Showing posts with label other sources. Show all posts
Showing posts with label other sources. Show all posts

Wednesday, June 5, 2024

GCS files for Historical Folks Skill Sets

One of GURPS's specialties is historical games. So it should not come as a surprise that one of the more impressive fan-made projects is GURPS Historical Folks. This project comes in both a 3rd Edition and a 4th Edition version. And recently Infornific on the Forums decided to turn the templates into Skill Sets in the mold of Action 4: Specialists or Delvers to Grow. And I decided to write GCS templates for all of them. So these are GCS templates for the Historical Folks Skill sets:

GCS Templates for Historical Folks Skill Sets

They come in a zip file you will need to unzip: the file is about Half a Megabyte but contains about 150 templates. They are written for GCS 5.20.4, which is a pretty recent version. You can open the files in GCS directly by double clicking, or by putting it in your GCS folders (usually at C:/Users/<username>/GCS, or by going to GCS and right clicking the library and selecting "Show On Disk")

This is the very tip of a lot of work done by a lot of people. You can find their work here:

Historical Folks Skill Sets

Historical Folks 4e

Historical Folks (3e)

I hope you enjoy this, and find it useful. There is a LOT in here. Happy Gaming!

Friday, April 15, 2016

Adapting Collaborative Gaming to Monster Hunters

The Collaborative Gaming System is obviously made for fantasy, and skews that direction. But how hard would it be to run it with a different genre? Like say, Monster Hunters. I decided to go ahead and do that, and tell you guys about the modifications I had to make. The modifications are fairly large, but they are also fairly simple.
  • Adjust Monster Type Table
  • Treasure and Fame become saved lives and monster slaying
  • All Adventures start off as investigation, with starting clue
  • Solo 6 for What, Where, When, Who, and Why being obvious
  • How far is changed to 'how fast is the investigation take place'
  • 'Dungeons' are changed to 'Lairs' and 'Crime Scenes' (info areas)
  • Connect Clues with Lore Points
  • Peril and Monster Hunters Balance

Monster Type Table

One of the big obstacles is that the monster table given isn't appropriate. Of course, Monster Hunters has a fairly standard list of foes. These foes are different for each GM and setting: Fae may or may not be a big foe. You may or may not want aliens in your game. You may or may not want to come up with a mutant animal on the spot when asked to. Psi may dominate your game or not be included at all. You may have a full demi-human cast like Monster Hunters International or none at all. That said, as long as you know what you want, building the table is easy.

This is my own version:
                     1 2 3 4 5

Undead Spirit Living Humans Aliens
1 Vampires Rouge Angels Lycanthrope Rouge Crusader Greys
2 Vampires In Betweener Lycanthrope Cultists Nordics
3 Ghost Demons Lycanthrope Rouge Psi Alien Monster
4 Mummy Demons Mutant Animal Rouge Witch Reptoids
5 Zombie (Curse) Fae Legendary Creature Rouge Experiment Stalkers
6 Zombie (biological) Fae Custom Curse Campaign Emphasis Campaign Emphasis


On 6: Campaign Emphasis
Lycanthrope: 1-2: wolf, 3: eagle, 4: bear, 5: tiger, 6: random animal
Alien Monster: 1:Insectiods, 2: Phasites, 3: Devourers, 4: Disease, 5: Create New, 6: Campaign emphasis
Legendary Creature: Use chupacabra if you need stats premade. Or get creative and pick yetis, lake monsters, a dragon, or your local legend
Custom Curse: This is a curse on a creature or person.  It should be considered a 'living' creature.
   
The four campaign emphasis options should be picked at the start of the campaign: they show what is emphasized in this campaign. It doesn't have to be a new category, but it doesn't have to be an old category either. An entire category of 'curses' or 'demihumans' could be added. Rouge humans could be another Witch or Psi, but it could be Men in Black or a mad scientist. At this stage also prune what you don't want, and replace it with options you want to emphasize. Perhaps all psi is replaced with magic, or perhaps you don't want cultists.

