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I am working on setting up a GURPS game with some friends using a hand-made sci-fi fantasy setting, and I have put together all of my setting specific content into a PDF. The link is included with this post, but I do not know if I should bother releasing more content for it, so I'm asking here if anyone might be interested in seeing more. 
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Douglas Cole

Diskussion  - 
 
Thursday is GURPS-Day, and we get a release of GURPS Horror: Madness Dossier by Ken Hite. Go buy it.

But while talking about things that can and can't be seen . . . what constitutes a hard look at something? How do the rules for Haste and taking Extra Time intersect with looking at stuff? I start to consider this, and will certainly revisit it again in the future.
A while back, I posited that pretty good results can be obtained by assuming that the Vision bonus for "in plain sight," that is, +10, applies fairly generically. Certainly it's a good starting point to see what you can see. ...
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Alain Ducharme's profile photo
 
Finally! I've been hoping for an extended version of the Madness Dossier for a decade!
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How do you induce submission in PCs?
I'm running into a problem. I have always been lenient about killing players when I can penalize them for reckless decisions in other ways (And I don't really want to reverse that practice) but it has created a sense of invulnerability. I don't mind the mystique of immortality, it makes for more heroic games. However, after letting players fight their way out of viscous odds enough times, they are falling into a no-surrender attitude. It would be very useful to stories for the players to end up in a dungeon or to have to re-imagine their tactics. Unfortunately GURPs is a very realistic system and it's really hard to knock someone out short of poisons or gas. So how do I convince Players, that believe their characters are immortal because of their importance to the story, that they need to surrender or retreat? And how do I do it in a way that doesn't make it feel like I'm GMing them into a corner?
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Christian Blouin's profile photoMichael Wolf's profile photo
12 comments
 
+Michael Wolf , fright checks may be a way to do this. No simple fix here. Have you tried to discuss it with them? I feel your pain. 
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Douglas Cole

Diskussion  - 
 
By request, I revisit the advantaged mechanic, this time comparing it (with some caveats) to the 3d6 used in GURPS. Acknowledging that it's not a perfect analysis (this is a blog, not Physical Review Letters) there's enough that's interesting about the differences between the distributions. 
I posted a bit on the merits of the Advantaged/Disadvantaged die roll mechanic that drew some nice commentary on Google+. Part of that was wondering out loud what 3d6, the GURPS basic resolution mechanism, would look like und...
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Michael Wolf's profile photo
 
Although I've never seen it expressed so clearly, that sinuous curve is really my love affair with GURPS. Hard to fail at easy tasks, easy to fail at hard ones and propensity to find the middle well. The mean probability of 3 dice seems to be the most eloquent simulator for the human condition regardless of which dice you use. Too many less and you have chances too random, too many more and you never seem to reach the edges of great success or failure.
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Justin Aquino

Diskussion  - 
 
What are the Pro and Cons of Reverse Grip with a spear in formation and shield? I can't remember which source it was, but its a secondary or primary source (like stregikon) where they say they are trained to fight with a spear overhand strikes in formation and the Zulu impi is characterized with reverse grip.
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Justin Aquino's profile photoShawn H Corey's profile photo
23 comments
 
[non-history] So trained strength, reverse gripping a spear (ma111) in its ST13 grip, with ST11 and skill DX+2 would be at 2d6 impaling damage? The realistic dual weapon attack to use the shield to feint and set up for the stab. 
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Actual Play: The Empress of India 8, part 4 of 4. One of the PC is on the bad guys' side. However, who is good and bad is hard to tell sometimes. Funny to see how well it works out around the table. 
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Jason Packer

Diskussion  - 
 
So, does anyone have any great ideas for how to make big bad monsters more interesting in fights? We've all seen it, where the enormous monster gets tag teamed and is down in four or five seconds. What are your best tricks?
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Michael Wolf's profile photoNate McD's profile photo
9 comments
 
