12-16-2020, 10:01 AM | #171 | |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: What do you want for the 35-year anniversary?
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12-16-2020, 11:07 AM | #172 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What do you want for the 35-year anniversary?
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This would not absolutely have to be for the GURPS Action series. I could totally see supplements like this for, say, GURPS After the End or any other reasonably high-tech genre or setting that has both motorized vehicles and people who customize them. The key points are no math more complex than multiplication or addition, standard stuff swept under the carpet with a blanket "of course," and telegraphic rules (no more than a short paragraph for even the most complex gadget).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-16-2020, 11:26 AM | #173 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What do you want for the 35-year anniversary?
A fun fact . . .
All 11 street-car archetypes in Tricked-Out Rides are based on real-world vehicles. I looked up the best-selling make and model in each category, pulled up technical specs from the manufacturer's website, and calculated Move from 0-60 and top speed, cribbed weights and Range wholesale, worked out SM from linear dimension, found Occ. from number of seatbelts, took MSRP as "good enough" for Cost (I don't believe in adjusting GURPS $ for inflation from 2002 to present . . . that's exactly the kind of complexity I disagree with in rules), and judged Locations from the picture. Obviously, pure game concepts were more arbitrary; ST/HP came from weights, while I had to take stabs at Hnd, SR, HT, and DR, but kept them centered on typical values (for cars, Hnd 0, SR 4, HT 11, and DR 5). In a few cases I admit I "averaged" two or three similar real-life cars. I worked out CFs by looking at cars known to be above-average in one area. Or by going to the sites of people who mod cars and seeing how much they charged for souped-up, armored, etc. vehicles. Discrete accessory prices and weights were also just ripped off manufacturers' sites and trusted "as is." So . . . the stats aren't cinematic, just generic and simplified. Of course you can find exceptions, sometimes extreme ones. Of course some of these things realistically affect others in complicated ways. But I ignored all that because close enough is generally good enough. Thus, someone more interested in simulation than emulation could still work on a supplement like this, as long as they were willing to hide all their math and just use the simple approach of Tricked-Out Rides.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-16-2020, 11:41 AM | #174 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What do you want for the 35-year anniversary?
Lastly, I'll add that there are pitfalls to avoid, too:
Physics and engineering calculations. Yeah, yeah . . . wing loading for planes, surface-area effects on watercraft speeds, power curves for anything with an engine, blah, blah, blah all exist. For the big variations, just add archetypes and hide the math. For the small ones, use CF-type modifiers.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-16-2020, 11:49 AM | #175 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: What do you want for the 35-year anniversary?
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12-16-2020, 11:54 AM | #176 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: What do you want for the 35-year anniversary?
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(Considers the DR value of plot armor.)
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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12-16-2020, 12:03 PM | #177 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What do you want for the 35-year anniversary?
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It's important to focus on the "RP" in "RPG." Up to a point, you need stats for things PCs will interact with: personal equipment, animals, and vehicles, and even cities, armies, and planets. But you can just define the parts that affect actions and skill rolls, and black-box the guts of these objects. You can even define the player-facing parts 100% realistically without design rules . . . the real world is full of examples. (If it isn't in the real world, "realistic" is suspect and any design is likely full of false precision and silliness anyway.) My overall belief is that you use RPGs to design and play characters. Designs for other things are best done in dedicated games that cover those other things. Bolting wargames, gear-design minigames, etc. onto an RPG is what makes the RPG crufty. One of my lasting regrets about Fourth Edition is that I wasn't stricter about enforcing all this from Day One.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-16-2020, 12:08 PM | #178 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What do you want for the 35-year anniversary?
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I do sort of regret not adding a box on giving vehicles Daredevil, Luck, and Serendipity . . . I'm not sure they should be things you can buy with $, but it seems like they would be fair modifiers to the point cost of Signature Gear. Then again, Signature Gear is already plot armor.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-16-2020, 12:11 PM | #179 |
Join Date: Nov 2008
Location: Rome, Italy
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Re: What do you want for the 35-year anniversary?
I'm rejoining Gurps after a 10+ year hiatus and i must admit i would really like a "GURPS Next" or Gurps lite 2.0 (if not a whole streamlined 5th ed.) to expand the gospel.
I mean it's a bit depressing that in this gaming renaissance GURPS looks like a relic from the days of old. Once you strip everything down it's one of the simplest and most immediate systems available; too bad that some of its concepts (and the general feel) look straight out the '90. If you put the Gurps manuals side to side to some of the cool modern systems like "Lancer", "Quest" or heck even "Tales from the Loop" the effect is staggering.
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12-16-2020, 12:57 PM | #180 |
Join Date: Dec 2012
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Re: What do you want for the 35-year anniversary?
I think the Action series is really great, and not just on the vehicle theme.
The way the vehicles are treated there is in my opinion the best way to look at them. Something precise and coherent but easy to access. Moreover in my example, I took the Basic 1/2 ton truck and applied the Monster Hunter customization rules to it. Like I use Tricked-out Rides with pleasure. That cover very well all the needs for this type of cars. It is certain that certain categories of vehicles are not to be treated to the same level of precision as others. Cars and motorcycles are very common in the action scenes. Much more than trains or cruise ships, for example. So there is no need to treat them separately in their own supplement. A category of mass transport vehicles (with a section for Air / Sea / Land) may be sufficient, just like a global one for industrial or military vehicles. Because the precise level of detail per vehicle doesn't have to be deep, just the highlights. Very small details are always GM's job anyway. |
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anniversary, gurps |
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