10-05-2013, 07:23 PM | #11 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: What would I need to run Fallout with GURPS?
The main thing you need is awesome old music. :D
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Were I to make an actual list, I'd probably cut it down to about ... a hundred? |
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10-05-2013, 07:36 PM | #12 |
Join Date: Aug 2004
Location: Austin, TX
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Re: What would I need to run Fallout with GURPS?
The DF, Action, and MH series have roughly 150-200 skills on their genre appropriate skill lists.
I'd expect the Fallout skill lists to be fairly large. I'd start with the Action or Monster Hunter skill list, create a couple of sample characters and see if there's anything missing or that you don't want (I tend to drop Hazardous Materials from my DF games, even though it's on the official skill list).
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
10-06-2013, 03:52 PM | #13 |
Join Date: Oct 2013
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Re: What would I need to run Fallout with GURPS?
A hundred skills?!
That's quite a lot! Anyway, I want to say thanks for all the input! It's great to see such an active community. :) |
10-06-2013, 03:58 PM | #14 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What would I need to run Fallout with GURPS?
There's lots of things that PCs or NPCs might want to do in a tabletop game that aren't sensible or possible for the protagonist in a videogame. Also the Fallout skills are very broad compared to GURPS skills. If you want something like the skills in the games, you might consider using Wildcard skills instead.
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10-06-2013, 04:21 PM | #15 |
Join Date: Oct 2013
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Re: What would I need to run Fallout with GURPS?
I wasn't only comparing to the videogames.
RuneQuest 6 has about 60 skills, and that includes all the skills for the five different types of magic as well. Sure, it's a list of skills for a fantasy game, and it does away with different weapon skills with "Combat Styles", but still. To me, if a culling results in 100 remaining skills, that's still a lot! :p Let's investigate an example: In the Fallout games (just for this thought experiment, now), we have the Outdoorsman skill. In RuneQuest 6, I'd say that Outdoorsman would be a combination of the skills Navigation, Survival and Track. How would Outdoorsman be broken down in GURPS compared to RuneQuest 6? |
10-06-2013, 04:24 PM | #16 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What would I need to run Fallout with GURPS?
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However Fallout's "Speech" is Acting, Fast-Talk, Diplomacy, Intimidation, Sex-Appeal, Public-Speaking, Leadership, Savoir-Faire, Carousing... |
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10-06-2013, 04:36 PM | #17 |
Join Date: Oct 2013
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Re: What would I need to run Fallout with GURPS?
Fair enough.
As you say, videogames tend to need broader skills than tabletop games. Where Fallout has Speech, RQ6 has Acting, Courtesy, Deceit, Influence, Oratory and Seduction. There are probably some other skills that could get in there as well. However, I'm still curious as to where the 40 other skills (roughly here) come in. I can imagine a few being weapon skills, and then a few tech-related skills, and a couple of vehichle skills (unless we count Vehicle(Something) as one skill). But a difference of 40? Last edited by StreetBushido; 10-06-2013 at 04:37 PM. Reason: Added Influence, which I missed and which is really the closest direct equivalent to Persuasion in many other systems. |
10-06-2013, 05:47 PM | #18 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: What would I need to run Fallout with GURPS?
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10-06-2013, 06:05 PM | #19 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What would I need to run Fallout with GURPS?
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10-06-2013, 06:08 PM | #20 | |
Join Date: Sep 2004
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Re: What would I need to run Fallout with GURPS?
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It comes down to game philosophy other games tend to use one skill to represnt multiple somewhat related things, Gurps uses Defaults from skills/attributes to represent that knowing how to use a pistol should help you use a rifle, however it also says that at the end of the day a skill in pistol is not the same as skill in rifle. Now that said Gurps also realizes that sometimes you really dont care about that level of fine detail and offers what is called Wildcard skills! that represent a very broad category skills instead with a single skill. Instead of bothering with 6 different types of unarmed combat you simply use the Fist! skill instead. Depending on your tolerance for large groups of skills you could probably just treat the Fallout 3 games skill list as each being a Wildcard! skill and go from their. |
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after the end, fallout, newbie, resources, skills |
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