Further, You should always roll on this table when picking a villain -- but don't roll on the table until you have clues that tell you what the monster is, or what its 'appears' to be. This table may very well come up more than once for a single hunt!

Treasure and Fame: Lives and Slaying

Monster Hunters don't fight for money (ok, some do, but they're exceptions) and they despise fame: it endangers the secret. They want to save people and to kill monsters. So on the rewards table replace 'rates' with 'lives saved' and Social points with 'Monster Killing': instead of Standard Rates with Fame and Glory you have a moderate number of lives at stake with the opportunity to kill an exceptional number of monsters.

Starting Adventures, or should I say Hunts

On finding Adventure, Monster hunters generally have trouble come to them rather than the other way around. The initial clue, the inciting incident, isn't just scene dressing -- its an important part of the investigation.

1:You notice a odd behavior or a monster
2:Someone is dead
3:a monster attacks a player
4:Research yields behavioral clues
5:Someone else notices an odd behavior and tells you
6:Mystical Means

Don't roll up the adventure type until you know what its going to be: the majority of monster hunter adventures start with investigation. You have five things to figure out: What, Where, When, Who, and Why. At the start of an investigation, roll the solo 6 for each, asking 'is this obvious?' This doesn't mean the answer is correct, just that it appears this way. Investigation is required to confirm each, at which point, you roll the solo 6 again to see if the fact was true...

The adventure type table is also a little skewed towards Fantasy activities and away from monster hunting ones. In particular, compete and explore tend to be rolled a lot more than your typical monster hunters would want, and we want more emphasis on investigate. Change compete and explore rolls of 5 or 16 into investigate rolls (about half of compete or explore quests become investigate adventures).

Distance and Time

The distance category is technically measured in 'Units of Time to location', but this can be tweaked to represent how easy the investigation is to follow: and as a consequence how long each step of the investigation can take. Actual distance may be involved as well, but the most important measure is the dominant unit of time.

Its also probably a good idea to increase the sense of urgency at the lowest level: Change "No Particular Rush" to "People die, but at a category one slower than expected, and it won't go away with until dealt with".

Dungeons and Crime Scenes

Monster Hunters don't really do journeys. You have special skills that let you find the danger, you don't encounter it just wandering around. The way they do dungeons is also different, but surprisingly similar. Most Dungeons are a single area: Usually a crime scene or a monster lair. Roll for the entrance if there is a chance of hostiles. Be creative about the word 'guarded': it could be a lock, could be a ward, could a security alarm. Or actual guards. When rolling for opportunities roll on the 'best' category of 'safe', 'info' or 'lair'. When rolling for mishaps, choose the least dangerous option that makes sense -- monster hunters don't do a lot of combat.

Dealing with Clues and Lore Points

Lore points are of especial interest: They are good for a +1 clue that you wouldn't have expected at the scene. Bad guys make mistakes! Roll on the table for what kind of tip was left.

1: What 2: Where 3: When 4: Who 5: Why 6: Player choice or other useful info

If the category has already been solved, treat it as a 6, and choose what kind of a clue you need.

When selecting clues, come up with an 'apparent' adventure. Why clues can be inspired by adventure types. What clues use monster types. Who clues use random pieces of NPC. When Clues use the 'What's the rush Table'. These are mined for little bits and pieces, though players should feel free to use the solo6 to confirm or disprove theories before rolling for completely new data.

Peril and Balance

The peril system isn't quite as applicable for Monster Hunters -- and sometimes you'll get responses like 2N rouge angels -- what do you do then? Well, you do your best. Let peril make things harder or easier without changing the stats

In Summary

I hope you enjoy this. In some ways, its can aid in GMing as well as in solo or collaborative play. I goofed around and quickly generated a couple of fairly interesting monster hunters plots. The system is really good, and as you can see, not really that hard to adapt to monster hunters. Happy hunting!

