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Old 11-10-2024, 02:39 PM   #11
DouglasCole
Doctor of GURPS Ballistics
 
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Join Date: Sep 2004
Location: Lakeville, MN
Default Re: Mission X: Launching in 2025

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Originally Posted by Comrade Ishmael View Post
Just nodding my head saying "hell yeah" as I read this. I've played around with CI a lot: variant rules across blogs, a mental stability system, fusing it with The Last Gasp, etc. Really excited to see how this plays out in Mission X.
I can say that The Last Gasp won't make the cut as-is, or even as some sort of "spend action points" system. That's the sort of bookkeeping we are tending to hit with a 10B+3 pi (+2) shot on sight.

Fast to the table, fast AT the table, and enough abstraction that yes, you can still get the expected effects.

Like one of the first things we brought out was a player in the test game decided to pack a full-auto grenade launcher. If you know regular GURPS, that's a "OK, everyone get pizza while we resolve all this" sort of thing. We've got a way of handling this that makes it just another Tuesday.
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Old 11-10-2024, 07:47 PM   #12
Strabo
 
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Default Re: Mission X: Launching in 2025

This is the only GURPS product that I'm looking forward to.
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Old 11-11-2024, 03:45 AM   #13
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Default Re: Mission X: Launching in 2025

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Like one of the first things we brought out was a player in the test game decided to pack a full-auto grenade launcher. If you know regular GURPS, that's a "OK, everyone get pizza while we resolve all this" sort of thing. We've got a way of handling this that makes it just another Tuesday.
And at the other end, I want to note that during some playtesting I had a knife-wielding character in the same mix that did just fine in combat. In other words, the basis for the system and the CI and so on is so inherently robust and functional that it works at the extremes as well as it does in the middle.
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Old 11-11-2024, 01:38 PM   #14
watzl
 
Join Date: Nov 2018
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Default Re: Mission X: Launching in 2025

I am, as of now following the kickstarter. As with everything Douglas does, I am sure this will pack a punch, in quality and novelty. Looking forward to it.
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Old 11-11-2024, 01:58 PM   #15
AOTA
 
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Default Re: Mission X: Launching in 2025

Looking forward to it.
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Old 11-11-2024, 04:47 PM   #16
Mavelic
 
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Join Date: Feb 2019
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Default Re: Mission X: Launching in 2025

Impatient ! Very much ! Really !
KS alarm is on.
Regards.

PS : your gurps "version" is what I was waiting for a long time. I'm a big gurps fan since late 80s, especially 3e (less for 4e, I admit), and lately, in my rpg club I tried to get my players to play gurps but it was a failure because the trend is to soft/light/easy rpg and they wrongly feel/think gurps is the opposite of that. In the description you give of your game, it seems that you're looking for a compromise, keeping the best of both worlds, and I really like that! I can't wait to find out more!

Last edited by Mavelic; 11-12-2024 at 07:53 AM.
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Old 11-13-2024, 04:32 PM   #17
Rolando
 
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Default Re: Mission X: Launching in 2025

Looking forward to it!

Maybe it is also the spearhead for a new Space Opera line too.
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Old 11-14-2024, 01:05 AM   #18
Dammann
 
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Default Re: Mission X: Launching in 2025

I’m pleased you’re using Cumulative Injury, in some form, but I am really pleased to hear about a smoother automatic weapons resolution. The timing seems good, too; I expect to wrap up an eight year campaign sometime next year, and want to do a space-action type game next.
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Old 11-14-2024, 04:06 AM   #19
DreadDomain
 
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Default Re: Mission X: Launching in 2025

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Despite the retreat from Gaming Ballistic being my full-time job, I still love TTRPGs, and so I wanted to get it out there: I intend to bring Mission X to fruition in 2025.
Sad to hear you cannot maintain your dream job but very happy Mission X is still on the table.

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It is focused on modern action, with inspiration from Stargate SG-1, Aliens, XCOM, and the like. A streamlined, rebuilt engine focusing getting new and experienced players to the table. Fast and smooth character generation and gameplay in the genre GURPS does better than just about all other games.
Sounds very good! Will it include paranormal abilities (psionics, magic, super-powers)?

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Mission X will come to the table with a consolidated skills list – about 65-70 skills that represent clusters of ability - with simpler pricing, plus reorganized and rewritten traits.
Again, I like what I read! I suggest you also organize advantages and disadvantages by categories (not unlike GURPS 3). It makes the game look lighter when it comes in smaller bites.

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Different damage scaling and using an evolved version of Conditional Injury from Pyr 3/120 embedded throughout.
Can you elaborate on damage scaling?

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This is going to be a full, self-contained game...
Love it! It might be the GURPS game I have been waiting for!
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