Friday, June 27, 2025

The Cinematic Campaign

"The 'cinematic' campaign is one where realism doesn’t rule – because if it did, it would constantly get in the way of the story. In a cinematic campaign, swashbuckling heroes can defeat dozens of foes because the story calls for it. Spacecraft whoosh or roar in the silence of space because fast things whoosh and powerful engines roar. Rightness always overrules mere correctness." - GURPS, Basic Set, Campaigns, page 488.

Cinematic here seems to imply "pulp adventure," but in reality, it can refer to any cinematic genre. The rules favor pulp, as it is the best example of a cinematic style, but I argue that any style is a valid one, as long as it is established, adhered to, and agreed upon when the game begins.

If you are playing a GURPS: Back to the Future game, you need that fish-out-of-water, time-travel, slapstick humor level of genre. I usually have three qualifier words to describe my settings, and I stick to those as a universal rule. If something conflicts with a rule, then it "gets in the way of the story" and is changed. In Back to the Future, people aren't getting shot and stabbed, so that does not happen like it would in real life. If it does (in Doc's case), it is the "bullets make someone fall down" sort of moment, like an old-time Western TV show, and it gets later retconned.

However, GURPS gives us the freedom to establish these cinematic parameters and reach an agreement on them before play. Unlike modern "dramatic narrative systems," this is done more traditionally, and the narrative parameters affect every aspect of the game, allowing players and the referee to equally adjust outcomes, actions, and suggestions on what happens next.

In a GURPS: Looney Tunes game, the destructive weapons from ACME, Inc. would not be treated as realistic weapons or devices of destruction. If a player wanted to come up with a slapstick gag of their own, it fit with the theme, and it made people laugh, then let it be.

Since society, for the most part, has lost its imagination (due to the Internet, AI, YouTube, smartphones, and so on), we see newer games go out of their way to replicate a theme through their rules. Games require the "training wheels" of narrative control to establish a theme and tightly control the action through extensive lists of "dos and don'ts," along with mechanical systems, in an attempt to reproduce free-form imagination. In a modern Looney Tunes game, you would likely use a currency of "Looney Points" that allows you to make toon-based special attacks, and have to look through long lists (or desks of cards) of "gags" and "slapstick moments" to throw a pie in someone's face.

You see this in Daggerheart with special attacks from characters needing "hope points" to trigger. The cool attacks, best special moves, and other narrative moments are controlled via in-game currency. In my GURPS: Looney Tunes game, if my fire-breathing dragon has a "fire breath," I buy that as a power, give it a fatigue cost, and we are good. Now, my dragon can breathe in everyone's faces and turn them into a charcoal briquette. Yes, fire breath is a "narrative power," but it is just a power, and we can put any cost on it we want, as long as it fits the theme.

But note this game design strategy. You give up something, your ability to use your special attacks and powers, and give control of that to an in-game system. In GURPS, we are used to "characters being the master of their destinies" and being able to spend FP for powers, and those resources being internal character components. In Daggerheart, we are in narrative game land, and now parts of our characters exist externally and within the current context of a game and session.

Internal versus external designs, make note of this. GURPS primarily relies on the former.

GURPS being GURPS, you could invent a "hope" secondary ability score, start it at zero, and throw points in there on even rolls, give the referee fear on odd rolls, and use it as an alternate fatigue source. Or you could make some abilities "hope-powered" for a -20% modifier to their cost, since this pool controls activation. There, now we have GURPS: Daggerheart.

It is not as elegant or "design slick" as the Darrington Press game, but GURPS exists in a tinkerer's universe, where we love our strange, bolted-on, and hacked-together creations. We are more like coders on this side of the hobby, and we will kludge together rules and subsystems to simulate any experience in our game, since the tools we have been given are amazing and powerful.

Where other games give you these "drag and drop" game creation tools that can't do much beyond what the creator allows, GURPS is more like a full C++ or Java coding environment. GURPS is one of the first "Professional RPG systems," with Champions being the other.

I saw a GURPS Fantasy mod that gave clerics a "healing touch" superpower that cost fatigue instead of using spells. No skill roll needed, no buying spells as skills, just pay the fatigue cost and heal. Is this a valid way to do magic? Shouldn't we be using the systems in the book in the magic chapter, or Dungeon Fantasy spells? This is GURPS. If it works, it is magic. Whatever way you want to do it is right.