Wednesday, April 13, 2016

Collaborative Gamer's Adventure System

Click to expand and view by itself

Collaborative Gamer has been busy making a system for running a game without a GM. Previously, I've been sitting to the side and just taking a piece here and there of his work. I was disappointed at the fantasy and particuarly the dungeon fantasy bent it was taking. Then he started running a solo adventure with his work, the adventures of Tamien Fell.  On week 6, I finally read through an adventure, and realized just how much I'd missed.

The system focuses on information management, and is a jungle gym for both the world builder and the story builder. It gives pieces, suggestions, and twists, and then asks you to tie it all together yourself. Its designed to generate plots left and right, and so far, it doesn't seem too bad.

The hardest part is how to string it all together. How did he know when to roll on a given table. And so I built a diagram that sums it all up.  A few things to remember:

  • The four boxes at the top are always appropriate to bring in: they drive the plot and the world forward. 
  • Always be on the look out for adventure types! Each "Adventure" is really more or less a single task. You'll find yourself spontaneously generating them yourself. If you don't notice the adventure, you can't roll for plot twists
  • Only figure out what the characters know. This is key to making this system work. The system is designed to provide suspense, not fleshed out plots -- at least not until the end. And thats a feature, not a bug.
  • Feel free to drop or fill in details. If you know what the type of adventure is, that's fine. If you don't want to worry about dungeons, then don't.
  • This is as much a GM game as it is a player game: in some ways, its having your cake and eating it too.
The system is easily tweaked to provide for other kinds of games: Action, Monster Hunters, and space opera may need some tables expanded, but the actual adventures should roll along just fine. I may do one myself as a proof of concept.


I hope you enjoy collaborative gamer's work!

Tuesday, March 8, 2016

Essential Resources: The MyGurps IQ rule

There are some gurps resources that have changed the way I play the game, articles and fan-created work that forever alter the way I play the game. These are not official resources, but in many ways they are just as good. One of the best such resources is MyGurps. And among the best rules on the site is: 

1. Perception and Will are separate from IQ.

Both Per and Will are their own attributes. They start at 10, and can be raised or lowered for 5 points/level. IQ is unchanged, at 20 points/level.
Its a very simple rule, with very good reasons for existing

Monday, March 7, 2016

The Human Destiny: Aliens Reworked

I'm following a project called 'The Human Destiny' by Jon F. Zeigler on his blog. (He's one of the guys that wrote GURPS:SPACE). The setting he's working with focuses on humans after they are incorporated into a galactic hegemony. Its kind of like uplift without humanity being special for uplifting others or evolving on their own.

Its a good setting, but I object to the way the aliens are given their statistics. The two races presented so far are 185 and 90 points. Which is a lot. So I'd thought I'd write them up a little more toned down and a little less forbidding to the point budget.

This is not meant to denigrate Mr. Zeigler's work. If anything, this is praise. I find the setting intriguing, and he's doing a fantastic job of exploring ideas. I just think the races could be made more accessible, point-wise.

Are they really Superior?

So one of the hickups here is that this setting has practiced eugenics and millennia of breeding ought to give you something. On the other hand, +4 IQ is incredibly high and has potential to break the setting. And a large number of points come from the classic mistakes when statting large creatures and when stating those with multiple arms. And they generally have a higher social position than humans. So we're not going to get  0 point templates. But we are going to get better balanced templates.

The Elf  Problem

The hardest part is deciding what to do about the  IQ +4 and HT +2 on Kedai. Together they are worth 100 points -- enough to make any Kedai character 'Exceptional'. I asked Mr. Zeigler about this and he said this was intentional: Kedai are
'frightfully intelligent, but if I were to run a game with them, they would always be NPCs'
 Wow, that's a strong statement. And it runs into the elf problem -- why is the universe populated by anything other than elves? More to the point of the game: why are the players interesting when all of the cool awesome characters are elves?

Classic answers to this problem include: There aren't very many of them. None of them are working for us. They're all focused on other problems. It turns out only some of them are really this good. The point is to play the mortal against the gods.

