Showing posts with label motivation. Show all posts
Showing posts with label motivation. Show all posts

Friday, July 25, 2025

GURPS Just Drops In

GURPS fans are familiar with this, but since my other blogs have been gaining a lot of new views, we may be attracting a lot of new readers here, as my sites are like a spider's web of games and interests. There are times when I like to write thoughts for people who stop by and wonder why I cover GURPS and why I consider this game one of the best of all time.

GURPS just slots into anything. While I know Castles & Crusades gets called a "Rosetta Stone" game for any edition of D&D, the real Rosetta Stone game for any setting is actually GURPS. While Castles & Crusades has a modern-pulp game called Amazing Adventures, nothing compares to GURPS and the promise it delivers on:

  • Any character.
  • Any world.
  • Any time.

That last one, any time, is so amazing. Unlike D&D and even Pathfinder 2E, you are limited to one world and a very narrow range of technology. Even if you try to use D&D for a "swashbuckling high seas and pirates" game, you will have characters flinging fireballs and magic missiles, and it will just feel like "a D&D game with pirates." It won't really be anything different than putting pirates in a Forgotten Realms campaign, and you will be back to square one.

Eventually, D&D's meta-setting will creep back into the game, and you will be doing planar travel and leaving those grand-masted pirate ships behind. The entire point of your campaign will be lost. The game's rules are designed for a specific planar progression path, and even these days, extensions such as bastions will hinder you every step of the way. What good is calling your bastion a "pirate fort" if it can never be attacked and destroyed? Who cares about pirates if mind flayers and beholders are sailing around on much-better spell-jammer ships?

In GURPS, I can work with my players to define a game, including the appropriate character types, the technology level of the game, and the campaign's flavor. If there is no magic, there is no magic. If the only way of travel is tall ships, walking, and horses, that is it. If the game focuses on pirates and the navies of early colonial nations, that is the game. If the players are the commanders of a pirate ship, we can use generic NPCs for the crew, and do not need to create every character on the boat.

And I can do all of this with the basic GURPS books, and the extra sourcebooks exist to do more of the work for you in researching the area of interest. You buy a sourcebook, and you now have an "expert resource" to draw from! This makes your period-specific game even more authentic and realistic, and provides suggested ways to handle the different challenges of playing in such a setting. You get setting ideas, character options, history, flavor, settings, special game systems, and adventure suggestions. The book reads like a wealth of information and resources, engaging your mind and sparking excitement about exploring a world like this.

One of the biggest challenges to GURPS is getting fluent enough in the system to "get there." However, the most straightforward approach is to download the free GURPS Lite, invest in a sourcebook, and simply wing it to the best of your ability to start to see if you like it. Yes, you will likely be "playing it wrong," but there is nothing wrong with that! We all start playing any new game completely wrong, and the process of learning something new is fun.

You will be creating basic characters, rolling 3d6 or less, sailing around on pirate ships and having swordfights, firing your flintlock pistols, hearing the roar of the cannons, and completing a sample boarding action to steal the treasure of a corrupt and wealthy merchant king.

Accept that you are doing it wrong, have fun, and use that experience as a springboard to learn different parts of the game that interest you, step by step.

Now compare this with the D&D and 5E models. You want a pirate-themed game! Let's either wait for a Kickstarter project or go search DriveThruRPG for a 5E pirate-themed supplement. If it is a Kickstarter, we are likely waiting a year for fulfillment and out a hundred or more dollars. If we want a hardcover on DriveThruRPG, that is about the same price as these days, given shipping.

Let's say we can find one. Let's hope it is well-researched and generic enough that we can use it for our setting. It may be tied to its own setting and have shark-men or something, which may be cool, but all of a sudden, our historical game is out the window unless we want to limit character options.

Now, let's set up our game. We want a historical game, so here comes the massive list of "no's" in character creation. We need to cut out most of D&D's race and class options just to get something close enough to what we want. None of what remains is a perfect fit for the characters we want, and eliminating certain classes and powers will significantly alter the game and disrupt the balance. D&D will continuously fight us when a character levels up, and you need to tell a player "no" on every option.