+Nate McD 
Any game where I make traps a significant feature of the "Dungeon" I make trap gossip a part of it as well. Any lair that's trapped has likely had adventurers who made it part way in before they gave up so for the right money or favors there are people who have decently accurate intel about the outer-most traps of the lair.
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Thursday is GURPS-Day, and we bring Trained ST into the modern world by contemplating using it to boost the ST used to stabilize firearms.
GURPS Technical Grappling introduced the concept of Trained ST, which is a skill-specific boost to ST provided by repetitive muscle coordination. The principle of the thing is that the more you practice something, the better ...
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Douglas Cole's profile photoMichael Wolf's profile photo
3 comments
 
I do very much see where you're going with skills that modify strength by virtue of level but those are also mechanical levers of character points. Paying more points Karate than Brawl in exchange for a strength boost or a strength boost for Wrestling to offset the lack of utility from Judo. There isn't an equivalent less-skilled guns ability to contrast against. There are already perks in Gun-Fu that allow you to manage firearms that are ungainly. Allowing Guns or other shooting skills to mitigate required strength could take value away from those. But as a GM I don't see a right or wrong way to squeeze the rules to your ambitions.
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Actual play: Rafi Jahan III, opium kingpin of Delhi, is a bit down on his luck. Revolts and murder are bad for business... and now there is mud on his boots. 
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About this community

 
It was a dread day for the Gold Goblin Crew!

Two members lost and two more stricken with foul afflictions confining them to fetid pool!

What will they do? How will they finish their quest?

It's session #48 of the Dark Paths of Riddleport, my #GURPS  campaign set in #Golarion  

http://darkpathsandwanderedroads.blogspot.com/2014/07/dark-paths-48.html
Dark Paths of Riddleport Session 48 July 6, 2014 Water Hazards Roll20 Chat Log The Gold Goblin Crew was in a tight spot! They found themselves up against some sort of aquatic abomination with powers of illusion! The party r...
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Jason Woollard's profile photo
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My brain is all over the place right now. Could someone remind me how learning skills works in GURPS? :D
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J. Dale Himebaugh's profile photoMichael Wolf's profile photo
13 comments
 
I like this explanation and observation. Well reasoned and makes good sense. May I steal it and implement it in my campaign as a house? 
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Been watching Da Vinci's Demon's late into the night. If you're not familiar with the show and not spoiling much of significance. You begin the story with Da Vinci being despised by the Medici family of Florence and because the story is largely from his point of view and Da Vinci is kind of an egotistical prat, they are oafish shallow greedy nobles who are his enemies. As the story goes on and we see more of what's going on behind the scenes we find that they're not great people but that they're much smarter and more noble that we are first led to believe. Each episode the Medici family finds themselves more charmed by Da Vinci's brilliance, not because Da Vinci makes any effort to win them over but because their goals are more aligned than opposed and Da Vinci being the PC in the story ends up helping the Medici family despite his disdain for them.

I'm in love with the shape of that story and I want to try to bring that to a Gurps game. My players have a tendency to believe that NPCs are written in stone and will never be moved to switch sides or change opinions about PCs. So here's what I need to figure out:

How do I begin a game with powerful NPCs that oppose the characters without letting that opposition turn into conflict or without allowing powerful and controlling NPCs feel like they're reigning in the players themselves. What tactics can the NPCs use to keep the PCs in line without crossing a line?

How do I signal in the story that the NPCs are beginning to react more favorably to the PCs without saying so directly. What behaviors would be most noticeable? What can I do to demonstrate when one of them is willing to tentatively place trust in the PCs without making it seem like they're an ally?

How do I subtly curb the natural dickishness of PCs against those that vex them? I'd like the PCs to succeed where the powerful ruling family is helpless and win their respect but I don't trust them not to rub that success in their faces and spoil any goodwill they could earn.
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Christian Blouin's profile photoMichael Wolf's profile photo
6 comments
 
