12-05-2015, 06:27 PM | #31 |
Join Date: Mar 2013
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Re: GURPS Aliens: what's most interesting?
I'm torn on whether or not ones that could work in a fantasy setting would be a good idea
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12-05-2015, 11:00 PM | #32 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Aliens: what's most interesting?
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Anyone can write up humans in funny suits or those based on a single (non)human feature and shove everything else to the side. Truly novel alien aliens are not so easy, especially if one wants to consider all the non-obvious repercussions of major psychological/physical differences. I'm not a super detail-oriented guy.
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12-05-2015, 11:04 PM | #33 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS Aliens: what's most interesting?
I have to admit that I never think of aliens as PCs. I think of them as puzzles for the PCs. I figure, if you want PC weirdness there is always parahumanity.
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12-06-2015, 12:11 AM | #34 | ||
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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Re: GURPS Aliens: what's most interesting?
Hee! I could do that... Though I'd want to get a modified contract, since I don't think I'd want them to be entirely work-for-hire -- and yet there would need to be stuff in place so that SJGames could use them easily in other books without having to come knocking on my (or my heir's) door each and every time.
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(I love all the ideas going on. Makes me hope they'll want me back. O;> )
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12-06-2015, 03:33 AM | #35 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Aliens: what's most interesting?
From what I remember about using GURPS aliens (can't find my copy atm, looking at the table of contents), a whole bunch of the races worked better as NPCs (mystery, threat, patron, or color) than as PCs -- notable, the Auroras, Banduch, Markann, Verm, Traders, Truul, Engai, Mmm, Liook Sujan, Purulu (easily adjusted, though), Riders, Crystal Computers, and Gloworms. I remember being fond of the Fasanni and the Pachekki for playable races, and the Memer&Saret were interesting but needed to be quite substantially different from their racial base to be playable (also, largely redundant with playing a robot).
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12-06-2015, 05:30 AM | #36 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Aliens: what's most interesting?
I think the Banduch suffered from the science fiction problem that physical difference barely matter with even minor ultra tech.
(I'm assuming those are the rock hard pacifists.) So their hides are proof for fists and handguns. Enemies will carry armor piercing rifles. So they're super strong. Enemies will have power armor. Etc.)
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
12-06-2015, 01:21 PM | #37 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Aliens: what's most interesting?
No, they're the psychic dinosaurs. There are several races that suffer from "I put all these points into ST", and I think Banduch might have that problem as well.
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12-06-2015, 04:38 PM | #38 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: GURPS Aliens: what's most interesting?
To move them from 3e to 4e needs a lot of back ground reading to get the feel of what the race does before just converting stats. Many 4e rules can be done around talents rather than just iq upgrades.
Before I got the 3e book all of 25 years ago. We were doing are own races. Esti - psychic lizards with a proteus virus for psis Sens - TL1 'ogres' that were the baddest and toughest. Most were offworlders so had better TL - usually mercenaries for other races. Kronin. Experimented with some cat race (have to find them again). Developed 2 other races. Space crocodiles (sort of Judge Dredd Kleggs but not psychotic) Space Geckos The idea was some of the evolution chain developed at the divergence of lizards and mammals. |
12-06-2015, 07:16 PM | #39 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Aliens: what's most interesting?
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Some strength is very useful, especially in realistic Science Fiction. But we domesticated animals, created machines, and generally most of technology to avoid using and abusing our bodies. I think armored aliens suffer even worse as artificial armor advanced far far faster than artificial strength, in my opinion.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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12-09-2015, 12:38 PM | #40 | |
Join Date: Feb 2007
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Re: GURPS Aliens: what's most interesting?
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In my own world, I deliberately made most of the aliens that serve as 'PC encounters' or PCs actually cousins to humans, with a recent common ancestor less than 200,000 years ago, and some genetic engineering thrown in. That let's them be 'just different enough' in a plausible way. The real aliens, the ones not related to us, or distantly related (there's a race of sapient cephalopods, for ex) are not suitable as PCs and mainly interact as enemies, or strange encounters, or the like. Interaction tends to be tricky and sometimes nerve-wracking, even in 'friendly' encounters, because they are very alien. Last edited by Johnny1A.2; 12-14-2015 at 12:43 AM. |
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