Friday, May 1, 2020

So what do you want to play that you haven't played?

My list is pretty short

The Fantasy Trip. Its sort of GURPS 1/2 for the uninitiated, simpler but still quite familiar and with its own charms.

Werewolf. Either the Apocalypse or the Forsaken. Neither of these games are as popular as they once were but I was never able to find a group playing  or willing to play either of these.

Mage. Pretty much as above.

Barbarians of Lemuria/Everywhen. A simple clean system and one highly suited for Swashbuckling adventure. 

So what are "your" games

When it comes to games, I'm a simple man.

I like Unisytem (Buffy, Angel and All Flesh Must Be Eaten) and when I can't get that GURPS.

I'm open to most games though 5E and OSR D&D are my D&D of choice.

I  dislike most any setting game with an overt "Left Wing"  or Progressive vibe or any sexual content . The only mild exception being Blue Rose. Its kind of a Progressive Pastiche of Mercedes Lackey's Valdemar but it pretty good nonetheless.

Some games I've played like FATE and World of Darkness  just don't click  for me either. Good games lots of interesting setting material  just doesn't work.

Back to Blogging.

Its been along time since I've blogged anything but with the recent unpleasantness, it seems like a great time to start up again.

Now like most of you, I'm not gaming right now  but I thought y'all might be curious as to what gaming I have done in the recent past

I tried Fantasy AGE which was an alright system. Played about 6 sessions and after that the game fizzled. Its a good game but you know, its not GURPS

I played three 5E campaigns none of which went past a coupe of levels. Did play the introductory adventure Mines of Phandelver even using the pre gens.  It was pretty good and very good D&D

Played and ran a lot of 1 or 2 shot pick up games, too many to list here. The best I think was  an Ancient Aliens inspired game somewhat resembling though pre dating the 2018 movie Kin . I ran this for quite a few sessions and the players really stepped up. There really wasn't much in the way of rules, more of interactive storytelling but it was fun for me and the two players.

Also turned down a GURPS Wild West. Its unusual for me to turn down a GURPS game but I didn't think the GM was up to it lore or system wise . The guys that playted said it was alright but I probably would not have had much fun.

Lastly I ran about 10 sessions of GURPS Conan with a bit of Game of Thrones added on.  The players mostly had fun though no matter how many  games you run you can always learn something new. 

Generally it went well though I agree with my players  I had too many ghost encounters and it needed a bit more work.

Frankly I'd love to revise the game  or one like it but that's a while off if possible at all.

Anyway take care out there and good gaming.

Friday, November 25, 2016

Still Out There, a Short Update

I'm not gaming right now and not working on anything GURPS or OSR related

Reason is pretty simple,  I'm mostly interested in GMing and while I'm willing to play sometimes , the rest of the group (3 people now) wants to play a western setting using 5th edition D&D . I gave it a go but it wasn't my cup of tea so I'm on hiatus

I might be trying to build an OSR or maybe Action Modern Fantasy focused group at some point but its not important.

Also I dropped The Sign of the Frothing Mug , it had good content for a while but its become a political blog apparently and I don't do politics, Left /Right or Center on this blog  or link to it unless somehow they are entirely germane to the OSR or gaming in general

Wednesday, March 23, 2016

A Tip For Much Faster and more fun GURPS Combat

In a word, maneuver cards.

Making these is incredibly simple.

Take a couple or three index cards and write the basic maneuvers any NPC is going to use on them, include weapon damage and defense and reference that when the fight starts

A short example

Goblin Skirmisher

DR2 Small Shield DF2

Thrown Javelin Aim 1 round throw 10 yards skill 10 -- 5 yards from ambush skill 12 -- 1d Impaling

Block 11 12 with retreat

War Club (baton)  swing torso 12- 1d+1 crushing

These simple prearranged combat moves will speed up combat enormously and can also be used with Martial Arts by simply setting up the more complex maneuvers in advance.

Applied carefully they can also  give the impression of on the fly tactical thinking by NPC's

I do recommend  encouraging PC's to use them which  not only will  this will make things quicker for them, it will make them use combat options more than "thrust to the torso" which is a help when moving players over from systems like D&D which have much more abstract combat.

