12-05-2015, 05:54 AM | #21 | |
Join Date: Jul 2009
Location: Berlin, Germany
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Re: GURPS Aliens: what's most interesting?
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E.g. the stuff I'd like to see would be a Mmm book with a chapter about playing and running hive minded characters, that could also be used in secret psi games or with mind flayers. Or a Traders book that had a chapter about dealing with characters with a lot of secret lore. That would also be handy when dealing with e.g. High Elves. I would love GURPS:Kintarans! |
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12-05-2015, 08:59 AM | #22 |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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Re: GURPS Aliens: what's most interesting?
You do realize that attribute costs were different in 3e? It means that their base IQ was 12.
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12-05-2015, 10:04 AM | #23 |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: GURPS Aliens: what's most interesting?
Me, I like stuff that is weird enough to be believably alien, but not so weird that people can't relate to them. Stepping away from the GURPS line for examples, things like Star Frontiers' Dralasites and Vrusk and Sathar, 2300 AD's just about everything, and anything painted by Alex Ries http://abiogenisis.deviantart.com/. Here you've got bizarre morphologies, and (at least with the RPGs) often quirky or unique psychologies, but people can still talk and interact with them and figure out what angles the aliens are coming from. Funny forehead aliens from the Planet of Hats have no interest for me, nor do transcended energy beings.
Luke |
12-05-2015, 10:41 AM | #24 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Aliens: what's most interesting?
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12-05-2015, 12:16 PM | #25 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS Aliens: what's most interesting?
I'll vote for weird. I just have such a problem with suspension of disbelief for humans-in-rubber-suits. I was very disappointed with 3e GURPS: Aliens.
The 2300AD aliens were weird enough to be alien, yet still understandable. Traveller's Hivers were good. For me, the Aslan and Vargr just killed the setting, though. (Along with the 2D starmaps, of course.) The Qax and the Squeem would even be interesting, if very alien. So, I guess that a few that were nearly incomprehensible would at least be interesting. They'd need decent writeups for the GM to understand their motivations, though, so that they would at least be consistent.
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
12-05-2015, 12:34 PM | #26 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: GURPS Aliens: what's most interesting?
Yes! Forgot about them in my post.
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Luke |
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12-05-2015, 12:51 PM | #27 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS Aliens: what's most interesting?
One thing to avoid is "this one is an intelligent crab" and "this one is an intelligent aardvark", etc.
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
12-05-2015, 01:56 PM | #28 |
Join Date: Oct 2008
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Re: GURPS Aliens: what's most interesting?
They were indeed very memorable and among the best alien races I have seen anywhere.
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12-05-2015, 03:01 PM | #29 |
Join Date: Aug 2007
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Re: GURPS Aliens: what's most interesting?
Not Hivers. I might believe they were real but I wouldn't bother dealing with them. After a few attempted manipulations and the odd abandoned infant or two I'd just tell them to go away and don't come back.
Hivers also violate the cantina/aircar rule. If you can't share space in an entertainment establishment or ride in the same small vehicle the PCs ability to interact with the aliens in question is too limited. A whole empire of them might be as realistic as anything else but the PCs wouldn't do repeat business with any individual npc. You can't even have a war with the Hivers directly. They'd just send those big lizard guys (who I like much better) in their place. You get to that stage and they might as well breath Hydrogen Sulfide and only communicate with humans via text messages with weirdly scrambled syntax. Realistic as a setting feature and useful as detailed npcs just aren't the same thing.
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Fred Brackin |
12-05-2015, 04:04 PM | #30 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Aliens: what's most interesting?
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In a lot of ways, it's not enough to just look at the template and translate it directly across the board. Some things don't translate well, some traits now exist that didn't before, or some traits existed that no longer exist. You need to look at the intent of the alien and essentially build it from scratch. This is actually what Beth did with the Sparriels. For example, she removed the Acute Taste/Smell and replaced it with Discriminatory Smell (Emotion Sense +50%), and she replaced Gluttony with Increased Consumption, and she added perks like Fur. I think this is the right approach, but it requires considerable research and understanding of the race, because there's a lot more you need to do than just a one-to-one 4eUpdate translation. That's what I mean by "a mess." It can be done, certainly. I'm sure I could do it. I'm not saying it's impossible or even ridiculously hard, it's just work, and it was work I didn't feel like doing. I wanted some aliens that I could just point a 4e player to and say "Look, just grab these races, these templates, these spaceships, and go and play!" But I couldn't do that. Now, at least with Sparriels, I can. That's a huge step forward. That was my intent with that post. Irari were an example of that.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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