D&D's spells and default world model will fight you, too. You need to start banning planar travel spells, all of the gods, healing magic, spells that replace cannons, most of the magic items, various monsters that just don't fit, and the ban lists just go on and on. Just to get a new player into the game will require them to read a list of banned options and items as long as a book report. The game's balance will be broken. It will likely work for the first five levels, and then the game will break apart, and the challenge will be gone, or so impossible that people will wonder why they are playing this freakish mess.

And we don't have ships, cannons, history, a world, ship battle systems, and there is so much else we need to buy or create ourselves. Forget it, let's just play D&D with this set of rules. It is too much work trying to make it do anything else.

It is a lot of work just to play that pirate RPG that you may have seen in a movie and wanted to explore.

Becoming fluent in GURPS, a game that people say is "notoriously complicated" (it really isn't), is far easier than modding even the core books of 5E to do a new idea. D&D is only suitable for D&D. Even teaching GURPS to new players is easier than modding 5E and paying tons of money to Kickstarter books that will never support the simple thing that you want.

I just want to play a pirate! Give me a saber and some daring-do sword fighting skills and acrobatics! Give me a flintlock pistol to fire a single shot off as an attack option! Let me swing on a rope over to the other ship and join the fray! I want to be a pirate!

Okay, D&D says, you are a fighter. Are you wearing plate mail? Because you need plate mail. Even if you are a rogue, are you sneak-attacking? Picking locks? The D&D class abilities are all wrong for this! Nobody wears a plate on these ships; it is too heavy to swim in, and that is certain death by drowning! And don't give the excuse of "well, I have quick-release straps." Good luck with that when you are dropping like the ship's anchor into the cold darkness, and rolling to remove each piece.

Even in 5E, each piece of plate armor would be an action to unhook, with a roll that can fail for each, and that can add up to dozens. The armor is lost forever. If you are wounded, you likely won't even get a few pieces off before you drown. Even healthy people would struggle, and it would be a miracle to survive. You would need to pull off a Houdini-like escape.

In GURPS, here are the handful of skills you need. You have a few ability scores. Over there are your hits and move score. This is how combat, parries, and dodging work. Okay, now you know the game. Here comes a merchant crewperson with a saber. Now you can fight them in one-second combat rounds. Do one thing and don't worry about "action types" or "action economies." What one thing do you do? Close? Do defensive? Draw your flintlock so you can fire next turn? Can you quickdraw your flintlock and fire in the same turn? Do an all-out attack?

All the combat options are built into GURPS' combat system and not hidden in subclass abilities across a dozen classes. They are not hidden in feats. Anyone can accomplish these things if they possess the necessary skill levels. GURPS combat is easier than D&D, since nothing is off-limits and every combat option is universal.

But I have superpower-like abilities in D&D! If that is a part of your game, give casters "magic superpowers" like fire bolts, magic shields, healing hands, and other powers. You don't even need to use the spell and magic system. GURPS does that too. If you want a realistic world with no magic, you can do that too. If you wish to have a special magic system, just a thaumaturgic or shamanistic one, you can do just that, too. You don't have to "take the whole bag" of the D&D spell and magic system.

Becoming fluent in GURPS, which is not particularly difficult, is far easier than modding D&D.

And once you do, you unlock the ability to create any game, in any world, at any point in time. If you want to make "My Favorite Movie: The RPG," you can do that, too, without D&D getting in the way.

So many doors are open to you once you grasp a few simple GURPS concepts. All of these are in the free copy of the GURPS Lite rules.

Playing D&D is like playing a video game.

Playing GURPS is like getting an education and being able to make any video game you can imagine.

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.

Tuesday, June 24, 2025

Dice Towers

https://www.amazon.com/Cherry-Dice-Tower-Tray-Tennessee/dp/B0BCX9VZ6G/

This is my dice tower, while there are many like it, this one is mine.

There is nothing else like a real, natural, made-in-the-USA, handcrafted wooden dice tower. This is not plastic; it's not cheap, and it's solidly made in a woodshop. Warning, this is expensive, and it is the price of a costly gamebook. It is worth it so much, though.

This dice tower is why I game.

This isn't cheap plastic; it's more like a furniture purchase, specifically for gaming. It stores well as the tower is not connected to the base, and it fits perfectly in the tray for storage and travel. This is costly, yes, but buying a premium gaming accessory will encourage you to use it, and making it a quality item that lasts will prevent you from buying junk that keeps breaking.

