[–] 1 point 23 hours ago

I see it’s been a while since you’ve posted this, and on my platform it looks as though you never received a reply, so: I’ve been learning about GURPS and building my first campaign and the most common author note is that GURPS is a framework, and that the GM is welcome to add, remove, and modify any aspect they wish. That being said, if you want to run your sessions with your friends with multiple actions per turn, then have at it! You might have to re-balance some things but that’s fine.

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  • [–] 1 point 1 month ago

    @juergen_hubertIf you find some interesting solution i am really curious to hear it.In general it is a very interesting problem, how mechanics can enforce (railroad?) narrative, and also whether this is considered a violation of the simulationist principle.

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  • [–] 2 points 1 month ago (2 children)

    @juergen_hubertok then basically notice how Acheron "solved" the self-inflicted problem. They a) created new mechanics for this particular minigame and b) set the principle that the brawl outcome should not result in the death/injury of people (which is a clear narrative constraint). b) is needed because several people would play with dnd rules and they expect to be able to kill people with fireball spells.You can adapt a) to your needs, but at the end of the day you need to decide what to do with b) in a classic ruleset approach.It is totally ok not to be a fan of narrative systems, but recognize that b) is a narrative problem. Does GURPS give you effective tools to address it?

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  • [–] 3 points 1 month ago*

    @juergen_hubert Martial Arts 3E has "Silly rules" and "Kung Fu for Laughs" p154.MA 4E has "Silly Techniques" p88 and "Silly Weapons" p223. Noogies and Nose Slap et alDinosaurs 3E has a "Caveman Slapstick" section.

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  • [–] 2 points 1 month ago (4 children)

    @juergen_hubertQuite evidently Brancalonia was adapted around DnD to access that large market penetration, but truly it is a terrible fit.The engaging thing on Brancalonia is the comedy, surreal situations or straight up folktale atmosphere.This is best done with narrative systems: why would we even try to "realistically simulate" the variables of a Bud Spencer fight, when our attention is drawn instead on the cartoonish shots of the goons sent flying?It is best to leave the crunchy stuff to the wargames and instead use narrative systems like FATE, Forged in the Dark or Not The End!

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  • [–] 1 point 2 months ago*

    I often use wikidot (http://gurpswiki.wikidot.com/) for its index of official resources, which includes templates of various kinds. You might care for GURPS Cyberpunk from 3e alongside 3/4e's Transhuman Space. You might also have luck adapting similar enough templates, like those found in GURPS Action, Space, Tactical Shooting, Martial Arts, and Navy Seal in Vientam. The similarities can be pretty high all things considered.

    I'm not aware of any existing collation of fan resources beyond the Steve Jackson forums though. There's plenty of tiny islands where people have posted their work on various settings or genres though, you just have to be specific in your search mostly.

    As far as designing them.. it's rough. The only constant pitfall I've ever felt is trying to make things match between templates points wise. It takes a lot of effort to get complex templates to match without feeling arbitrary in their design.

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  • [–] 2 points 4 months ago

    4e Revised is completely compatible with 4e. Som wording has changed to fit more contemporary sensitivities, the layout is changed to two columns for better readability and there's a few rules that originated in supplements added to the end. They even made sure the page references for rules stayed the same apparently.

    Your books are still current ;)

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  • [–] 2 points 5 months ago

    My mind was blown by how good the world of GURPS Reign of Steel, one of many great worldbooks from David L. Pulver.

    Clearly an alternate conception of the Terminator universe, but instead of a single Skynet we get over a dozen demigod AIs who have divided the Earth between them, and each have widely varying attitudes to humanity and plans for what to do with us (all bad). This of course makes for (compared to Terminator) a richer world with more opportunities to move between different regions to keep the campaign interesting with the same characters.

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  • [–] 2 points 5 months ago (1 child)

    The original GURPS Illuminati was rough, but a fun book of inspiration for wild conspiratorial world-girdling secret society weirdness.

    When Kenneth Hite started working for SJ Games, he produced a great collection of well-researched and well-written alternate-history weirdness:

    • I find GURPS Cabal to be a masterpiece. If you want World of Darkness but less emo goth and more crossed with Kabalah and Illuminati and multi-planar divine power.
    • There's great value in each of GURPS Alternate Earths and GURPS Alternate Earths 2. A few pages fleshes out each entire rich alternate world history, each one well enough to build an entire campaign.
    • He ran a regular column, Suppressed Transmission, in the SJ Games magazine. There is a Suppressed Transmission anthology that is well worth dipping into.
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  • [–] 3 points 5 months ago

    I have a lot of love for the World of Darkness adaptations:

    They not only brought a much more coherent game system (the original White Wolf system was famously bad), but also brought that GURPS worldbook rigour to the “research” that went into describing the world, the factions, the story hooks, the background, etc.

    Like so many other GURPS worldbooks, I thoroughly enjoyed reading them often but never got into a game using them.

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  • [–] 3 points 5 months ago (1 child)

    Oh, really? That's great to hear! I bought my 4E books, I don't know, 15 years ago? But I never played with them (I didn't even have a group back then, I just bought them because I was interested in RPG design). Now that I'm playing actual TTRPGs again, I was surprised to learn that my old GURPS books were still current - no newer edition had come out. But it looks like that might change now, then... Interesting.

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  • [–] 1 point 7 months ago

    It isn't really an "upside". ST, for example, has multiple components to it. It improves your lift, melee damage, ability to break out of binds, and hp. You can buy all of those individually. In this case, having bionic arms means you're effectively able to lose levels of Arm ST, which is normally 5pt/level. You can also effectively lose any DX skills which use your arms, which is most of them.

    Ultimately as gamemaster, it's up to you to decide how likely this is through emp, rival hackers, corpo sabotage, ect. The discount remaining is to account for the possibility of it happening.

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