Index Card RPG is one of the most impressive rules-light d20 games. It simplifies the complexity of d20, offering a fresh and innovative approach to encounters and challenges. It's like untangling a mess of cords, making d20 gaming more accessible and enjoyable.
The game's mechanics are refreshingly straightforward. The GM sets a single 'target number' for a 'room,' and characters roll a d20 against it. If successful, they apply an effort die towards the room's 'hearts' (1 heart = 10 hits of damage/effort).
If a room has 6 goblins and a pit trap, they are rated the same number (12); you give them hearts and go. Characters have a "defense" number, which can be used to defend against room hazards or as a target number (10 + defense) to serve as an AC for monsters to attack.
This is really rules-light and abstract. You see this high level of abstraction in rules-light games, where the opposition is not fully fleshed out (like in an old-school game) and is instead given a target number to beat. GURPS does simulation well, and "giving it all one number" is not why we like the system.
One of the standout features of the Index Card RPG is its 'plug-in' system on page 88, which allows you to seamlessly integrate its unique systems into other games. These concepts, designed to accelerate play in d20 games, can also be effectively applied in GURPS to streamline gameplay. This adaptability and innovation are what make the game genuinely exceptional.
The goal here is not to abstract away the system we love. The goal is to use abstraction to help us tell our stories while making more time for the things we love, which can vary wildly in GURPS. Some love simulation combat, others like character designs and roleplaying, others non-combat tasks, some treat GURPS as a rules-light game, and others treat it as a unified system where they don't need to keep learning (and buying) the latest "hot thing" on the shelf.
Knowing what you love about GURPS is the key to using abstraction mechanics successfully. We want to condense and standardize the way we handle most of the boring stuff, saving time at our tables for the things everyone came here to play. And what is fun varies depending on the group and game.
The notion of "clean stats" is the same one that GURPS Ultra Lite uses; just apply an "N-minus" to an ability score and use that (modified by a skill, if you need it). If a monster attacks, roll DX, modify by skill and difficulty, and roll the dice. Use the Ultra Lite ability score values for every NPC and monster.
Hearts? They can be used as-is. Rate a monster in hearts, and give them 10 hits per heart. Note that in GURPS, the hits scale is a little slower than hit points in d20 systems, but GURPS weapons are deadly, so it should all work out. Plus, if you are playing a party, throwing 20 hits at a 2-heart enemy to take it down in one turn won't be too tricky, especially if you are playing modern or sci-fi.
Keep GURPS-isms in mind, such as armor values and damage effects. You don't want to veer too hard into rules-light; just mix the best parts into your game, and use it in places you don't want to spend a lot of time. The goal is to streamline play while keeping the parts of GURPS we love.
Abstraction is a time management skill.
ICRPG is a lesson in reducing the time you spend on the parts of the game you enjoy less and saving time for the parts your table wants to see most.
Frankly, you can use "hearts" to convert B/X monsters easily. Assign them a few Ultra-Lite stat levels, special attacks, and defenses as needed, and you have any B/X monster ready to use. Does a spider have an entangle attack with webs? Give it an Ultra-Lite DX number (12) and a +4 skill in "web attack." Use this for attack rolls in GURPS. Want to break free of the web? Use the quick contest rule, web attack number versus whatever skill you use to break free (weapon attack, escape skill, or brawling/wrestling to tear them off).
Effort is an ICRPG concept using different dice for different effort types. The d6 is used for melee weapons, the d8 is ranged, and so on. The idea of "rolling effort" in GURPS is alien to the system, but the idea of "level of success" is not. You could total up the level of success of rolls and use that to whittle down the "hearts" of the task.
Note that on a 3d6 "N-minus" system, the level of success will be smaller, and you may need to double the level of success before applying it to the "heart level" of the encounter. So, if you get three levels of success, you contribute six "hits" towards solving the room. For long-term tasks, like hacking complex security systems, don't double. If it is a "bust the door open" short-term thing, double or triple since you want the action to flow faster.
Then again, if an action is one-and-done, just make one roll and move on.
Target numbers? Use one difficulty number for everything in the room (0, -2, -4, -6, -8). This room is a "minus two," and everything is rolled against using that modifier. Alternatively, assign the room an ability + skill number (this is a 14-minus room) and just roll quick contests against that. This hallway has dart traps, 14-minus, roll QC's against that, or take 1d6 damage per 2 points you fail the roll by.
Making up custom rules on the spot for a particular room is what every great AD&D module did back in the day. You could design a whole "room" as an Ultra-Lite character and fight to defeat that. A room full of flying bats? Give it a DX and a swarm skill, some low-damage attacks per turn, assign it a heart value to "defeat" it, and you are good to go. Waving a torch around to scare them off works to "damage" the hearts of the encounter and "defeat" it. The situation is solved at zero, and we move to the next room.
All of the above? Nothing in GURPS says you shouldn't do things this way. A lot of it is just using the tools the game gives you in exciting ways. It is an ICRPG and GURPS hybrid, but who doesn't customize their rules?
ICRPG simplifies ranges, which is easy to do with GURPS.
They also use the tables in the book for "loot rolls," which can be converted to GURPS pretty easily.
ICRPG is an excellent, rules-light game that will inspire the next generation of d20 clones. It is also worth playing as-is by itself and is a more flexible and adaptable d20 system than D&D. Simplifying numbers and rating challenges help keep the game moving and avoid getting into too much detail. It is not the "new kid on the block" anymore in the d20-sphere, as the D&D replacement games are attracting many people's attention. It is still an awesome d20 game and worth sticking with or using as a plug-in for other games, as detailed in the ICRPG rules.
As a tool for streamlining GURPS, especially regarding saving time at your table for the "good stuff," ICRPG is an excellent addition to your gamemaster's toolbox.
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