The wood on this is thick! This will last a few hundred years, unlike some of the plastic and fiberboard trash I see these days. It is also made of natural wood, stained, and is a beautiful item.

The noise this thing makes is pure happiness. My sister, when she visits, loves the sounds this makes when the dice tumble through and make those thunk-a-lunk dice on wooden sounds that resonate through the tower, and it is one of the most pleasing sounds I can ever imagine in gaming. To make those die roll "sound effects" with every roll is so soothing, fun, and enjoyable, it makes me want to play more just to hear these affirming, positive, happy sounds of dice on wood.

When they spill out, it is so much better than a VTT animation. This is real. This is something happening, like a live event, something real and tangible.

Using a dice tower puts weight and impact into my rolls. It is hard to "just cheat and roll again" to get the result I wanted once they spill out of the chute. Rolling flat on a table is so easy to say, "Well, I did not roll them well enough, so this horrible roll is invalid, and I can roll again."

Rolling again and again ruins solo play.

I am sorry! I do that! If I did not roll the dice well, I will reroll them, and once I do that, doing it again and again is too easy a terrible habit to slip into. This is one of my gaming sins, and I confess. I know this ruins my game, as it's one more step into fantasy fulfillment and "just making things happen that you want."

From that point, I quit the game because there is no challenge, and it was boring to play solo if "all that happens is what you want to happen."

With GURPS, not taking a roll back affects balance, and it especially hurts self-control rolls. If my character succumbs to a weakness, that is a key narrative point that should never be taken back, since, well, I got points for that! I earned extra points for my character, and if I cheat on the self-control rolls, then I am cheating the system; those disadvantages should not have given me all those valuable character points.

Dice towers discourage cheating yourself in solo play.

If an enemy rolls a hit, don't take that back. If I miss or roll a critical failure, don't take that back. A dice tower makes it much harder to cheat yourself, since there is a positive auditory reinforcement, a slight amount of time taken for the dice to fall, and the result being truly random and not "take-backable."

Also, a dice tower, since it takes a little more time than a table roll, will reduce the number of times you roll, and force you to "only roll for things that matter." I have played d20 games where I got into a quick series of a dozen d20 rolls, trying and retrying the same thing until I got the result I wanted. Like teaspoons of sugar in a cup of coffee, it is too easy to keep "spooning it in" and ruining the drink. There is a theory of "only making important dice rolls" in a game, and a dice tower helps make that happen.

There are some things you should not roll, and the referee should just decide them and move the game along. Don't drop those dice in the tower unless you really should. Dropping the dice in is a contract with yourself that this roll means something important, and it will not be taken back.

If you play solo or even with a group, the dice tower is something a VTT can never replicate or do, and it is a wonderful, almost delightful gaming accessory that I can never game without.

Wednesday, May 28, 2025

The Weird Fantasy Genre

With weird fantasy, one of the best games that tries to dive into it is the great Dungeon Crawl Classics game. The dungeon is not supposed to be "the normal," as entering the dungeon is more like Alice stepping into the looking glass. This is the upside-down world, where nothing should work or seem normal, and a place apart from reality, like a near-death perception-altered experience.

D&D 5E turns dungeons into video-game levels, boards in a strategy guide to clear. This comes from D&D 4E, which is why modern Wizards D&D is not D&D. The classic D&D experience is defined by that "Beyond the Looking Glass" dungeon crawl, of a dungeon master using their twisted imagination to create an out-of-body experience in other players' head spaces.

I have had my 5E groups go through a dungeon without fear. All my AD&D groups had fear.

Making D&D into "influencer fantasy" with slavish influencer art and the yoke of nostalgia guts the game's spirit and power. Wall Street has stripped D&D of its identity. D&D 2024 is not D&D. It is a tabletop game influenced by Diablo IV.

Is it fun? Yes. Like a video game is fun.

Dungeon Crawl Classics tries to achieve this by using strange dice and random charts, but the charts ultimately define and limit the experience. True out-of-body existential discovery and horror cannot happen if everyone knows the results on the charts.

