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#1 | |
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Join Date: Mar 2006
Location: Ljubljana, Slovenia
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What do you think should be changed in the next edition of GURPS Horror?
I have been accepted for the playtest, and am reading the manuscript right now. It is very good (no surprise, considering the author), and I want to contribute as much as possible to make it even better. Following on a previous thread by Icelander for Low-Tech, I want to know what experiences people have had with previous incarnations of Horror: what did you miss; what rules should be changed, expanded or removed; what is so good it shouldn't be altered under any circumstance... to make clear what I need, allow me to quote Icelander's original message (edited to remove references to cabaret dancers and ice): Quote:
So: anything you'd like to share? Thanks in advance, M.
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Behind the Aegis - My dark fantasy setting in Classical Greece (discuss it here!). Conversion of the supernatural skills in the Basic Set to Powers. Last edited by Mercator; 07-12-2009 at 01:01 PM. Reason: Correct formatting |
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#2 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Some way to heal damage done by fright checks, a la this post would be useful for CoC-style games. And I don't think the mythos fright checks from cthulhupunk should be included. They were too extreme.
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#3 | |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Quote:
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#4 |
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Join Date: Sep 2004
Location: Medford, MA
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I, on the other hand, think Mythos fright checks should remain. They are supposed to be for those things that very specifically drive you mad...like Eldritch Horror. The Mythos fright checks are more than appropriate when trying to model the descent into madness of a Lovecraftian sort of game. You don't have to use it in your games if you don't want to, it is optional. But it is very useful for Lovecraftian games.
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#5 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I just don't think it's a descent. It's a step off a cliff. One deep one and you're done for.
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#6 |
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Join Date: Dec 2007
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The addition of Terror and Cosmic give a better way to handle insanity-inspiring powers of a true Great Old One. Cthulu fright checks kind of bugged me when applied to vermin like the Deep Ones which were not in fact especially exotic.
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#7 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I agree about healing psychological damage.
As for the descent into madness, I think the problem is that the Fright Checks are too unpredictable, AND the table is too 'slow', AND there is no way to make fright damage 'cyclic'. |
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#8 |
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Join Date: Sep 2007
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Fright checks in general need to be cleaned up. For instance, a Will 14 character currently gains no benefit from Resistance to Fear, because of the arbitrary 14 or less cutoff. If fear checks are supposed to be difficult, then let them be.. expand the situations under which they occur and the modifiers that are applied to the roll.
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#9 |
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Join Date: Mar 2006
Location: Ljubljana, Slovenia
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Thank you all for raising the issue of healing psychological Disads! I didn't find it while going over existing GURPS Horror threads. Although I don't quite agree with the way of handling it in the OP, I agree with the basic ideas.
(I haven't read the whole Horror manuscript yet, so it's possible that it's been already dealt with. We'll see...) M.
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Behind the Aegis - My dark fantasy setting in Classical Greece (discuss it here!). Conversion of the supernatural skills in the Basic Set to Powers. |
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#10 |
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Join Date: Dec 2007
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| Tags |
| gurps horror, horror, playtest, playtesting |
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