06-25-2012, 12:35 PM | #11 |
Join Date: Aug 2004
Location: Salinas, CA
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
I have suspected The Company is playtesting such rules a few times, given some of the hijinks they go through.
__________________
- Bob GMing GURPS 4e, Shadowrun 5e, M&M 2e |
06-25-2012, 12:43 PM | #12 |
Join Date: Sep 2006
Location: SF Bay Area, CA
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
This thread reminds me of something that I've thought would be interesting for a while. Specifically, if there were annotations in the play notes saying how certain situations were adjudicated. I find myself doing it mentally while reading the synopses, but it'd be interesting to see how others do it.
|
06-25-2012, 01:03 PM | #13 |
Join Date: Nov 2011
Location: Seattle, WA
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
I'd pay $20+ for nothing more than Kromm's campaign notes interspersed with annotated game rule examples. That would be so incredibly valuable.
Maybe even $20 per year as a subscription model!
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
06-25-2012, 02:43 PM | #14 | |
Join Date: Mar 2012
Location: Colorado
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
Quote:
A model can be found in the "Anatomy of a Shadowrun" guide from Catalyst Games for Shadowrun - a full Run in two columns, one fiction, the other mechanics. |
|
06-25-2012, 02:48 PM | #15 |
Join Date: Nov 2009
Location: Oregon
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
Keep in mind that The Company is what Kromm does for fun. I wouldn't want to impinge on that, or increase his already-impressive workload. It's great that he shares such complete campaign write-ups on his blog. If he can add quick notes on the rules he used in different situations, that would be amazing, but not if it's burdensome for him.
|
06-25-2012, 03:08 PM | #16 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: [The Company]Treating bullet wounds in a jungle
I prefer burning the wound. I love the smell of burning human flesh in the morning. Smells like... breakfast.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
06-25-2012, 03:26 PM | #17 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
Quote:
1. They would require me to write down way too much, at the cost of my fun and my players' fun as I jot down two or three times as many words of notes when I'm supposed to be running a game. 2. If it were work, I'd have to be diplomatic about this, but it's personal, so: I utterly loathe rules notes in recaps. My One True Way for that is writing the stuff as a story, often with earlier events adjusted for continuity with later ones rather than presented in the order the dice are rolled. I want total non-gamers to be able to read it as fiction. 3. While I use the rules as written for vital stuff, the rest is all judgment calls based on long experience. I'd hate to be held to it as an example of how GURPS should be run, or to be criticized for not running GURPS by the book. But I'm more than happy to answer the occasional rules question! Quite a few of the recaps have comments where that's going on.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
06-25-2012, 03:28 PM | #18 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
We just play it by ear. It helps that one player is an ex-hospital employee who saw many victims of auto wrecks and foul play, both survivors and deaths. It also helps that another player is a biologist who knows details about stuff like microbes. And the presence of two tablets and four smart phones in a room with high-speed wi-fi helps quite a bit, too.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
06-25-2012, 03:35 PM | #19 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
The precise campaign model you're seeing there is "high points, high realism." It illustrates what a GURPS game looks like when the GM is enforcing realistic consequences, paying close attention to things like wounds and not wiping down fingerprints, but not holding the PCs and pet NPCs to "typical professional" skill levels. Most of the Agents are hyper-competent; I believe that nobody has less than 17-19 in all their skills pertaining to their main role, and nobody has fewer than three or four non-core areas at 14-16, too. For instance, even the techies have Guns (Pistol) and Stealth at 15, despite which the non-techies don't consider them good enough for sneaky combat missions.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
06-25-2012, 03:46 PM | #20 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: [The Company][Kromm] Treating bullet wounds in a jungle
Getting used to that took me a bit of mental adjustment, but it's worth it. It definitely pushes a GM towards collaboration with the players, rather than contesting things, since they have so much more time available than the GM to look things up. And I'm fine with that.
|
Tags |
bullet removal, harsh realism |
Thread Tools | |
Display Modes | |
|
|