The charts will prevent you from truly discovering and realizing what we all once knew with these games in the 1980s. The Satanic Panic happened because more and more people were being enlightened (look up the late-80s enlightenment movements, like crystal therapy, and so on), and AD&D 2nd Edition was created to put the genie back in the bottle. Wall Street stopped mass spiritual enlightenment in 1989 when D&D was at its height of cultural influence.

Note: This is not what I actually believe, but to get in touch with the Satanic Panic of the 1980s, this is where your thinking has to go. A game is a game, but many in spiritual movements latched onto AD&D as a transcendental tool. Religious groups responded to this and pushed back. 

To get into the proper gonzo mindset, you must free yourself from the idea that tabletop games are simple replacements for video games (2000-2020) or consumer-driven, identitarian lifestyle gaming (2021-present). When you feel "the game is more than just a game," then you have the proper mindset. 

All that sounds crazy, but trying to understand that concept and theory will put your mind in the correct mode to run weird fantasy games. This is not just a video game with goofy stuff or some superhero power fantasy where you are "meant to kill the monsters." Kitchen sink fantasy, while fun, ultimately leads to "videogame-ism" and puts you into a mindset where you will never reach this higher state of enlightenment.

Wall Street took over D&D and made it "safe" again. Even DCC refuses to go to some places, and keeps itself safe for every audience. The collection of things considered to be in "kitchen sink" fantasy shrinks as controversial topics are bleached from the genre, such as half-races and succubi. And stale and controlled is what most of today's "gonzo fantasy" becomes. It is a commoditized fantasy, featuring goofy elements like silly hats, big mustaches, talking bananas, and strangely drawn art. You get the visuals right, but not the heart and soul.

With kitchen-sink fantasy, I love how familiar it is, but the world it creates feels like any version of D&D. Gonzo goes a step beyond that. For me, it is a starting place, a doorway to that more enlightened, mind-altering, and almost spiritual place. It is the "normal" from which we jump into the "abnormal."

True gonzo fantasy is like stepping through the Looking Glass.

Part of me dislikes the kitchen-sink genre since it leans too hard on D&D's tropes. Our games become nothing more than "D&D simulators" compared to our stories and imagination. Yes, they are D&D simulators coaxed in realism, but GURPS can do so much more than power a simulator.

Shadowdark does a little better, and it "gets" what the dungeon should be, if in an abstract form, where "the dark" is a powerful, evil, irrational metaphysical force that wants to consume the party and all that is good. We are making progress, but we are not yet where we need to be.

However, Shadowdark also begins with a more humanistic and ordinary world. We can't enter an altered state of heightened perception if we start out in that "101 fantasy races eating cupcakes in a town" mess of fantasy art we get in D&D 2024 these days, which looks more like a Target ad than it does D&D art. We must start with a more "our world" humanistic, grounded base to get that stark difference and experience that perception shift.

These people playing as anthropomorphic dragons or gentrified orcs will never experience a heightened reality because identity swapping dulls their experience and senses. You are so focused on your new self that you never see the outside or witness the stark differences between realities. If a human begins to change into a dragon, that is special. Who cares if you get to start as one and be the same as everyone else?

In GURPS, we have tools to help us journey towards true, authentic, pre-1989 weird fantasy thinking. One of the best is GURPS Cabal, designed for more conspiracy-minded campaigns and urban mysteries. But trying to imagine all these strange planes and dimensions intermixing with a medieval world where they don't even know science yet...

They can't even explain combustion or bacteria. How will they understand a strange point in space where two dimensions cross and the rules of how the world works are entirely different in one or more ways? What happens when a figment of a reality comes close to our own and only affects one aspect of mental perception? There could be a place where you try to write in your native language, and all that comes out is strange alien gibberish.

This place will never be explained, and you will never tell the characters the real reason why. They may never figure out the worlds they inhabit. We have enough trouble in this world trying to figure out the unexplained. Imagine a world of myth, trying to make sense of it all.

Of course, players forget history in modern gaming, and fantasy worlds are just Ren Faire-dressed modern worlds. Of course, these worlds have scientific knowledge because ...magic! GURPS players know about and respect Tech Level, so you will find a player base here with a more profound understanding of history and the progression of technology.

Another great resource is GURPS Powers: The Weird, which initially explores the concept of weird science. However, the later chapters touch on topics discussed in the Cabal book and delve into this genre's power types and sources. You get some great power ideas that places, people, or monsters could have, such as illusions that can heal or harm, scale adjustment, and other strange, mind-altering ones that break your perceptions of reality.

