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-   -   What GURPS needs... now (https://forums.sjgames.com/showthread.php?t=150877)

robertsconley 07-28-2017 01:54 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by sir_pudding (Post 2113249)
I don't think that a representative game of GURPS would be entertaining to watch. You'd need entertaining, theatrical gamers and good editing.

I think if a group were to do this the session would be tweaked to make it interesting while being filmed. The better ones one are not so much "Hey watch as play." but "Hey here this RPG and here a taste of how it works in actual play."

The latter takes some work but more doable in that compared to the former, it doesn't rely as much on having people who are good in front of a camera. The point to make something that informs people about GURPS.

Tom H. 07-28-2017 02:04 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by philosophyguy (Post 2113270)
Quoted for truth.
. . .
But, if this thread is representative of the GURPS community, then I feel like I'm wasting my time trying to bring more people into this game because the community isn't so closed-minded.
. . .

Yes. Maybe the critical tone is coming from a vocal minority.

I say to potential posters: Speak your mind to the rest of us. Be fearless. And don't try to hedge your posts with apologies.

Ulzgoroth 07-28-2017 02:22 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by A Ladder (Post 2113266)
That's what I felt too, in watching Critical Roll. It was very much:
Player: "I roll to attack with flurry of blows, I got a 17!" *rolls damage*
GM: "You ninja jump off the wall, roll in front of the guard, and give him a one-two-three punch to the nuts, chest, and finishing in an uppercut. He falls unconscious on the floor."
*wild applause from PCs*

This struck me as odd. I always like to ask what my players are doing and have them describe what they do. What the NPCs do is my court. But I would never dictate how an attack from a PC looked like, that's the players job.
What if, in the above scenario, the player thought they were going for an Ip Man rapid-fire punching sequence to the enemy's solar plexus till they collapsed? I'd be peeved if I was the above player in that group.

I've seen that, and it didn't bother me that much in D&D - I had no actual game choices that influenced what that should look like so I didn't feel that there was any real reason to have authorship of it. I may be odd that way.

Of course, that lack of game choices was a reason for preferring games, like GURPS, where those things are actually integrated rather than being somebody's free narration...

mook 07-28-2017 02:24 PM

Re: What GURPS needs... now
 
I don't usually find watching Actual Plays very entertaining, but I do see their value to the hobby at large and try to keep an eye out for GURPS ones, such as:
I'd love to see more, because I agree with the upthread posts -- it's a video world, and eyeballs on screens is where a lot of the game buzz lives. I've long thought of doing my own Actual Plays in Fantasy Grounds, but it does seem strange to produce something that I, myself, don't really enjoy watching.

Ulairi 07-28-2017 02:25 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by robertsconley (Post 2113276)
I think if a group were to do this the session would be tweaked to make it interesting while being filmed. The better ones one are not so much "Hey watch as play." but "Hey here this RPG and here a taste of how it works in actual play."

The latter takes some work but more doable in that compared to the former, it doesn't rely as much on having people who are good in front of a camera. The point to make something that informs people about GURPS.

Because GURPS is generic without showing why GURPS is special from a systems point of view...it could be anything. I don't know how that would work from a streaming perspective. If it goes long enough and shows the same players playing a fantasy, sci-fi, and horror game all using the same rules that'd work.

Or if it was a round a specific product like DFRPG. Then it works at least in my mind because it shows people a product, how it works, and gives next steps for the listener to go out and follow: hit your FLGS and buy this box. It's why G&S works so well with board games. I watch the game and then have a leg up when I buy the boxed game at Target.

I don't get the blow back about how awful and closed minded this community is when we have disagreements. I think that's an unfair and quite frankly a lazy criticism. Just look at this thread. We've had disagreements but into the last few posts they have been reasonable and constructive. I think there is even a consensus of what we, generally, think will help the game.
But it's not fair when people disagree with you to start saying things like: look how conservative and out of touch this community is because they disagree with me. I don't even know why I try. All I want is to get GURPS in the top 5.

News flash: GURPS doesn't have the retail precense that the other games have so they won't get into the top 5 until then. No matter how much money is put into anything.

Until DFRPG is released GURPS doesn't have an easy single point of entry, outside of Discworld and comedy gaming is really hard to model outside of your own group.

robertsconley 07-28-2017 02:28 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by philosophyguy (Post 2113270)
Here's a suggestion. If you're going to say why a solution doesn't work for you, be constructive. Explain what you did to overcome that challenge instead, and help build the resources this community can offer.

This is helpful and a agree with your sentiments. Perhaps this is a bit negative, but I found that the only real "fix" to conservatism of this type is for people to start writing things and show the rest how it is to be done.

