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Old 07-19-2011, 04:30 AM   #1
Onkl
 
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
Default Combat: Player versus Player

Hi guys

I like the way GURPS does combat very much and so I would like to play "Player vs Player" GURPS combat. We've tried to do this but failed miserably.

There are two main problems that come with this idea:

Visibility of the opposing forces
Maneuvers the OpFor should not know about (Aim, Wait...)

These points could be solved by doing it like some wargames do: One map and room per faction plus one for the referee. On the referees map there would be the collected information from all the faction maps, the referee could thus tell the factions what they saw and what happened.

Of course, playing GURPS combat like this would be tedious at best and very slow. So I'm looking for a better way.

We've tried to make a "contract" between players so that they would do what their characters would do, ignoring player knowledge... eg. Run through a door where the OpFor was waiting for a victim to appear (Wait Maneuveur - As soon as someone appears in the door frame I open fire).

But as you can imagine, this led to various discussions because some people thought the others were cheating...

Has anyone tried to play GURPS tactical combat "player versus player"?
What were your results?
Do you have a better way to do this than what I suggested?

If all fails and GURPS is simply not able to do this, is there a system you could recommend which accomplishes this in as much detail as GURPS does?

Thanks!

Onkl
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combat, pvp

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