Mix all this with GURPS Fantasy (or Dungeon Fantasy), and try introducing "the weird" into a game world. Don't make "everyday magic" a part of the world; keep wizards and other casters mysterious and rare. Magic is not understood, accepted, or a technology metaphor. It is not used in everyday life by everyone. Magic can be feared as "something that steals your soul" - even if you rely on it for convenience. Wizards must keep their work secret for fear that someone may stab them in the back for being a devil worshipper.

Then, introduce the weird.

Make the population fearful. Make the strange happening truly strange and not reproducible by "simple magic." Something else is going on here. You will begin to experience the reality warping sensation of seeing characters deal with something they can't explain, and their players can't either. What do you do next if you can't explain it, dispel it, understand it with divination, go into a dungeon and turn it off, or wish it away? D&D assumes you have perfect knowledge and control of your world, and that everything on the spell and power lists will be able to solve every problem in the universe.

This is how it was with AD&D for us, of which the excellent Adventures Dark and Deep is my stepping stone. When we entered that dungeon as characters, we felt like we were stepping out of this dimension and into another. There was a transcendental experience that was more than playing a video game or running a simulation. The dungeon door was the portal to another universe. Today, the above game carries on that mantle.

GURPS was created in that era. When we played GURPS, we stepped out of this world and into another on a different path, but it was there. This was when we stepped into another world entirely, created using the alchemical parameters of the game, and felt like we were somewhere else. While in AD&D, the dungeon served as a metaphor for moving into another reality, in GURPS, entering a world nobody had ever seen before was referred to as a "dimension shift."

GURPS is the more mind-expanding game, and it doesn't need the dungeon metaphor for the shift.

But you still need to build the grounding metaphors, establish the parts of the everyday world to relate to, and then contrast the differences between the world we perceive and the one we cannot.

Saturday, December 21, 2024

GURPS in 2025

I am starting a few new GURPS campaigns in 2025, but the end half of 2024 has been tough. Right now, I am cleaning out 40 years of games and putting things in storage. I will unbox a game, put it on a shelf, see if it interests me, and then box it up and realize I don't have time for it or I have better.

Some never go away and never get boxed up. GURPS is one of them.

OSRIC and first-edition dungeon gaming are another. The entire D&D concept has been warped into an unrecognizable state today. This isn't even the same game I remember. When I go back to basics, this is where my inspiration and truth lie.

There is one fork of modern D&D that I like. It started in D&D 4th Edition for us, with the "tabletop dungeon board game" playing a central role in the game. This fork started in D&D 3.5E, went to D&D 4E, and today, it lives on in Pathfinder 2E. The whole "figures, dungeon tiles, and d20 gaming" only exists in that form here, and to be honest, the genre is very close to GURPS' hex-based adventuring.

Pathfinder 2E is a sister game to GURPS. It has pre-chewed character options and adopts polyhedral dice as randomizers. If you want it "on the table" and like that tactical hit, play GURPS or Pathfinder 2E and forget everything else exists.

Everything I like about gaming is lost when you go to the rules-light or theater of the mind games.

Also, a lot has been "done for me" in a game like Pathfinder 2E, and I can spend weeks converting it to GURPS with time I don't have or just open this and play for a while, exploring what the designers did with the game. They have good ideas and fresh takes here, improving the characters I build in GURPS since I have external inputs and things to reflect upon.

GURPS, for me, with the fantasy genre? I am still reflecting on what I like about it. There is a "thing" there, a place I want to be; I just haven't found it yet. I don't want to simulate kitchen-sink fantasy, nor do I want to convert endless spells and monster lists. GURPS can do much more than emulate; it can create something new. If I play GURPS in the fantasy genre, I want magic to be strange and mysterious, something that reflects the person. I want monsters to be myth-like representations of human weaknesses and sins. GURPS tells those stories much better than it does, emulating other games.

At least for me.

I am also playing the excellent American Truck Simulator (ATS) on my PC over the holidays and reflecting on how stupid the "Traveller cargo model" is. Science fiction RPGs have been stuck with this 16th-century "the captain buys the cargo and sells it somewhere else" model of merchant campaigning, and compared to ATS, it makes the entire "space game cargo model" seem stupid.