There was a lot of folks that said that classic D&D couldn't be used to do X or Y until it was shown otherwise by people putting in the sweat to make usable material. GURPS is no less or more special than classic D&D as far as this goes.

Another thing to consider that with GURPS is that anything is to be done either has to go through the SJ Games submission process or follow the fan policy. Which for adventures and settings and other ready to run material shouldn't be to onerous as long as it is strictly non-commercial.

While I got my own ideas for when the DF RPG Boxed set comes out. If somebody needs maps drawn or a review for something before then just PM me. Most worthwhile projects are going to need folks working together.

Ulairi 07-28-2017 02:31 PM

Re: What GURPS needs... now
 
Another thing that would be a big help and cost very little: bring GURPS books to the cons SJ Games attends. Usually they just have Munchkin and other types of games and often never anything GURPS related.

Hard for people to know about GURPS if they never see it.

Stormcrow 07-28-2017 02:32 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by dds_ks (Post 2113162)
Monster and Animal templates only include attributes, advantages, disadvantages... and that's it. I would have appreciated a "translation into practical game terms"

Quote:

Originally Posted by sir_pudding (Post 2113241)
The monster formats (long and short both) do have the primary attacks, skill levels and damages.

Creature statistics have an abbreviated form in the Basic Set that does not include damage.

Suppose you're attacked by a lion. You've got its Brawling-15 skill, good. Suppose you're clawed by the lion with its Sharp Claws; how much damage does it do? No damage in the listing. The "Animal and Monster Statistics" box says to see the "Damage for Animals" box. That box says Sharp Claws inflict Thrust-1 cutting damage. How much is the lion's Thrust? Its Strength is 16. Now look up Thrust for Strength 16 in Characters: it's 1d+1. So the lion does 1d cutting damage. Oh, wait! The "Damage for Animals" box says that predators often have Brawling at DX+2 or better, and this gives +1 per damage die. The lion's Dexterity is 13; it does indeed have Brawling at DX+2, so its actual damage is 1d+2 cutting.

That's a bit involved compared to the expanded monster statistics in various books that pre-calculate all this for you: Sharp Claws (15): 1d+2 cut.

robertsconley 07-28-2017 02:36 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by Ulairi (Post 2113288)
Because GURPS is generic without showing why GURPS is special from a systems point of view...it could be anything. I don't know how that would work from a streaming perspective. If it goes long enough and shows the same players playing a fantasy, sci-fi, and horror game all using the same rules that'd work.

Remember that the vast majority of the hobby plays fantasy campaigns. Just focus on that at first. Show why GURPS makes for an awesome fantasy RPG.

Then as a follow up do a show that light on specifics but highlights how the universal aspects of GURPS work for other genres and cuts down on the amount of stuff a player or referee needs to learn to run something new.

In terms of what being discussed in this thread any actual play video should focused like a laser on leaving the viewer with the thought

Quote:

You know I can use GURPS as the rules for my campaign.

Refplace 07-28-2017 04:25 PM

Re: What GURPS needs... now
 
Quote:

Originally Posted by A Ladder (Post 2113266)
That's what I felt too, in watching Critical Roll. It was very much:
Player: "I roll to attack with flurry of blows, I got a 17!" *rolls damage*
GM: "You ninja jump off the wall, roll in front of the guard, and give him a one-two-three punch to the nuts, chest, and finishing in an uppercut. He falls unconscious on the floor."
*wild applause from PCs*

This struck me as odd. I always like to ask what my players are doing and have them describe what they do. What the NPCs do is my court. But I would never dictate how an attack from a PC looked like, that's the players job.
What if, in the above scenario, the player thought they were going for an Ip Man rapid-fire punching sequence to the enemy's solar plexus till they collapsed? I'd be peeved if I was the above player in that group.

Agreed and this can actually play into the strength of GURPS.
Example 1
Player 1: " I think my arrow will bounce of the creatures hide, is that right?"
GM:"Do you have any relevant skills like Hidden Lore?" "Hmm I dont recall any so make a Per roll at -5 for an educated guess"
Player 1: "I roll a 6! Made it by 3"
GM: "Great job. Your pretty sure it wont penetrate unless you go for a joint or something."
Player 1: "Ok Ill try for the eyes. Thats what -8?"
GM: " -5 total because of its size. Roll to hit"

Example 2
Player 1: "I want to run up to the boss, do an acrobatic leap over its head and slice the head clean off!"
GM: " Ok roll against the better of Jumping or Acrobatics, then your broadsword skill, and finally Jumping or Acrobatics to stick the landing. You know this move is going to lower your defenses if anyone was actually Waiting for you and until your next Turn right?"
PLayer 1: "Sure thats ok, if I do this right the others will hopefully run or stunned in fear. Besides it will look cool so I do it anyway"
GM: "Ok, roll those dice!"


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