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  1. 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…
  2. 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...
  3. 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.
  4. 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.
  5. 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...
  6. 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...
  7. 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.
  8. 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.
  9. 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...
  10. 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...
  11. 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.
  12. 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...
  13. 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...
  14. dbm

    Draw Steel General Thread [+]

    I created a new thread to talk about GURPS and fantasy
  15. 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...
  16. dbm

    There's A New Edition Of The Cypher System Coming

    I’m ok with re-rolls costing XP. Makes them a big deal rather than a frequent event.
  17. dbm

    Critical Role Teases Campaign 4 World Via ARG

    Full reveal has been made now, it’s a West Marches style campaign with three sub-groups, using 2024 D&D
  18. dbm

    What makes a successful superhero game?

    GURPS 3e took two swings at Supers in the course of that edition. V1 was a train wreck, v2 was a lot more usable. 4e supers is more difficult in some ways, as the interlock of systems is much tighter in 4e. So there are more and stronger undesirable consequences to pushing the GURPS engine to...
  19. dbm

    What makes a successful superhero game?

    The Savage Worlds Horror Companion has a module for ‘playing monsters’ which uses the super powers rules behind the scenes to balance up the abilities of vampires, werewolves and so on. A good effects-based supers system can do pretty much anything within its resolution
  20. dbm

    Where’s David Cronenberg’s Scanners Roleplaying Game? Part Two

    In my opinion GURPS 3e Psionics is one of the best psi-focussed games I have ever played. The system of power and skill with things like telekinesis, ESP and so on as separate areas of power gave lots of depth for customising Psionic characters. Scanners is one if the reference works for GURPS...
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