02-19-2016, 12:51 PM | #91 | |
Join Date: Dec 2008
Location: Behind You
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Re: Mailanka's Musings -- GURPS Content Post
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Jedi are a big deal in the stories told on the big screen, so in that sense it literally is good vs evil. However, Star Wars universe is far expanded beyond the Jedi. For example, hutt life, bounty hunter life, rogues (Like Han Solo), agents (The Old Republic), and various other characters exist in the star wars saga. The theme and what's important to it should be portrayed in what the story focus is. I was speaking more from a general overview of the universe of star wars than particular stories. It contains everything you'd find in a cyberpunk universe and some. I've even gone through plotlines where mad scientists and corporations were turning every day people into brains in a droid can. There is worlds where the stories of the middle class being oppressed by rogue elements and "men in suits" becomes important. There are metaphysical trips too with magical entities and crazy sorcery come to the fore front. With billions of worlds the story can vary in so many ways. This isn't to say Psi Wars needs to represent all of that. Quite the contrary, it's based upon the story that the GM wants to tell. If it's good/evil psion battles at the core, then it can stick to that. Just like the movies don't touch on those plot points since it tends to follow the good/evil of the force. That just isn't the whole of "Star Wars" was my point.
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02-19-2016, 02:21 PM | #92 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
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For my take, the reason I've left out what I would call the middle class is I want more... post Roman-Republic Civil War, more Sengoku Japan, to me that almost medieval feeling is iconic to Star Wars, and I'm trying to remain iconic for Psi Wars. Were it entirely up to me, I'd probably go deeper in one direction or the other. But you're definitely right to point out that I'm not necessarily slaved to Star Wars, nor to a particular interpretation of Star Wars, and that there's no specific reason not to have a "Middle Class" sort of character. It can certainly fit into the "Action in Space telling a story about psi and war and spy-vs-spy"
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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02-21-2016, 10:19 PM | #93 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
Well yeah, if I was going to run Psi Wars, which I might, it seems pretty cool, I would run my take on it (and back when I ran Star Wars it was my own take on it to), however, the discussion in the forum thread and seeing you answer (and force me to answer) questions iswhat makes this cool! I've read books and articles on 'how to design campaign/adventure/setting', probably dozens of such, but never before actually talked to the author on it as its ongoing
As a note, I am actually using some of your advice on cinematics, when our manly mighty the wed hero jumped a zombie from behind and buried his SM +1 great sword into its skull for 96 damage I just called it dead without rolling HT checks, even if 6xHP wasn't until 114 damage |
02-22-2016, 12:32 AM | #94 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
We start a new data-dump with Dun Beltain version 2.0. Let's see how these new templates stand up compared to the old ones.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
02-22-2016, 06:31 AM | #95 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
Much better! This is a character I would approve as a DM no problem. His primary weapon skill is still low, but not as low, and I can buy 'he is a starting character'
I think his block calculation is off and should be up by a 1 I would encourage the Shield Wall Training perk, so no worries about whether or not he suffers an attack penalty from his DB3 buckler, and he can block for his buddies! Love the force buckler BTW, much cooler |
02-22-2016, 07:20 AM | #96 | |||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
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If I have one complaint about this iteration's templates, it's that they're scattered. They do everything alright, but they're not all that focused... which the exception of the Fighter Ace, who required some effort on my part to keep the Pilot at 18 and Gunner at 16, when I got around to making a sample character. This particular incarnation is not yet the "Space Wuxia Knight!" but the "Body guard with a light saber," which means he has quite some focus on non-combat stuff. Quote:
Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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02-22-2016, 07:54 AM | #97 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
In my Space Fantasy I used 'Hospitaller' as the tank/bodyguard class name
In Space Opera there is admittedly an issue with a melee focused bodyguard class . . . you want to stay near the squishies to protect them, but you often face enemies who lack the desire to rush in and melee you I think Dun should work good at rushing lustily into melee, and has enough random skills and things to keep him relevant outside of fights, but I'm not sure about actual body guarding beyond the traditional 'if we kill all the enemies they stop attacking' approach |
02-22-2016, 08:08 AM | #98 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
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He's less Dungeon-Fantasy Tank than he is secret service agent with a light saber. I didn't do this because I thought that's what Space Knights should be, but because I noticed the concept while working on the commandos, and I thought "Hey, why not slap the Esoteric Weapon skillset on him and call him a Space Knight for this iteration, see how it works?" But having watched more Star Wars... this isn't far off the mark of what they actually do, only they don't do it with technology, they do it with the Force. They look forward to threats with their prescience, they question people with their telepathy, they investigate plots, uncover problems, and either deal with those problems directly, or position themselves to defend those threatened. They're even described as "Keepers of the peace" in the Republic times. So, in retrospect, it's not really a bad direction to take the templates in. Now, I think the Space Knight needs another set of revisions. In Iteration 4, I'll take a very close look at powers and martial arts, and that also requires taking a closer look at combat and I expect to also revisit the Bounty Hunter then, look into the Assassin and the Frontier Marshall (a question I have been chewing on for awhile: What separates a bounty hunter from a frontier marshall? Both involve investigation, combat, the law and bringing people in alive...). But one last comment about something that really stood out to me during this iteration: When I began this project, I expected the Space Knights to dominate people's attention, and to dominate the game. After all, cool powers > no powers. But what I noticed swiftly in this iteration was that the Bounty Hunter and the Spy etc could have used more points. People need a little of everything, and a lot of quite a few things! I could have easily sunk another hundred or two hundred points into these characters! Which means that a psionic knight with 50-100 points in psionic powers isn't really going to overshadow a spy or a bounty hunter. That pleases me. It wasn't something I cleverly worked out. That's just GURPS being GURPS, and it's a very good sign.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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02-22-2016, 08:36 AM | #99 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
By . . . pass . . . combat? What madness is this?
Though your right, in Star Wars there IS a lot of bypassing combat I was never worried about Space Knights overshadowing folks, I was much more worried that a good blaster by your side (and the skill to use it) would be cheaper more effective and leave them bringing knives to a gunfight as it were I'm still not convinced this won't be the case, though the first test fight was encouraging |
02-22-2016, 09:08 AM | #100 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
Quote:
For the melee element, I've not articulated it directly, but I'm following the suggestions in Action 3: I keep combat close-up, which is effectively all that seems to be necessary so far, though eventually I want to add some more effective ranged combatants as enemies and see what comes out. What I meant was this: The space knight is romantic and interesting. They have cool powers, and those cool powers tend to want to push the game to higher and higher point values, but if the space knight burns 100 points on telekinesis, what will the bounty hunter spend 100 points on? If it's on "Beam Weapons (Pistol)", then he'll totally eclipse the Space Knight, and that's a problem. But, instead, I think you'd find that the Bounty Hunter would end up spending a lot of points on expanding their breadth more than necessarily increasing their depth.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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