In ATS, you aren't randomly buying air conditioner units in one town and taking them to another, praying somebody wants them. No, a company is hiring you to haul them and get them from place A to place B intact because they need these units there, and they need them there now. You can see why when you drop these cargoes off at job sites, factories, food processing plants, truck dealerships, and every other location in ATS.

You are a part of a larger economy.

And all the while, you are dealing with the little things that could mess this up: fuel, sleep, idiot drivers, produce inspection stations, weigh stations, local laws, what lanes trucks can drive in, and how fast, hazardous cargoes and getting certified to haul them, trailer types, jobs that are just not available, or there are too many good ones, and you need to pick and choose your destination, repairs. You learn the terrain and the skills required to get across it safely. You know all the things truck stops and garages do and need to keep this truck running well.

Even using mirrors, lights, and turn signals is essential knowledge.

And you get to run a company with drivers, and you need to manage garages and trucks.

If you are into space gaming, and your merchant campaigns fall flat because they fall into the "roll cargo, fly somewhere, and sell," play this game to the point where you buy a truck and learn the game. Learn how to back up. Learn how to repair your vehicle. Learn when to gas up and rest. Obey the rules for weight stations and produce inspection stations. Learn the laws and read the signs. Learn how to navigate.

You could "work" for just a company in this game, take their loads, and learn how it feels to be a company hauler. In a space game, if a company is terraforming a world, that is an almost insane amount of cargo, machinery, construction equipment, habitation pods, and other "stuff" that isn't made locally in that target world. And terraforming operations can last hundreds of years, and the "flavor" of the cargo will change over time.

You could just play that as a part of a single campaign and get to know the drop-off points, who lives there, the local space militia and law enforcement, what problems they have, what they need, the company managers on-site, and you will build this world in your mind as you haul there.

Many of today's science fiction games have this "hop around" mentality where "new backdrops are fun!" While ATS has "varied backdrops" in the places you go, it focuses on more than one part of that experience, changing how I think about science fiction gaming.

Just replace the trucks with starships, and you have an excellent science-fiction game.

GURPS would do this type of game exceptionally well, and you don't need Star Trek or Star Wars to support it. Fantasy, for me, is the same way. I don't want D&D to prop up my GURPS Fantasy game. I want to find something GURPS can simulate well, without emulating anything, and focus the experience on that.

GURPS also has "fine-grained" skills, and I will need a crew to cover what I don't know but need. GURPS Ultra-Lite can fill those NPCs just fine, and I don't need to spend days creating a crew. Are we hauling hazardous materials? Let's hire a hazmat specialist for this trip only. Do we know any, and are they on-planet? Would hiring them as a permanent position make sense, since we haul these high-paying loads often?

Let's do the math.

For me, this is where GURPS shines. I get a world model and concept built in my head, like, "What if ATS was a space trucker game?" GURPS makes that dream come alive. However, the idea for the game comes from the outside and doesn't originate in emulating other games. The entire ATS concept "in space" is mind-expanding and strong, especially diving into the level of detail this game forces you to think about.

To me, the kitchen sink fantasy is like the Traveller cargo-hauling model. We assume "it works there" so "we can port it in" without looking elsewhere and asking, "Can't we do better?" ATS has forever changed my mind on merchant campaigns and cargo hauling. Better models exist that can tell better stories. Recycling other games is not how we find them.

I want to find that in the fantasy genre, which must come from outside of "fantasy roleplaying."

Sunday, September 22, 2024

Genre and the Centralization of Character

What is a genre? Does character serve genre? Or is it the other way around?

GURPS takes a unique approach, placing the character at the core of the game. Everything in GURPS, including the genre itself, revolves around the character sheet. The core of GURPS is character creation, which is the game's heart.

But aren't other games centered around character creation? Not really. I like GURPS because of the moment when the movie is blurry and the director focuses the lens on the main character in the film—the character. GURPS gives this "deep focus" where the hero is the most important element of the game. Experience, genre, and even the rules of "life" serve the central character concept.

Some games that use a generic-style character creation system tightly tie themselves to the genre and game world. Examples include Runequest, Traveller, and other games that tightly tie the experience to a setting.

