01-05-2019, 12:18 AM | #1 |
Join Date: Nov 2006
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Fated GURPS - From GURPS to Fate to GURPS Again
It has been a little while since I had been playing RPGs and when I got back to it, a lot of people around me were playing Fate, so I was too. There are some things I really like about it, and I appreciate what it is trying to do. A friend of mine is a major advocate of the system, and, as he says, it is not trying to simulate reality, it its trying to similate story telling.
But, to my group, it had some problems. Any time we wanted more crunch, it was just never there. How does a grenade work? Make it up. We want to shoot someone in the leg to disable them. How do you do that? It is at best not clear and at worst not addressed. So, we are migrating back to other things. But, what I do like about Fate is how quickly I can get someone a character to play. It would be great to be able to do that with GURPS and also import some of the Fate feel. So, what is an aspect in GURPS? It seems like most aspects in Fate are hybrid packages of advantages and disadvantage and sometimes skills. They’re not templates, and they’re not quite lenses either. I kind of like the idea of putting together a group of advantages and disadvantages, naming them, and then allowing a player to build a character by pulling together a number of these different character packages. So you build your character by pulling in a “high concept“ package, a “trouble” package, and then one or two other “background” packages. Or something like that. Of course, those would have to be made for the setting. What do you think? I am also generally a fan of the Fate point mechanic, but I also found it to be not as well explained as I feel like it should be. But, I feel like if you wrote up more robust version of them, there be nothing to stop you from directly importing them into a GURPS game. Fate points are not exactly buying successes, though perhaps there is something more similar to them in Impulse Buys, which I have not read yet. Has anyone tried to incorporate something like them into their GURPS game?
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Heath Robinson ----- I created a jumbo-sized HeroQuest board from foam and I also built a case for a 55 inch TV to display animated RPG maps. |
01-05-2019, 12:31 AM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
Never played Fate but the Aspect idea could be helpful for some, especially cinematic games.
Do they have specific aspects? If not a starting point would seem to be Higher Purpose and a Talent, Maybe a Wildcard skill.
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01-05-2019, 02:42 AM | #3 | |
Join Date: Mar 2005
Location: near Houston
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
As you point out, this is the synergetic interaction between the advantages, disadvantages and skills of two characters, or a character and location or a character and object.
Aspects are actually my least favorite part of Fate and why I prefer Fudge to it. Quote:
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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01-05-2019, 02:42 AM | #4 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
The closest analog is probably Higher Purpose. Allow your Players to choose Higher Purposes described in the same manner as Aspects and allow them to apply as Aspects would.
Fate Points are roughly analogous to Impulse Points with some limits on how they can be spent. |
01-05-2019, 11:34 AM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
I'm with copeab: Aspects were one of the things that discouraged me from even trying FATE, though I've been happy with FUDGE. But I would suggest that an "aspect" in FATE is comparable to a "lens" in GURPS. There is material on lenses in Templates Toolkit 1.
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01-05-2019, 11:51 AM | #6 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
I wrote this blog post as a way to emulate Fate's "High Concept" mechanic. Turned out pretty well.
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01-05-2019, 12:43 PM | #7 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
Quote:
For example the Aspect, The Building Is On Fire And It Wasn't My Fault, doesn't impart any detective skills, gunplay skills, driving skills, no extra might, endurance, rapport, etc. However, when something needs to be set on fire? That's when this Aspect shines for Harry. Or when things are completely chaotic and falling apart, he's used to everything being "on fire" and seeing his way through. Also, when collateral damage occurs, he gets blamed, that's the nature of his Aspect, his "connection and importance in the story". |
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01-05-2019, 12:53 PM | #8 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
Quote:
Though, just adding the "vow/code" aspect of Higher Purpose onto Daredevil would also fit perfectly. |
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01-05-2019, 01:01 PM | #9 | |
Join Date: Aug 2005
Location: Denmark
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
Quote:
For instance in Dungeon Fantasy. You pick a Race template. Then a "class"-template. And finally a Lense-template for that "class"-template. Within each template you may or may not have some additional choices to make. This is a much faster way to build characters. It helps the GM make sure all PC's have some useful skills for the game they are about to run. And also avoid min/maxing. It also helps keep some niche protection. ...but it takes a long time to make them. :) |
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01-05-2019, 01:09 PM | #10 | |
Join Date: Aug 2004
Location: traveller
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Re: Fated GURPS - From GURPS to Fate to GURPS Again
Quote:
A robust point-economy, with many points granted and spent per session, would, I think, mimic the feel of a Fate session without departing completely from GURPS mechanics. |
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