Lastly, they can be used to flavor combat as well, applying cool or historic names to moves will add a bit of excitement and can be used to increase immersion

Say a PC does  taekwando , writing his knife hand strike as  punch torso  1d and sonkai tageri /knifehand  gets PC's into character and it can even  easily be used with any kind of power up, say an attack that is all out attack head, 2d +1d cold might be called "reap the frozen fruit" or whatever you like.

Anyway hope this helps your game and see you in a while

What Happened to GURPSday

With apologies y'all but life happened. Between real world BS and a general lack of ideas I've missed a couple of posts.

Ah well, back to the grindstone.

Thursday, February 25, 2016

Because Everybody Loves Weapons (from GURPS Farther Tomorrows_

Here is a list of common guns in the Farther Tomorrows GURPS  game


12 and 20 gauge (all types) (everywhere) 12g may used adapted Gyroc loads at 200% cost for ammo

.22 pistol and rifle (all types ) (everywhere)
Hunting Rifle (6.5mm Varminter Colonial, Hunter (everywhere) The most common rifle in the Cradle. It uses an Enfield Style Bolt Action and the older 6.5mm Cartridge

M65 Semi Auto, similar to the above gun only in Semi Auto

30/30 New Century – A nice lever gun seen in Mexico and the American Colonies of very antique design

.45 caliber “classic” (American)

.45 SMG (American) – a rare weapon used as a companion to the classic. Usually suppressed.

these three can be had cheaply as they are standard on a mini fac

9mm and .40 Cal SMG (common)  

9mm and .40 Cal Cartridge Pistol (common)  

9mm and .40 Cal Hold Out Pistol (common)

This revolver series has modular barrels and removable trigger guards. Its favored by spacers and some Americans. It is treated as Fine Quality / Reliable and Fine Quality / Accurate and is fully space proof.

9mm r M7 Revolver (spacers. Americans) shoots 9mm r, and 9mm magnum (side arm)

9mm r M6 Revolver (spacers. Americans) (hold out)

9mm r M10 Lever Rifle (spacers. Americans) (a companion piece to the above, common on frontier worlds)

9mmr Double Dutch Derringer (a novelty piece using the 9mmr load. A holdout gun with limited capacity and tiny grip.

The below weapons use a more powerful magnum cartridge suitable for medium game

.44 H6 Revolver (American) shoots .44 r and .44 magnum
.44 S5 Revolver (American) shoots .44 r

.44 H10 Lever Rifle (American) shoots .44 r and .44 magnum

.44 S6 Revolver (American_ shoots .44 R – this is rare sidearm sized weapon. It is fine/attractive as well.

More Modern Guns

Caseless (Full Range)

Gyroc (full range)

Edmund Dynamics Laser Rifle (as laser carbine with all settings) 15,000 grand

Edmund Dynamics Laser Pistol  (as laser pistol with all settings) 10,000

There are also Chinese versions of these

Tesla Pistol (as Electrolaser) 5,000 Chinese models offer a kill setting

Telsa Rifle (as Electrolaser) 12,000 Chinese models offer a kill setting

Vortex Gun

Hand Weapons

Hatchet (fine at default) superfine (extra +1) is rare costs 10X

Knife (all) can be had in superfine

fine (cheap) very fine (normal) superfine (6x)

Clubs (all)

Bayonet (all) can be had in superfine

Machete (Short Sword)

Stun glove
Stun Stick

Other weapons may be fond on Fringe Worlds or in areas with heavy cultural presence

Most Common Firearms
12g Western Arms Frontier with over and under mounts

30-30 New Century (as 30/30 +p +20% to range categories)

6.5mm Colonial 10 Shot rifle as .270 +p

In case anyone wants something akin to Vera. 

It is a H.C. Arms heavy bore, automatic dual feed custom. 

In  GURPS terms 

ETC 10mm Storm Rifle Fine Accurate with Dual Mags (24+1)

13+2 Pi+1 1950/7500 ACC5 +4 from Smart Scope