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Old 04-24-2010, 12:31 PM   #11
roguebfl
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Default Re: Multi Genre "Dungeon" Crawl

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Originally Posted by clig76 View Post
Gotcha. Thanks for the info. Not that I know much about the rules but that post does seem helpful.


Im reading some combat examples on another site. This is great stuff here.
Have you read GURPS Lite yet? (it's free)
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Old 04-24-2010, 12:36 PM   #12
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Default Re: Multi Genre "Dungeon" Crawl

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Have you read GURPS Lite yet? (it's free)

Yeah skimmed over it. I really liked what I saw. It seems to me there is a ton of options and every offensive and defensive manuever you chose makes a difference.
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Old 04-24-2010, 12:45 PM   #13
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Default Re: Multi Genre "Dungeon" Crawl

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Originally Posted by clig76 View Post
Yeah skimmed over it. I really liked what I saw. It seems to me there is a ton of options and every offensive and defensive manuever you chose makes a difference.
If that's something you find cool, I very strongly recommend that you get Martial Arts, as well as the two volumes of the Basic Set. I'm not primarily a combat GM, but when I ran a minicampaign focused on a Parisian salle d'armes in 1715, I found Martial Arts tremendously helpful for class exercises, formal duels, and street encounters with big guys with clubs, all alike. The addition of the Committed Attack and Defensive Attack options is almost worth the price of the book by itself, and the discussion of advanced variants on feints, defensive attacks, and other maneuvers is very useful.

Bill Stoddard
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Old 04-24-2010, 10:59 PM   #14
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Default Re: Multi Genre "Dungeon" Crawl

When I started playing RPGs back in the day we did that with modern day weapons.

Fast forward a long time, a zombie hunt ala Left 4 Dead could make a nice "dungeon".
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Old 04-25-2010, 05:11 PM   #15
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Default Re: Multi Genre "Dungeon" Crawl

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Originally Posted by ciaran_skye View Post
When I started playing RPGs back in the day we did that with modern day weapons.

Fast forward a long time, a zombie hunt ala Left 4 Dead could make a nice "dungeon".
That is they type of thing Im looking for. One day do a zombie survival game, next day fantasy, next day sci fi skirmish...all from one system.
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Old 04-26-2010, 12:23 AM   #16
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Default Re: Multi Genre "Dungeon" Crawl

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1) The battles are played on hex map, correct?
2) Is facing important (flanking etc)
3) How many books do I need to start a basic game?

Thanks,
Curt

.

repeating some answers, but....


1) Normally, yes; GURPS is played on a hex map

- some people play without minis and a grid
- For a while, I've been experimenting with not using a grid. I use a measuring stick for movement like what you might see on a table top wargame.


2) Yes


3) The 'core books' consist of two books: Basic Set Characters and Basic Set Campaigns.

- You may also be interested in GURPS Lite which is free and is meant to be an introductory version of the game. You can find it here: http://www.sjgames.com/gurps/lite/
- There are also plenty of free goodies on e23; in particular, I suggest the GURPS Combat Cards.
- as others have said, Martial Arts is also very good.
- High Tech is great for if you plan to use guns quite a bit


Also, don't worry about using the system for a 'beat em up' game. One of the things I did to help myself learn the game was to build a few characters and run a combat between the characters I created. Secondly, GURPS is a very flexible system, so it can handle hack & slash just as well as it handles haggling with the merchant.
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Old 05-02-2010, 03:56 PM   #17
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Default Re: Multi Genre "Dungeon" Crawl

Great. Some great advice here. After looking over the lite rules and variuos reviews the combat sounds great. Its "gritty" and strategic which was what I was looking for.

Yet another question...

-For those of you who play without a hex-mat, do you just take out the certain rules (movement, knockback, etc). I was just wondering how that works. Though I love battles on maps (hexes, grids) it does speed things up if you dont have to have miniatures, maps, and counters to set up.

Thanks
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Old 05-02-2010, 04:02 PM   #18
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Default Re: Multi Genre "Dungeon" Crawl

I play without a hex map, and don't remove any of those rules, as a hex is one yard, and GURPS use real world measurements for it's system, we merely describe thing like distances to each other.
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Old 05-02-2010, 04:07 PM   #19
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Default Re: Multi Genre "Dungeon" Crawl

Gotcha. That would more convinient (in my mind at least). So you just keep track of how far the characters are from the NPCS? So flanking etc, still apply without a map/grid?
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Old 05-02-2010, 04:18 PM   #20
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Default Re: Multi Genre "Dungeon" Crawl

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Gotcha. That would more convinient (in my mind at least). So you just keep track of how far the characters are from the NPCS? So flanking etc, still apply without a map/grid?
Well the is entirely up to how good the Game Master's Memory is. He may or may not have a sketched out map, and notice on distances. and people say were they heading etc the GM changes his notes on distances. and when they approach NPC the state wither the going for the closet facing or if the trying toy get round to the flank or what not. Descriptic becomes the key when you play mapless.

If you playing on a scale, but unhexed map, just use a scaled ruler like the war gamers, if the rule has them under a scaled yard from each other they are in close combat.

I play the more description method, when exact position begins to matter to the group, that when I brake out my other then d6 dice in my collection, and THEY become my miniatures , different sizes and differ number mean differ thing depending on the situation
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