletop game where in-play resolution is not computerized)". |
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