06-08-2023, 05:01 AM | #121 | |
Join Date: Aug 2004
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Re: What is your favorite genre and how well does GURPS handle it?
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06-08-2023, 05:18 AM | #122 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What is your favorite genre and how well does GURPS handle it?
There is a chapter in GURPS Martial Arts that includes a discussion of combat for nonhumanoid bodies. I found it very helpful in working on GURPS Furries.
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Bill Stoddard I don't think we're in Oz any more. |
06-08-2023, 06:01 AM | #123 |
Join Date: Jun 2017
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Re: What is your favorite genre and how well does GURPS handle it?
Ah, thanks.
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Pronoun: "They/She" |
06-08-2023, 09:04 PM | #124 | ||||||
Join Date: Jun 2022
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Re: What is your favorite genre and how well does GURPS handle it?
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I'd honestly rather pull out any of my storytelling card games and play that... or The Quiet Year, where you start from simple and build as you go rather than needing to jump straight into "being all dramatic". It really, to me, sounds like DramaSystem is tool designed for thespians to practice at improv, than an rpg game. Quote:
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I still keep trying to run, or play in long term, an (old school) FATE game, because I'm still trying to wrap my head around one of it's concepts that I feel is very "wishy-washy handwavium" but people keep telling me isn't. And I'll admit, I also strongly suspect, but have proof yet as every game I've been in of it has fallen apart due to unskilled GMs, that the latest L5R system would handle the 'samurai romance' genre superbly well... it's dice mechanics are very interesting to me, but I can't get anyone to play it... and as I said, every game I've joined has fallen to pieces the moment a PC tries to do something the GM isn't expecting (so, second or third actual game session, not really far enough along to kick the dice mechanics too much). Quote:
The only Self-Control roll disad I always have rolled (and roll myself as a Player) is Berserk... the rest are best RPed. Quote:
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06-08-2023, 09:51 PM | #125 | |
Join Date: Jan 2008
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Re: What is your favorite genre and how well does GURPS handle it?
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I don't love the drama token economy. It's nice to have a way to crash scenes or duck scenes, and it's nice to have a balance of emotional wins and losses, but if I were playing DramaSystem on a regular basis, or hybridizing it with GURPS, I would drop drama tokens entirely in favor of just tallying how often player fiat is invoked (i.e. how often tokens WOULD be spent if we were using them). Maybe I wouldn't even do that much. But I would definitely keep things like telling the other players if you feel your emotional petition was granted during the dramatic scene you just called, and them telling you if they think you overlooked it. |
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06-12-2023, 10:37 AM | #126 |
Join Date: Jun 2017
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Re: What is your favorite genre and how well does GURPS handle it?
I wonder if GURPS could give superheroes the DFRPG treatment. If I've understood it right, DFRPG lets you pick from "modules" of traits. A hypothetical SHRPG would do the same, but have advice to point out that it's hard to balance certain superhero concepts on the same point total and that players and GMs should agree on any "imbalance" they're willing to have in the name of group concept.
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Pronoun: "They/She" |
06-12-2023, 02:10 PM | #127 | |
Join Date: Aug 2006
Location: L.I., NY
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Re: What is your favorite genre and how well does GURPS handle it?
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Superheroes wouldn't be my first choice for that treatment, because superheroes are such highly varied, potentially complex characters, with high point totals. There are a lot of possible combinations of different traits, powers, weaknesses, and skills to make a super. Simpler character concepts lend themselves better to being made into types that you can build out of modules. Masked pulp vigilantes with some constrained powers could probably work.
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I started a blog about how I GM GURPS. |
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06-12-2023, 02:44 PM | #128 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: What is your favorite genre and how well does GURPS handle it?
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A major part of the novelty of supers is their uniqueness so templates and streamlined building would run counter to the genre and I think most peoples desires. I did pitch a Supers Foundation series and it failed miserably. What would work better is something more like the Ultimate series of Heroes systems. Pick a archetype or role and then give some example abilities and a lot of tips and ideas on how to build characters that fill that role.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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06-12-2023, 03:28 PM | #129 |
Join Date: Jun 2017
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Re: What is your favorite genre and how well does GURPS handle it?
But scatch-building can get annoying after a while, especially if you only have vague ideas of what you want your character to be. I'm someone who does a lot better by seeing a handful of choices and then eliminating "wrong" answers till I find one I'm satisfied with. I think it would be nice to have some way of doing that to build superheroes in GURPS.
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Pronoun: "They/She" |
06-12-2023, 03:30 PM | #130 |
Join Date: Mar 2017
Location: Brazil
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Re: What is your favorite genre and how well does GURPS handle it?
Gurps basically does EVERY genre that I like. Sci Fi, Fantasy, Supers. Those are my favorites. And I love all of them in Gurps.
The only thing that I truly hated in Gurps (3e) was the Magic system with skills. Which made me a bit disappointed to see it back again in 4e. Oh, I also always hated the D&D endless spell lists too - and even worse, each class has their own endless list of spells, one for wizards, another for clerics, another for druids, other for shamans... And it's a total nightmare trying to memorize all that garbage. Then came Mage the Ascension, and althought being a convoluted mess I fell in love with its system of "just combine those spheres and boom! Magic!". And I managed to homebrew the chaotic mess well enough for my liking. Goodbye spell lists, for good. But then... Like always, Gurps never disappoints. Gurps Magic, sure, more spells list. Fine. If you wanna use it, go ahead. But then Gurps made its master piece, its magnum opus... Gurps Thaumatology That book is absolutely magic (pun intended). At first a few ideas about the classic system of magical skills, that I dont care about, but some pages later... YES! Flexible magic. The stuff of dreams. Noun/Verb Magic. And even Realm Magic! Realm Magic is basically Mage the Ascension... But better! Much, much much much better. But wait! There's more! Because after that sweet nectar, they introduce Sorcery, RPM and Incantation Magic for your DF games! Man, Gurps is indeed a magic system. And I love Gurps Supers. Yeah, I hear many people complain about it, but I love it. And imo, Gurps is the best system for Sci Fi, no doubt. |
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