> Speak for yourself gamelet, I've got a game to run tomorrow evening.
Is it heavily home-brewed to be playable and at least somewhat fun, just like a 5e games?
But enough about your imagination:
How would anons go about building world-tree like multiverse, in which you have traditional fantasy races in a world, but they come from their own realities.
E.g. Dwarf drilled through time and space to this planet from a dying world orbiting a red star.
I'm using the Basic Set, Powers, and Low Tech/High tech for gear. The only homebrew is Wealth-by-TL cost adjustments since the game is in a post-apocalyptic setting rather than an inherently primitive one.
It's been pretty fun thus far, I look forward to it every week 🙂
How has your experience been running a post-apoc game? I've been wanting to run one myself but I'm afraid to really jump into GURPs' supplements and overwhelming my players/myself
everytime I try to read it I feel overwhelmed and stopped. maybe it's cause i perfer HERO system or what but I really need to make an effort to learn it because i really have a lot of ideas for custom settings and GURPS has better foundry vtt support then hero
>Start with Lite >After that, it's mostly a selection process in which options to toggle.
Seconding.
How has your experience been running a post-apoc game? I've been wanting to run one myself but I'm afraid to really jump into GURPs' supplements and overwhelming my players/myself
Not that anon, but as for being overwhelmed.... Rules are available for damn near everything, but not required for anything. Add them as you get comfortable and find they help your game's fun, drama, or consistency. If they don't, then ignore them.
Will your entire campaign have only one vehicle chase sequence with ramming? Nothing wrong with winging it instead of memorizing all the relevant rules. GURPS is a toolkit to build an RPG that suits you, so do that. It has so many options in part because it is flexible. If you can get consistent, believable results without consulting rules and charts and stuff, go for it.
As for character creation options, templates are a good approach to speed things up and avoid choice paralysis. Wildcard skills are less nuanced, but a great way to handle "I dunno, I do soldier shit and stuff" without nitpicking stuff like "a point in Hiking, maybe one or two in Naturalist" etc.
For NPCs, don't bother with any more stats than you'll actually care to roll, ignore point values, etc. Basically, make that shit up and move on. Remember that most skills and attributes are 10 for a novice, 12 for decent, 14 for a seasoned professional, and 16 for the kind of people others tell stories about.
For check bonuses and penalties, the "one per adjective" rule is great shorthand. Rainy, gravelly, and dark could be a "-3 to tracking rolls" instead of looking up anything at all.
For combat, the Combat Cards PDF is a handy reference. Consider introducing only basic options early on and add others later. Feint, Evaluate, Dodge and Drop, etc. could be introduced later in many games.
This isn't "not using GURPS" or using less of it. This toolkit-like flexibility is GURPS in a nutshell.
Hold on, im about to cross reference three books instead of using a dedicated system.
Nobody actually plays GURPS, they just shill it
Speak for yourself gamelet, I've got a game to run tomorrow evening.
GURPS Character Sheet/GCS. Very useful, free to use/download and easy to use.
> Speak for yourself gamelet, I've got a game to run tomorrow evening.
Is it heavily home-brewed to be playable and at least somewhat fun, just like a 5e games?
>Sagelet can't understand not using every rules of the book at once.
>probably can't even conceptualize not having an alignenement
GURPS isn't compelling or fun.
But enough about your imagination:
How would anons go about building world-tree like multiverse, in which you have traditional fantasy races in a world, but they come from their own realities.
E.g. Dwarf drilled through time and space to this planet from a dying world orbiting a red star.
I'm using the Basic Set, Powers, and Low Tech/High tech for gear. The only homebrew is Wealth-by-TL cost adjustments since the game is in a post-apocalyptic setting rather than an inherently primitive one.
It's been pretty fun thus far, I look forward to it every week 🙂
What book is wealth by tl in?
Basic Set, dummy. It's a core element.
There's an old meme on suggesting GURPS for everything, and I forget the webcomic it uses or how to find the image every time. Shits me right off.
How has your experience been running a post-apoc game? I've been wanting to run one myself but I'm afraid to really jump into GURPs' supplements and overwhelming my players/myself
>GURPS Character Sheet/GCS
Awesome. Thank you anon.
I play it
>Asparagus book
homie?
It's a meme, you dip.
Attribute Modifiers: ST-10 [-100]; IQ-10 [-200]; DX-10 [-200]; HT-9 [-90].
Secondary Characteristic Modifiers: SM -7; HP+1 [5].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Injury Tolerance (Homogenous) [40].
Disadvantages: Blindness [-50]; Cannot Learn [-30]; Cannot Speak (Mute) [-25]; Deafness [-20]; Dependency (Soil, Constantly) [-25]; Total Intolerance [-10]; No Legs (Sessile) [-50]; No Manipulators [-50]; Social Stigma (Plant) [-20].
Quirks: Tastes good [-1].
Features: Plant [0].
I'd love to give gurps fantasy a try one of these days.
Are there any digital tools to help runming ghe game?
>can't even play a bog standard ninja-pirate-zombie-robot without the GM busting out the supplementals
baka
That's why my table strictly uses monkeys, pistachios, and nothing else besides the core set
I tried it, but I didn't like it.
I wish the books had better editing and layout
everytime I try to read it I feel overwhelmed and stopped. maybe it's cause i perfer HERO system or what but I really need to make an effort to learn it because i really have a lot of ideas for custom settings and GURPS has better foundry vtt support then hero
Start with Lite, both for learning it and for teaching new players. After that, it's mostly a selection process in which options to toggle.
>Start with Lite
>After that, it's mostly a selection process in which options to toggle.
Seconding.
Not that anon, but as for being overwhelmed.... Rules are available for damn near everything, but not required for anything. Add them as you get comfortable and find they help your game's fun, drama, or consistency. If they don't, then ignore them.
Will your entire campaign have only one vehicle chase sequence with ramming? Nothing wrong with winging it instead of memorizing all the relevant rules. GURPS is a toolkit to build an RPG that suits you, so do that. It has so many options in part because it is flexible. If you can get consistent, believable results without consulting rules and charts and stuff, go for it.
As for character creation options, templates are a good approach to speed things up and avoid choice paralysis. Wildcard skills are less nuanced, but a great way to handle "I dunno, I do soldier shit and stuff" without nitpicking stuff like "a point in Hiking, maybe one or two in Naturalist" etc.
For NPCs, don't bother with any more stats than you'll actually care to roll, ignore point values, etc. Basically, make that shit up and move on. Remember that most skills and attributes are 10 for a novice, 12 for decent, 14 for a seasoned professional, and 16 for the kind of people others tell stories about.
For check bonuses and penalties, the "one per adjective" rule is great shorthand. Rainy, gravelly, and dark could be a "-3 to tracking rolls" instead of looking up anything at all.
For combat, the Combat Cards PDF is a handy reference. Consider introducing only basic options early on and add others later. Feint, Evaluate, Dodge and Drop, etc. could be introduced later in many games.
This isn't "not using GURPS" or using less of it. This toolkit-like flexibility is GURPS in a nutshell.