Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

Tuesday, July 21, 2026

GURPS: Zero-Level Funnels

A few games have the concept of "zero-level funnels" in the system, most notably Dungeon Crawl Classics and Shadowdark. The game has a mode of play where zero-level characters (without a class) are rolled up randomly, and each player gets a few of them to control, such as four, and they get a random profession (farmer, baker, butcher, gong-farmer) that determines their starting "skill" and equipment. A character may get a chicken and a pitchfork as starting gear, while another may get a bag of flour and a rolling pin.

The result is a hilarious "last person standing" style of play where characters are sent into danger and sacrificed to solve the adventure's challenges, traps, hazards, and puzzles. The characters with terrible ability score rolls are typically disposable mooks, while the highly desirable characters are held in reserve in the hopes they survive.

The characters that survive become the choices for player-characters, who are graduated to first level when the campaign begins.

You can do a zero-level funnel in GURPS pretty easily. I would stick to very low-level character point totals, 25 or 75 maximum. If you have GURPS Character Assistant (GCA) from the Warehouse 23 store, create a library with GURPS Basic Set, GURPS Fantasy, and GURPS Magic, and you can apply randomized 75-point templates from GURPS Fantasy as your starting characters. They have archers, bards, knights, holy men, and a good selection of fantasy archetypes.

If you ever get duplicate skills or selections from a randomized template, don't worry about it; just play with what you got. When your zero-level funnel is done, then allow players to "rebuild" the character with a few extra character points (maybe allow a total of 100), and give them a chance to clean up the skill list, add a few they want, and clean things up to make a platable and well-rounded hero. Stick to most of what was there, and you could make tweaks like replacing a few disadvantages that don't make sense and cleaning things up so the character fits how they were played in the funnel, while getting rid of things that make the character unplayable.

If your character survives, this is the part where players can "create a level one character" and make those tweaks. Do not care about balancing points, either; if some come out 60-point, and others 120-point, just roll with it. When it is time to create "level one" character, pick a ceiling above the highest surviving point total, and set the design point limit there. So if you have characters from 80 to 120 points as your "level one pool," then set the ceiling at 150 points, and let them design for that.

My random "spellcaster" ended up with two spells, detect magic and lend energy, along with bad temper, bloodlust, overconfidence, and gluttony. This guy will be a hoot to play as he steals food from the monsters, and if he is ever denied a chance to chow down, flies into a fit of rage and starts trying to kill everyone in the room. I dare say this is a more hilarious character than anything I would get in DCC or Shadowdark, just due to GURPS' excellent disadvantage system creating memorable personalities to throw into the meat grinder.

His spells? Well, he can lend others energy and detect magic, so if he is ever in a funnel with a magic trap, he will be useful. He does not have a direct attack spell, but, hey, it is a funnel; make do. If a referee is feeling generous, throw a spell scroll with an attack spell in the funnel somewhere and allow a CP spend on the spot to buy it.

My barbarian came out pretty useful, an impulsive pirate from an uneducated, mundane background. He can also throw sticks! The radioactive wasteland could be interpreted as a magic-blasted wasteland from some mage war in the long-lost past, but as a mundane background, he doesn't know why the land was blasted raw; it just is what it is. Hey! We are getting worldbuilding happening here, too! I would consider this barbarian a keeper. At only 58 points, I have a lot of room to tweak and build with when he "graduates" to a "level one" hero.

This archer does not even have a ranged weapon skill. Since he has overconfidence, maybe he lied and thought he could make it as an archer without knowing how to fire a bow, and just got by winging it, and is now stuck in a terrible situation. He has leadership, too, so maybe he figured out he could get an officer's role without doing too much archery. Even a "junk" character like this can become a memorable and hilarious personality with a little imagination.

The lying archer seemed like a randomized, mistake, garbage character, but now I imagine him with a compulsive lying disadvantage and never buying him archery, yet carrying around that bow and pretending to know what he is doing. He has a smallsword, so have him fight that way if needed, and he can pump that skill up to be a highly effective close-in fighter who is still useful to the party. Buy bluff and intimidate skills and let him use the bow to threaten others and get his way, if push comes to shove. He never knows how to shoot the thing, but he uses it as a tool to get things done.

This is GURPS. You can get away with this here, and the design system supports it. The tactic of bluffing with a bow you don't know how to use is supported in the rules, and you can pump these skills and abilities up to a high level and support them with force-multiplying advantages.

You can't do this in D&D 5.5E, DCC, or Shadowdark.

My randomized "mistake" characters are coming out better than my boring optimized designs.

GURPS is hands-down cool.

We don't have great random starting equipment tables in GURPS, so borrow one from another game. You don't want to be buying and equipping four randomized characters, so either do a cold start, such as all the characters being stuck in a cell without gear and organizing an escape from the goblin fortress, or some other cold start where the characters wander into trouble and must find, steal, or figure out gear. As an option, give everyone their highest-trained weapon as a starting item. You can also create your own tables.

Once you can get beyond character generation and use the randomized template characters, you get over a huge hurdle to running a funnel. From there, it is just printing the characters out, handing them to players, and letting them use their imaginations.

