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#1 |
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Join Date: Sep 2010
Location: Mannheim, Baden
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Well, GURPS combat is pretty deadly as is and modern-day special ops type play makes it even more so. I wouldn't want to play when one false move means I'll be out of the game for the next hour, at least. So I would give everybody at least two or three characters in the same team to run.
The map problem is more difficult. You could try have the player's write down what they do before their round starts, but that doesn't solve seeing the other people's positions. A solution might be to use a virtual tabletop like MapTool or Fantasy Battlegrounds. This way you would be able to hide all info from players except for what their characters see. They wouldn't know their opponents' actions either and you wouldn't have to pressure people into making quick decisions because the players who got nothing to can still play solitaire or do whatever they want when it's not their turn. I probably wouldn't run this in any game but fantasy where melee combat and magical tricks are much more important than knowing where the enemy is and pulling the trigger at the right moment. And even then it's a bit of a let-down to have your character killed every second combat. You'd pretty much have to use pre-generated archetypes as "game tokens" to make the loss of no consequence. |
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#2 | |||
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Also, if possible I would like to eliminate the referee (GM) so that all involved could play a faction. Quote:
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#3 | |
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Join Date: Aug 2004
Location: A nice, warm rock with an excellent view of the Damned
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__________________
The Wrathchild |
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#4 |
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Join Date: Sep 2004
Location: Canada
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GURPS is not designed to run without a GM. Full stop. There are many many places that require a judgment call by the GM - you simply cannot play this game without a GM.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#5 | |
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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It's just that I am SO in love with the detail GURPS combat offers that I would like to play it head to head - and since I GM for my friends most of the time this task would probably again fall in my hands. Which does not satisfy me because I want to battle as well. Apart from the "player-contract" (Which in essence just means they have to roleplay their PCs in combat and do what the PC, not the Player, would do in the situation the PCs find itself in) is there no way around... you say there isn't, full stop. Hearing this from someone as deeply rooted in GURPS as you obviously are Bruno makes me sad. Because I really want to play GURPS head to head ... *sniff* I guess I don't have a choice other than to GM myself, get one of my players to GM or find a third party, interested in GM'ing such a game... |
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#6 |
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Join Date: Sep 2004
Location: Medford, MA
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There really does need to be a GM. But it doesn't have to be you. By the way, if you have players who are cheating by acting on OOC knowledge after they have agreed not to...you really need a GM...and probably need to find more/different players.
You can join some of the online GURPS Arena games on rpol. This one involves squads and multiple tech levels. It might be up your alley: http://rpol.net/game.cgi?gi=46353&date=1311032268 As for Feint. In the Arena game I played, we told our opponent we were doing an attack, but we private messaged the GM to let us know it was actually a feint. The the GM would say that we missed the attack. The next round the next player would reveal that they had actually done a feint resolve the feint and next attack all at once. As for what I'd do in person if I didn't have multiple laptops or rooms. It depends on the set up of the scenario. Ambush (or a scenario where one party isn't moving) is the easiest. Whatever scenario I'd have the small drawn out map, and the big combat map. For the ambush I'd just ask the ambushing player to show me on the small map where they are set up for the ambush. So I know where they are and no one else does. I also ask them how long they plan on waiting there and if they have any conditions where they'd move and mark that down. Then on the big map, I don't set up their minifigs. I have the other team start moving and they keep moving until they get they they need to safely, or they find their opponents...which might come because they walked into the ambush or because they saw the opponents before the ambush. The minute they see each other, I put the ambushers minifigs on the map. For a situation where both parties are mobile, I would ask one player to show me on the map their planned route. "We are talking the squad from point A to point B using this route" -- not for one turn, but what they'd do if they have no interruptions (or for 5 rounds or 10). Then I'd ask the other player (who didn't see where the other players was pointing on the small map) to show me their planned route with no interruption (or for 5 or 10 rounds). Then I work through the routes, have them make vision/hearing rolls when they need to, and see if they run into each other. If they don't, we keep up with the process. The minute they both see each other, put the figs on the map. |
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#7 | |
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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#8 |
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Just to clarify on the "contract" I made with my players... it's not that somebody quit the friendship or left our RPG group because of conflicts that arose from playing head to head.
It's just that everybody wasn't satisfied with the result when we were playing without a GM. |
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#9 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#10 | |
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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I was hesistant to ask about other games since this is posted in the GURPS Board. I'm just now asking big brotha G what ASL is, thanks to you. If you have any other games you think might suit my needs, please tell me! Thanks! |
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