+Christian Blouin I'm a fan of trusting players to play but in this case I'm more worried about spoiling their fun.Part of the appeal of the story to me is that the audience begins to change how they view these powerful personages. I would want what players to originally perceive actions as cruelty or disregard and hopeful come to understand these NPCs as good men with few choices available to them. I'm not sure how I would be able to do that if they can see on paper at what point these powerful NPCs begin to transition from people who work to spy on them and foil their efforts out of distrust to people who admire and view the PCs as allies in their attempt to preserve the Realm they love.
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Hello! I was thinking about alignments in D&D and I thought, "What does true neutral look like in GURPS?"
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Christian Blouin's profile photoMichael Wolf's profile photo
6 comments
 
It would be the Fanatic disadvantage or some convolution of Quirky Vows. D&D's alignment system doesn't describe a moral system but a theological one. It's a system where your character is constrained by rules rather than motivated by ideals or liberated by immoral perspective. Gurps is a behavioral system, it defines character behavior based on the negative of D&D's mold, where it is the qualities of a character that govern it's behavior, not how the game world defines them.
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What happens when a sleep-deprived brain re-reads The Dresden Files and thinks about GURPS rules late at night? 

Probably nothing good. Still, a line in Proven Guilty about the purpose of ritual preparation for magic, plus thinking about claiming "non-combat bonuses in combat" as part of another project, led me to write about the importance of having a distracted mind when it came to magic.

There's something koan-ish here, but again, sleep deprived.
Been re-reading The Dresden Files, since I'm up at all hours with the newborn anyway. In Proven Guilty, Harry sets up to do a ritual to use a wizardly tool to look in Chicago for fear and terror. Butcher spends some prose on ...
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Is there a checklist for making a complete GURPS campaign? o.O
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Steve Hartline's profile photoShawn H Corey's profile photo
10 comments
 
Here's a great video about storytelling: Andrew Stanton: The clues to a great story (19 min)
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Daniel Tallor

Diskussion  - 
 
Hey, is there a version of Trained ST for melee weapons that would work like a low-powered Weapons Master advantage?
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Douglas Cole's profile photoJustin Aquino's profile photo
7 comments
 
lolz KGIY (kindly google it yourself) is a common expectations when online in this day and age lolz. Although in my circles its much harsher lolz
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Another week towards finishing my yearly resolution when I realized I may have gone too far. I explain my efforts to not ruin my relationship with some of my favorite gaming systems and intellectual properties while still enhancing game tables across the world.

#musesdice   #eberron   #gurps   #opengames   #intelectualproperty  
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As a fan of adaptive reasoning and for my games list out all the tasks a skill can default. Basically the reverse of what's in basic set where you have a list of skills that can be used to default a particular skill, I put down all the tasks/skills a skill can be used for.
Do you rely on defaults? 
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Christian Blouin's profile photoMichael Wolf's profile photo
5 comments
 
We had a bad history of Defaults in 2nd ed so as players we tend to build skill-heavy and as GMs we often discourage high skill-attributes We are starting to exploit building skills off of default more and more often and we like the reality it brings to the game. But we probably roll a default skill in maybe 1/3 of our games.
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As Norman was instructed in A River Runs Through It after a homework assignment:
Good.
Now throw it away.
I've finally made some decent progress with CC3 creating a new map from scratch.  I still want to take a Google Earth image and trace it for a GURPS mini that is WIP but making headway, but I'll finish what I've started (many years ago I advanced hi enough in AD&D to be awarded a stronghold and henchmen.  I've always had an idea of what that would like like...)
then drag and empty trash can
maybe...
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Steve Hartline's profile photo
4 comments
 
drag and empty trash can
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So I was making a short list of weapons when I thought about blade length on different knives/swords:
Greatswords are about four feet
Bastard swords are about three and half, so still reach 2.
Broadswords are just under three feet.
Shortswords are around two feet
Long Knives are one and a half or longer.
Large Knives are maybe half a foot at least.
Small Knives are only a few inches.
Daggers are only a small stabby point, with no blade.

My main question is... should large knives and smaller count as reach 1 weapons?
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Michael Wolf's profile photoDaniel Tallor's profile photo
10 comments
 
+Michael Wolf , thanks! I'll get around to measuring some reasonable distances, I guess. :P And you're right about the greatswords, I just saw four feet as a reasonable minimum. :)
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