Which circles back to cinematic campaigns. We had to go down the "design rabbit hole" to prove a point; any method to get to a desired outcome is valid in GURPS. You can design a magic system a hundred different ways, and as long as it works for you and fits into the game's framework, it is a sound system.

So if you establish your cinematic campaign parameters and use them to move results to "rightness" rather than "correctness," then you are on the right track. In Looney Tunes, if you put your face in front of a pirate cannon, humor will result! You won't be simulating realistic terminal ballistics and rolling tons of damage dice, just say "something silly happens" and make up the funniest result, and move on.

Similarly, if you are playing a GURPS: Rom-Com game, you will abide by the "romantic comedy" cinematic campaign parameters, and everything in the game will be seen through that lens. Don't just think this is for pulp adventures or comedy, GURPS can do it all.

Note the use of the word "lens" here, which is a constructive framework for describing cinematic campaign parameters to players. People understand "we are using a comedic lens" to grasp that concept.

Also, if you are playing a GURPS: Slasher Movie game, you could force everyone to take a "do something stupid" disadvantage, which requires a self-control roll. The Final Girl (or Guy) does not need to take this one, either. Now you will have someone heading down to the basement when the power goes out, looking for the fuse box. Here is a hint: don't always kill off the character who fails this roll. Let them turn the lights back on, make it back upstairs, and kill off a character who was smart and stayed upstairs but wandered off to grab a snack.

That is an example of using the tools GURPS provides to simulate a genre within the design system we were given. The "cinematic parameter" means all but one of the characters at the table must take that "do something stupid" disadvantage. Roll for it, or draw straws. Let players decide how many points they will get for that disadvantage, too, whether they are "slightly stupid" or "completely foolish." If you play this right, the most foolish of the group will be getting everyone else killed, and the players will be rooting for that character to get it next.

In a Rom-Com game, you could use similar disadvantages to shape character actions, and create a pool of character archetypes with templates, such as: the too-cool guy, the wing man/girl, the bestie, the cheerleader, the nerd, the jock, and so on. Yes, they are stereotypes, but they are also genre conventions. In a modern narrative game, they will create these for you and put them on cards for you to use, fill them full of special rules, and invariably sell you more in expansions. In GURPS, we have the tools to do this all for free.

However, we only put in the work when we need to. If we're playing a Rom-Com with these character archetypes, go ahead, put in the work, and make it happen! If all you want to use are "cinematic parameters" to achieve the same effect, that is fine too; save yourself some design work and just get started with those ground rules. If you want to create custom disadvantages with "compulsive behaviors" like jock, cheerleader, and so on, do it that way. When a character has a moment to do something "the most nerd way," and it would make things more difficult or hinder the character (these are still disadvantages), then make a roll when it feels right.

In a way, the default parameters of GURPS are characterized by "hardcore realism," which is how the game earns its reputation. However, the game needs to start from this point to reach every other, and you are often paring back the rules to make things work as you want them to. The game instructs you to do this on page 489, under the rule "Damn the Rules, Full Speed Ahead!" Run a game with wildcard skills (page 175), talents (page 89), and ability scores. Ignore most of the rules and run GURPS Lite combat and skill resolution. Now you have a B/X-style game that is simple, fast, and fun.

You can develop your Rom-Com game the same way: make a list of talents, wildcard skills, archetype disadvantages, and let players throw together characters out of those parts. You do not need to spend a few hours building characters with the character creation tools and worry about buying levels of driving, languages, fashion sense, and computers. Doing this will likely turn players off. If the genre says "simple, archetype characters," then that is how you will play the game and build characters.

Doing things this way also dispels the biggest myths about GURPS: that the game takes forever to create characters, is overly complicated, forces you to sort through hundreds of skills, has complicated combat, and only supports hardcore realism. None of that is true.

Play the game straight from the book, just like it is in 5E? That will happen. But the game goes out of its way to tell us not to do that. Every rule is optional. You build games with these rules. You pick and choose. The game is a toolbox, and you don't always use every tool in the box to do a job. If all you are doing is hanging pictures, all you need is a hammer, perhaps a drill, and a screwdriver for mounting picture studs. Do you need to use the pipe wrench, strap wrench, or blowtorch? For most nails, the hammer will do.

Taking a little care in setting up your game and deciding how you want to play it will make the game more enjoyable to play and share with others.

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