De-evolving GURPS into a tactic game.

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GURPS is a great RPG, so I thought of using it for my needs... By
de-evolving it into a "board-game", I could make (for me and my
friends) a nice game about robots fighting, à la The Transformers: a
certain number of of HIGHLY evolved robots, fighting both by laser
cannons and melee.

I wanted to ask for any suggestions, expecially rule-wise.

1) One of the troubles of making it work with GURPS (with standard PC
building) is the trouble of having extremely high DR. I could work
around this by allowing only Ablative DR, or do you think using a
limited number of CP is enough for "playability"? I don't want to put
a "cap" on any value.

2) the ST factor: I'll go with, more or less, a +10 ST for each SM a
creature has. The range for SM will be from 2 to 6, I suppose. I know
this is quite arbitrary, but it seems good for the game, and realistic
enough (BL is quadratic)

3) The weapons will be charged ALWAYS as "built-in". Same problem as
DR above: how can I discourage the building of BIG-blasting but frail
machines? It would be quite against the spirit of the game.

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
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Personaly I've found the biggest problem with high DR characters is
people tend to not give them enough HP. If your PC's don't have enough
HP to survive a couple hit's penetrating their DR you'll end up with a
short campaign.

To keep the characters both viable and within your comfort limits why
not create a few racial/model templates to get the players started
with. Even if they don't use them templates will give the players and
idea of the types of characters you think will work in the game.
In fact to make templates that won't make your players feel like their
creativity is being stifled try making templates for "robot chasis,
components and weapons pods" that they can mix and match for character
creation. This will alow your players a good deal of flexibility while
still keeping the damage, DR and HP in ranges you are comfortable with
handling.
 
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Korin Duval wrote:

> GURPS is a great RPG, so I thought of using it for my needs... By
> de-evolving it into a "board-game", I could make (for me and my
> friends) a nice game about robots fighting, à la The Transformers: a
> certain number of of HIGHLY evolved robots, fighting both by laser
> cannons and melee.
>
> I wanted to ask for any suggestions, expecially rule-wise.
>
> 1) One of the troubles of making it work with GURPS (with standard PC
> building) is the trouble of having extremely high DR. I could work
> around this by allowing only Ablative DR, or do you think using a
> limited number of CP is enough for "playability"? I don't want to put
> a "cap" on any value.

Change the relative costs of DR and Hit Points. 4e made certain
assumptions that might not work for your particular scenarios. Basically,
decide how many hit points balance x points of DR and cost appropriately.
Playtest and repeat.

> 2) the ST factor: I'll go with, more or less, a +10 ST for each SM a
> creature has. The range for SM will be from 2 to 6, I suppose. I know
> this is quite arbitrary, but it seems good for the game, and realistic
> enough (BL is quadratic)
>
> 3) The weapons will be charged ALWAYS as "built-in". Same problem as
> DR above: how can I discourage the building of BIG-blasting but frail
> machines? It would be quite against the spirit of the game.

Have you playtested this? My experience is that a machine with a big blast
will have significant weaknesses for an opponent to exploit. Design your
maps to avoid giving an advantage to the first machine to get a shot off.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
 
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On 11 Apr 2005 14:12:29 -0700, "Richard Brown" <rbrown@myriad.com>
wrote:

>Personaly I've found the biggest problem with high DR characters is
>people tend to not give them enough HP. If your PC's don't have enough
>HP to survive a couple hit's penetrating their DR you'll end up with a
>short campaign.

Ablative DR and HP in 4th edition works almost the same... And they
COST the same! ^______^

>To keep the characters both viable and within your comfort limits why
>not create a few racial/model templates to get the players started
>with. Even if they don't use them templates will give the players and
[...]
>still keeping the damage, DR and HP in ranges you are comfortable with
>handling.

Nice idea! ^_____^

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
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On Mon, 11 Apr 2005 18:08:54 -0600, Jefferson
<Jeff_Wilson63@bigfoot.com> wrote:

[...]
>
>Change the relative costs of DR and Hit Points. 4e made certain
>assumptions that might not work for your particular scenarios. Basically,
>decide how many hit points balance x points of DR and cost appropriately.
>Playtest and repeat.

Thank you for your suggestion.
I'll go and try.

[...]
>> 3) The weapons will be charged ALWAYS as "built-in". Same problem as
>> DR above: how can I discourage the building of BIG-blasting but frail
>> machines? It would be quite against the spirit of the game.
>
>Have you playtested this? My experience is that a machine with a big blast
>will have significant weaknesses for an opponent to exploit. Design your
>maps to avoid giving an advantage to the first machine to get a shot off.

I'll do it! Thanks!


Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
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On Mon, 11 Apr 2005 17:31:43 GMT, korinNOduvalSPAM@yahoo.it (Korin
Duval) wrote:

>
>GURPS is a great RPG, so I thought of using it for my needs... By
>de-evolving it into a "board-game", I could make (for me and my
>friends) a nice game about robots fighting, à la The Transformers: a
>certain number of of HIGHLY evolved robots, fighting both by laser
>cannons and melee.
>


Ironically, the first GURPS release (even before the game itself ) was
Man to Man, a game of low-tech tactical combat. :)

Scott Orr
 
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On Thu, 14 Apr 2005 02:17:09 -0400, Scott D. Orr <sdorr@ix.netcom.com>
wrote:

[...]
>Ironically, the first GURPS release (even before the game itself ) was
>Man to Man, a game of low-tech tactical combat. :)

^________^

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
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It should be quite easy to do. Just do away with the roleplaying skills and
there you have it.
"Korin Duval" <korinNOduvalSPAM@yahoo.it> wrote in message
news:425e33e0.2483703@powernews.libero.it...
> On Thu, 14 Apr 2005 02:17:09 -0400, Scott D. Orr <sdorr@ix.netcom.com>
> wrote:
>
> [...]
> >Ironically, the first GURPS release (even before the game itself ) was
> >Man to Man, a game of low-tech tactical combat. :)
>
> ^________^
>
> Korin Duval
>
> --
>
> "Truth requires a great amount of courage;
> Fiction requires a great amount of maturity."