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Old 04-11-2020, 07:54 PM   #1
Donny Brook
 
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Default Re: Fixing round length in GURPS

I don't see how the proposal fixes any of the issues raised in your first paragraph. Also, I wonder if the discutants at the blog are aware of the GURPS Mass Combat system.
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Old 04-11-2020, 08:29 PM   #2
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Default Re: Fixing round length in GURPS

Quote:
Originally Posted by Donny Brook View Post
I don't see how the proposal fixes any of the issues raised in your first paragraph. Also, I wonder if the discutants at the blog are aware of the GURPS Mass Combat system.
Since the only issue named, and the only one really raised, is the Observe-Orient-Decision-Action loop, and that GURPS rounds mostly consist of all characters doing Action, with no evident Observe or Orient, and less time spent on Decision, I'm curious as to where you got multiple issues from. Unless you're importing the entire blog post into my post.

Quite simply, my proposed house-rules fix this problem by limiting the number of Action... actions you can take (otherwise known as Discrete Actions), based on the number of individuals present in the combat, and thus an implicit amount of time that must be spent on Observe, Orient, and Decision actions (otherwise known as Non-discrete Actions). As long as there's more than two combatants, anyway.

If you don't feel this is a problem, then this thread is probably not of any interest to you.

I dunno; you could always ask him. He's on the forum.
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Old 04-11-2020, 10:05 PM   #3
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Default Re: Fixing round length in GURPS

Looking at this while (slightly) more awake, I've realized it's not all that good a solution. I mean, it is a solution; but it's also a blunt instrument.
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Old 04-11-2020, 10:11 PM   #4
Donny Brook
 
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Default Re: Fixing round length in GURPS

Quote:
Originally Posted by Say, it isn't that bad! View Post
Since the only issue named, and the only one really raised, is the Observe-Orient-Decision-Action loop, and that GURPS rounds mostly consist of all characters doing Action, with no evident Observe or Orient, and less time spent on Decision, I'm curious as to where you got multiple issues from.
My added emphasis and inserted numbers in the quote below indicate how I got to the idea of multiple issues.

Quote:
This is attempt to fix certain problems noted, including that turn lengths make sense on the micro scale, but not on the macro scale. A battle involving 1,000 individuals on each side, still proceeds at 1 second per round, with no game time given to Oberve[1], Orient[2], or Decide[3] in the game time. No time is given to pauses[4], unless rules such as exhaustion mechanics force it. In addition, everyone is clearly shown as perfectly aware[5] of everything that doesn't need an explicit per roll.

Quote:
Quite simply, my proposed house-rules fix this problem by limiting the number of Action... actions you can take (otherwise known as Discrete Actions)
I guess I don't get how forcing inaction creates any more ability to do those things than just letting them choose to do those things with their turns by choice.

Quote:
Originally Posted by Say, it isn't that bad! View Post
Looking at this while (slightly) more awake, I've realized it's not all that good a solution. I mean, it is a solution; but it's also a blunt instrument.
Maybe you need to find a way to incentivize pauses to reflect and look around, or to disincentivize flat-out action without reflection. An idea I have considered without finalizing is expanding the utility of the Evaluate manouver.

Last edited by Donny Brook; 04-11-2020 at 10:18 PM.
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Old 04-11-2020, 10:46 PM   #5
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Default Re: Fixing round length in GURPS

Ah! I see the confusion now. "Observe-Orient-Decide-Act" is *military jargon for a standard and practical decision loop. Basically "normally", you'd look to see what's going on; figure out how you fit into the current situation; decide what the best next step is; and then take that next step.

Since the "Observe-Orient-Decide" is done by the players at the table, each round basically consists of Action on the part of characters.

So I was treating the general lack of in-game "OOD" of "OODA" as one issue, as the acronym describes a single system.

The OODA loop is explained in the blog post, but I can understand not wanting to read an entire blog post to understand some not-great house rules. :)

Also I was basing the idea off of other game system, which typically limit number of attacks per (longer) round.

Thanks, GURPS, for making me dislike other systems oh so slightly more through my own blunt-instrument house rules. :P

* I am not military; just have an interest in military history and science fiction.
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Old 04-11-2020, 11:41 PM   #6
Donny Brook
 
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Default Re: Fixing round length in GURPS

This observation:

Quote:
Since the "Observe-Orient-Decide" is done by the players at the table, each round basically consists of Action on the part of characters.
makes for an interesting framing for some kind of rules-based adjustment. I understand your initial purpose better now, I think.
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Old 04-11-2020, 11:53 PM   #7
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Default Re: Fixing round length in GURPS

Quote:
Originally Posted by Donny Brook View Post
This observation:



makes for an interesting framing for some kind of rules-based adjustment. I understand your initial purpose better now, I think.
Thanks for taking the time with my not-that-good house rules.
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