In this case he's done a fair job of invoking a lot of these answers. Kedai really have a crappy reproductive cycle -- they spend their youth as a wild animal in the woods, and most of the time die that way. It takes a lot of land to produce a Kedai, and a lot of failed attempts. They're also almost all in high-ranking government positions, so you can't really ask 'why are they in charge'? In some ways, Kedai are ultra-tech dragons. Each one is tougher than nails. And part of the point of the campaign is to play honest to goodness underdogs in a world where you are outmatched. So I'm going to keep Kedai's high IQ. 

The HT is also an issue, but Kedai have seemingly been selectively breeding and maybe even tinkering with their genome for over a million years. At least HT+1 is justified.

In a game where having a race of super-geniuses is NOT the point, Kedai would drop the IQ, and find themselves in the manageable race zone.

Kedai [99]

85 of the points come from the fact that these things are essentially grizzly bears with horns. This is a fantastic build in a TL3 hack and slash game. In a TL11 game where this is the ruling race? not so much. Any battle suit can match their armament. easily. Actually, an exoskeleton is likely to be good enough. Their big advantage is that they can go anywhere and not worry about being pestered about it. There is a case for this being 5 points, and there is a case for this being a perk.

Some of their disadvantages actually are undercharged: Gurps doesn't by RAW let you stick a modifier on any disadvantage you please, and getting 90% of cost for a disadvantage that effects at most 2 months of the year is iffy at best. I'm going to drop that to -80%. That's still debatable, but the time is extended and hits the entire species at the same time. The most ruling species as well. I'm sure everyone knows exactly when mating season is, and I hope there are measures to prevent rash things from happening. Like wars being declared.

The quirks are actually pretty good. The humble one is a bit odd, but quirks are great when describing a species tendencies. I'm normally not a fan of charging hidebound and incurious at full cost -- but  its essential for balancing out the +4 to IQ from a scenario perspective.

On the senses they trade off hearing for vision, particularly night vision. they have -4 to hearing, cancel 6 in darkness penalties, and get +3 to vision. Superior or lessened senses are not something that can be replaced by technology: Kedai just plain see more than humans and hear less. Night vision is different though. It can be mitigated or replaced by technology. I'm going to roll it into the 'legal enforcement powers' cost along with ST 18 and horns. As a feature, they get penalties 1 higher than humans in bright light, but this can be easily remedied with sunglasses. Yep, a feature. Not enough to be worth a quirk. Its no more limiting than being susceptible to pentagrams.

Extended life span won't be worth anything in most games. Its dropped to the level of a feature, alongside early maturation 5.

 IQ+4 [80]; HT+1 [10]. SM+1 [0].
Advantages: Acute Vision 3 [6]; Fearlessness 3 [6];  Racial Status 4 [20]; Legal Enforcement Powers (shaped like bear) [5]
Perks: Deep Sleeper [1].
Disadvantages: Bad Temper (Only during mating season, -80%) [-2]; Hard of Hearing [-10]; Hidebound [-5]; Incurious [-5]; Lecherousness (Only during mating season, -80%) [-3].
Quirks: Assumes situations are not dangerous unless proven so; Attentive; Humble; Serious [-4].
Features: -1 to vision in bright light, longevity 4, early maturation 5

Non-Boss Kedai [17]

So what if Kedai were meant to be something other than superhuman overlords? What if they aren't the genetic lottery winners that ruled the universe for 20 million years?

Drop the IQ, drop the HT. Reduce hidebound and incurious to mere perks. And thats it. Most of their points are now the racial status -- which is an advantage they should have, and should be paid for in full. If you take that away you get [-3] -- the Kedai have a LOT of racial quirks, and the mating season disadvantage may be overpriced. You can arguably add +1 IQ or some other racial talent.

Actually, I suggest picking between these two extremes -- add IQ until you get the level that you want. Or suggest to the player that he raise IQ to the level that he needs. If the race gets +2 IQ or more you may want to bump incurious and hidebound back up to their full level. Choose the IQ based on how formidable you need the Kedai.

