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Someone else's opinion. |
I make some GURPS content from time to time, and it takes me a long time to make it. So, since it takes me a long time to do that, I thought I'd start a blog so that my GURPS stuff would exist for all eternity. I plan on posting assets, conversations about complicated rules, session recaps, etc. I dunno if this will be useful to anyone, or only useful to myself, but here we go.
Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts
Thursday, June 14, 2018
Mechanics: Encumbrance
Saturday, September 24, 2016
Math: Encumbrance - Lifting ST or Dodge and Move?
So, I made a spreadsheet to calculate the costs of either
- Buying enough ST/Lifting ST to go down to the desired encumbrance level
- Buying enough Move/Dodge/Speed to ignore the penalties.
Altogether, the results are a little disappointingly boring, but there are a few interesting things to learn from the chart, let's take a look.
Friday, September 23, 2016
Limitations: Gadget
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Actually not especially relevant. |
Wednesday, September 14, 2016
Mechanics: How to Build a Resistance Group
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This is probably today's star |
Monday, September 12, 2016
Mechanics: Encouraging Cooperation
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I am using this cheesy clip art ironically, honest. I am still cool. |
Saturday, September 10, 2016
Mechanics: Ritual Path Magic versus Incantation
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A fun system |
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Also fun. |
Tuesday, July 26, 2016
Crafting: Simplified Crafting System
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Actually, the source post is a bit interesting too. |
Monday, July 25, 2016
Rules: Survival And Food Gathering Applied
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Let's Making Food. |
Wednesday, July 20, 2016
Mechanics: Monster Catching
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Pokemon is far and away from being the only or oldest game to implement catch 'em all mechanics. |
That said, being a trainer of powerful creatures, monsters, demons, etc. isn't a completely unique mechanic to pokemon, and in a very light way, it is touched upon in GURPS here and there, so we aren't starting from nothing. Let's see what we can scrounge together to implement a system for corralling powerful allies.
Wednesday, July 13, 2016
Mechanics: Social Combat Via The Regular Contest
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It is also a band apparently. |
Mechanics: Level Up System
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Blah blah, Google tags and analytics. |
Wednesday, May 11, 2016
Mechanics: Leading Monsters
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Maybe like this, but not like this. Really good Discworld installment though. |
Monday, March 21, 2016
Cross-Post: Hirelings
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Don't be like Red Luigi. |
Sunday, March 6, 2016
Mechanics: Metagame
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Not this kind, and I don't even want to know what it is. |
Today, when I say metagame, I speak to mechanics that have an impact on the game via the interface of player and game, rather than character and game. By that I mean... normally, the player interacts with the GM's world by speaking and working through his character. The player can therefore only do something that his character can do. Metagame mechanics subvert this usual contract, for better or for worse, to the benefit or detriment of the player by allowing the player some sort of agency that doesn't come from his character. GURPS doesn't have as many metagame mechanics built in as a lot of other systems, but there are still some, and even among those, some are so important, major elements are predicated and built upon them as a foundation. Let's investigate further.
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