And with these types of quirky, randomized, sometimes hilariously limited characters, your funnel experience could be better than it is in games that directly support the funnel-style adventure. Letting players figure out randomized disadvantages and skill lists, and come up with stories? This is insanely fun! Running the angry glutton mage or the lying archer through a funnel is going to be a fun game to play and outshine experiences in other games.

And you can do zero-level funnels better in GURPS.

Wednesday, May 13, 2026

How Does a GURPS World Work?

In BX, if there is one constant about "how the world works," it always boils down to one simple mechanic: the X-in-6 roll. Wandering monsters, finding secret doors, trap activation, listening for sounds, forcing open a door, and anything else not a percentage thief ability is always an X-in-6 check.

In fact, anything in BX is an X-in-6 check. Is the market open today? Is the door locked? Are there shields in stock? Can I find a medicinal herb nearby? Will the duchess see me? Is there a guard patrolling near here? Does the rope break this turn? Do I get run over by a stampeding bull? Does the potion bottle roll off the ledge? Are we lucky enough to find front row seats at the arena? Is the food spoiled? Is the weather bad today?

In BX, any question about the world is answered with an X-in-6 check.

And the different systems are not unified, and that is okay. Not everything has to be a floating strike zone, like it is in 5E! The higher level you go, somehow, the harder everything gets, and this is an endemic problem in any game that uses DC values. Why is it that at level 20, all the doors are DC 20 in adventures when they used to be DC 10? It is DC inflation, I guess.

The X-in-6 check is the universal way to interact with a BX world when there is an open question and the referee hasn't said otherwise. This is one constant about BX worlds: any question, if not determined by a referee to be one way or the other, is an X-in-6 roll.

X-in-6 is an old-school rule, and GURPS can use it without a problem. At this point, it is a pretty well-accepted referee tool, but it does run counter to how 5E does things with slapping a DC on everything. 5E does not use X-in-6 and prefers skill checks and DCs.


X-in-6 in GURPS

GURPS can borrow this rule, but there are specific rules for stuck doors, ability and skill checks, and other checks that supersede X-in-6. And GURPS, by default, uses a 3d6 reaction roll table, whereas BX uses a 2d6 table. But GURPS uses all types of rolls, and in the Campaigns book I can find 1d6, 2d6, and 3d6 charts a-plenty, so there is no standard X-in-6 rule, though you are free to borrow it and use it for GURPS if you like.

In GURPS, rolling high on oracle die (or dice) and reaction tables should be the good results, while rolling low is the bad result. This comes from the reaction roll table and should be uniform across all other types of rolls. If you have a 1d6 roll in GURPS, treat it as a 6+ for a 1-in-6 result with the best outcome. A 2d6 chart? A 12 should be the best result.

Where BX has a 1-in-6 chance for a wandering monster, GURPS would be that roll of one, also. But if the outcome were looking for a positive or beneficial result, put that at the high end of the die, and start at 6 and go down, such as 6+, 5+, 4+, and so on.

Keep the low results bad, and the higher results good.

This also allows you to use a dumbbell die (DBD), with 1 being bad, 6 being good, and everything else neutral. Are you rolling for encounters or wandering monsters? Toss a DBD; most of the time, it will be nothing, but you have two special results you can interpret. This DBD method also preserves the GURPS low-high and bad-good chart alignment, and feels more GURPS to me.

You can also eliminate one side of the DBD if there is no result on that side. A random roll to see if something good happens? Roll a 6. A random roll to check for a bad outcome? Pray you don't roll a 1. This way, a DBD can handle three types of rolls (good only, bad only, and bad-good-neutral) in a consistent manner with one die.


Is There a Standard?

But is there a standard in the books on how a GURPS world works? Is it always a 3d6 reaction table roll if you don't know the answer to a question? Not really. If you are using a d6 and an oracle, you have a 50% chance of getting a yes/no answer. Or a 33-and-1/3% yes, maybe, and no question using two numbers for each.

There is no standard for random tables, and you are free to use 1d6, 2d6, and 3d6 tables as often as you want. For an oracle roll, keep it simple: a 1d6, low is bad, high is good.

What defines a GURPS world comes down to science, math, and physical values such as distance, time, and temperature, as well as other "hard" values. This is always the default, since GURPS is, at its core, a simulation engine. These values drive modifiers for skill rolls. GURPS is a skill-based system. This is its engine and heart.

BX tends to blend the oracle die with set probabilities for specific events or outcomes. When in doubt, the entire world works on a 1-in-6 chance, modified up for probability. BX keeps the oracle die and the universal resolution mechanic as a unified system, while combat is different.

In GURPS, the oracle die, or dice, are separate from the skill resolution (or self-control) rolls. They are two different things that work on opposite high-low scales. Skills are skills, and these define the game. You will never be rolling a 1-in-6 chance to unlock a door in GURPS, it is always a skill. If the referee wants to put a random chance the door is unlocked? That can be an oracle die and not tied to the skill system, roll a 6 on 1d6.

The rest of the world is based on real numbers and math.

Skills are skills, and always 3d6 roll low.

An oracle die is kept apart from the skill system and is its own thing, and feel free to come up with any table you want. Keep these roll high.

And GURPS is GURPS.