Azuri [15]

Ok, now we have the Azuri, known to humans as 'spider apes'. They are originally priced at 90 Old Man's War setting where humans need bio-engineering to be useful. In fact, given that ST is less than pivotal in this setting, they're currently worth even more than [90].
James Cameron's take on six limbed apes. with tiny arms.
points. And they shouldn't be that much better than a human. They're a sapient species that is new to the galaxy, and we don't want an

First, lets shave off the +2 DX and +1 IQ. Its nice, but what are we really trying to say? I haven't been given enough info to say for certain, but I suspect some of it supposed to be the result of millenia of genetic tinkering.  Most human adventurers will be green card holders (top 20% of humans genetically), and probably have moderate bonuses themselves. So file that as something most citizens of the empire have. the bonus to DX is probably more meaningful -- but also likely to be subsumed into perfect balance

Extra arms. Oh, extra arms. Remember in Gurps to pay for effects, not fluff. the effect of an extra arm are the ability to perform multiple actions with it outside of combat, and bonuses, primarily grappling, inside of combat. So do Azuri have theses abilities? First of all, are those middle legs hands or are they foot manipulators? If they are hands do the creatures have the full strength of a human hand in each arm? Should they get +4 when grappling a human? Will they have full dexterity in all arms?

Swinging through the trees like a gibbon is incredibly hard on a limb. And when you have four of them... That's a lot of muscle. A biology like that is going to have individually weaker arms. Its going to have shorter legs as well -- look at pretty much any wild ape.

The creatures have four hands, and there is not way to argue these aren't full human manipulators -- unless I want to go with bad grip or something. But they aren't full human arms -- Azuri won't be grappling demons. So we take the limitation short. Yep, short. Short is the limitation that removes the advantages of grappling, despite the fact that the limb is just as long as the others. That means our extra arms are only worth [10] -- and that's probably a fair price.

The ability to both climb and walk is powerful. Its worth at least 5 from the brachiator advantage. Its also an ability that doesn't come 'free' -- creatures that are good climbers are slower on the ground, all things considered. I'm going to reduce ground move by 3 to a total of two -- and then I'm going to raise climbing move up by two to a total of three. Yep, they move faster brachiating than walking.

I object to giving an alien not designed wholly around a mental disadvantage much more than quirks. I'm going to drop curiosity to perk level, which gives us a nice round 5 quirks. That's a lot for a racial template, but it gives lots of hooks for the race.

I'm totally fine with racial status, that's social and doesn't strain my suspense of disbelief. Perfect balance is probably appropriate to the race, if a little broad -- It may be appropriate to limit it to tree's and other situations where the land can wrap around things that look like branches, but I think this is good enough. I could push farther, but I think this is at least a decent place to present the race. Its not taken all the way down to 0, but you have all the things you really want out of the template. Also, The ST score should probably be reduced, given that this is an ultra tech game. To something like a quirk. Also remember that Azuri tend to be higher point characters than humans -- but that's a game tendency resulting form social programs, not a hard and fast rule.

ST-1 [-10], -3 move [-15]
Advantages:   Racial Status 1 [5]; Extra Arms 2 (short -50%) [10], +2 climbing move [10], Brachiator [5], Perfect Balance [15]
Quirks:  Broad-Minded; Congenial; Playful; Responsive, inquisitive [-5].

 Analysis

We didn't get either race down all of the way. Part of this was that we really didn't add much in the way of extrapolation -- we mostly just toned down existing ideas. I personally find more life in the species now that I've tinkered with them a little bit. And now I feel that humanity has its strengths as well as weakness vs. other species.

I hope this helps both get you interested in the human destiny series, and gets you thinking about the way you build aliens. Happy world building!

Friday, January 15, 2016

Collaborative Gamer's World Building Generator

The Collaborative Gamer is currently on a project to build a series of tables that let you play without a game master. I'm a fan of tables, and one of his projects caught my eye, and I decided to automate it. Its a fantasy map generator, and I think its a strong idea.

This is totally his idea, so I'm going to suggest that you read his site before playing with this tool. Then come and play with the automated version of the tool after you understand the system. In several cases you'll need to fiddle with the drop-downs to get appropriate behavior.

Have fun building a word!