Search results

  1. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    I would definitely use Sorcery if I wanted to bring in other powers-based systems like the divine and psionic powers books. It’s very robust for that sort of thing. I would also use it if I wanted a super-magician in a supers campaign. The thing I like about RPM is that it defaults to magic...
  2. dbm

    What is a West Marches game?

    A read a while back about someone who did run a West Marches style supers campaign. They built a matrix of plots and enemies that connected to each character and would use that to spin up the session based on which players attended, pretty much spontaneously. Sounded cool…
  3. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Talking about magic, the classic system for GURPS is known as ‘spells as skills’ by many people. Here. magic is implemented through an extensive set of skills, each spell a separate skill. These are organised into colleges like ‘communication magic’, ‘fire magic’ and so on, and there are...
  4. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Oh sure (it’s my current #1 game); but it isn’t as modifiable as GURPS IMO as it isn’t as granular. There are fewer levers to pull or dials to twiddle.
  5. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    There are many ‘generic’ systems, for sure. I have most of them since I love flexible engines. But I would agree that GURPS is top-of-the-pile for adjustability. Fate, Fudge, and Cortex Prime can all do as wide a range of genres, but they achieve that by having few rules / build your own rules...
  6. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    There are a whole bunch provided and it just says to discuss with your GM if you want something different. That’s pretty much Rule 1 when making a GURPS character anyway…
  7. dbm

    What Makes A Successful Superhero CAMPAIGN

    This is the best typo I have seen for some time… Maybe those aliens like to snack on tasty crims… Love a Cornish Pasty 🙂 To the thread properly - I think world building is interesting. My most recent supers campaign was built around a single origin for all powers, which means players adding...
  8. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Talents are the solution to that problem. You can design a group of related skills which the bonus applies to.
  9. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Power Ups 10 basically offers a system for doing that, and Kromm is currently working on Power Ups 11 which will offer even more options for changing the skills system.
  10. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    From 3e Core revised, p51, on Guns: “This is the ability to use any type of 20th-century cartridge-type gunpowder weapon. Add 1 to your skill for an IQ of 10 or 11, and 2 for an IQ of 12 or better. Modifiers: See Familiarity, p. 43. -2 for an unfamiliar weapon of a known type (e.g., .22-cal when...
  11. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Indeed, as @Staffan says, within the Guns skill description it says specialisation is mandatory, and there are other limiting factors like differences in Tech Level (so using a WW2 sniper rifle would be more difficult if you are used to a modern sniper rifle - and the older rifle would have...
  12. dbm

    What makes a successful superhero game?

    Another plus for Savage Worlds SPC - the core system has a Dramatic Tasks sub-system which is spot-on for this sort of thing.
  13. dbm

    What makes a successful superhero game?

    This is an element where I think Savage Worlds Super Powers Companion strikes a good balance. By RAW a character’s powers (and the level of those powers) is fixed, but the skill with which you use those powers can increase.
  14. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    I tried to learn Hero a few years back, using it to run a Champions campaign for a few months, and ultimately we decided the learning curve was too high for us. If I had picked up Hero 20 years ago that might have been a different outcome. Hero is a more tightly defined game system than GURPS...
  15. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    So, drilling into some of the differences in GURPS versus other game systems, one of the things which sets it apart is the available detail* in the combat system. If you are someone who like ‘fighting characters’ and wants them to be mechanically engaging then GURPS is a great system. The...
  16. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    It’s an interesting through-line as Fudge was written by Steffan O’Sulivan after writing a couple of GURPS books. And Fate started as a variant of Fudge.
  17. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    It certainly requires an adjustment of perspective, and is probably one of the most different aspects of GURPS. It works best at lower skill levels, where you probably want to spend some rounds on All-Out Defence, or on Evaluate or Feint to improve your chances of hitting. It’s also quite tricky...
  18. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    So, this was asked in another thread: … and I thought we could have a new thread in that as it is an interesting topic to me. I have been a GURPS player for over 30 years. I actually picked up the 1e box set when it first came out, but it was so thread-bare at the time it didn’t gel with me...
  19. dbm

    Draw Steel General Thread [+]

    I created a new thread to talk about GURPS and fantasy
  20. dbm

    Critical Role Teases Campaign 4 World Via ARG

    It’s a style of campaign with episodic play, a varying cast of characters on each adventure, built around a hub which the characters return to, where adventures are only intended to last one session each. It enables a style of gaming group where you don’t always know which players / characters...
Top