GURPS's design has an almost "old school Hollywood" feel. The player is an actor taking a role, and the character on the sheet is the role being played. It doesn't matter if James Earl Jones is playing an evil sorcerer in Conan or a government official in a Tom Clancy movie; he is the player and brings everything he can to each role he takes on. Those two characters are so different, showing the actor's grasp of the role, character, depth, and range of this actor's profession.

Contrast this with modern games, which assume "you are the character" and the rules never allow you to live beyond yourself. Or they enable you to cosplay an internal identity, but it still is you under that face paint and foam rubber facade.

There is a massive difference between costume and make-up, who the character is on the inside, and their life experiences. Many players will say, "A dwarf is someone with a Scottish accent," and stop there. There isn't a life experience; you aren't acting; it is just a silly voice.

In GURPS, the character sheet is the "actor's notes" on who this person is. A part of the experience is living "outside the genre," and the character and how that character is played define the role and go beyond genre. An actor brings so much more to a role than a face and a voice, but the character the actor plays is also "not the actor."

In GURPS, I give myself a kleptomaniac or greedy disadvantage. I may not have a greedy or thieving bone in my body, but as an actor, I need to figure that out and use my life experiences to make this "role" come alive at the table.

That dwarf in GURPS will have a list of advantages and disadvantages outside of that silly accent. He may feel guilt over a loss in his past life. He may hold a grudge. He may have dreams. He likely has deep flaws.

Another troubling part about today's games is that they "sell a life experience" as the game. Life experiences happen outside the game, and they are what you bring to it to enjoy the game better. You end up playing every game with yourself as a character actor, playing yourself. You don't have range; if someone hands you a character sheet with something outside your life experience, you can't play that character.

Even if a game is about a list or a subsystem experience, you still need to bring your "acting chops" to a table and not let the game - or even your own self - define the character you play. That character sheet is the heart of the game; in GURPS, this focus is built into the game.

It's interesting how some games prioritize different elements over the character, like most generic fantasy games, many sci-fi genres, and even some modern Euro-style fantasy games. In these games, the 'lists' they provide are the core experience, and the collection of things 'is' the experience. D&D has embraced this approach, with licensed IPs taking precedence over generic fantasy elements. Mind flayers, beholders, and copyrighted content are featured as the 'bad guys' rather than generic villains like dragons or evil sorcerers. This caters to the players' preferences, but it's important to note that not all list games' are 'generic fantasy.'

This also covers Star Wars, Star Trek, and other sci-fi games that feel more like the 'list' of licensed IP gets put before the character. You play those games to experience the genre simulation. Understanding this variety of game elements can make you a more knowledgeable RPG player or designer. Many GURPS games fail since referees need to convert everything to have a complete experience.

Some games are such vast lists of stuff that it would take decades to convert them all over. Yes, you do not need to convert for a great experience, but there is still that feeling that a phonebook's content needs to be converted to have "all the options."

A mechanical system is built and placed before the characters in some games. In a game like Forbidden Lands, this fantastic "world generation engine" is mixed with preset encounters in the book, creating a dynamic game experience. The characters are the impetus of action and change, but the character sheet is not the "center of the world." You can still bring your "acting gravitas" to a game like this, but the natural appeal of the game is experiencing the "random systems" inside of it and seeing what world it creates for you.

These games aren't bad or wrong; they are just different. Games like The Walking Dead or Twilight: 2000 are incredibly fun, like a hybrid role-playing wargame and board game. They are the closest we can get to having a video game of the experience, and they give us resource subsystems and abstracted mechanics and deliver a more extensive simulation than "just a character."

You can play Twilight: 2000 with GURPS, sure. But the game delivers so much more than just one character. Again, this is a focus thing. Are we more focused on a character or the entire event around them? For some, playing through the whole event without the "character as focus" delivers the experience they want.

We can also borrow these generation systems and play the game using GURPS rules. This works as long as you can define where one game stops and the other begins. You still lose something, but you gain what you like about GURPS.

But there are times when I want my experience to center on that character and how I bring them alive with my ability to translate what is on that sheet, through my life experiences, to a character in the game who is not me.

Most of what is in GURPS, the advantage and disadvantage lists, are things outside my experience, the "not me" things I need to translate to make a character come alive.

This is why when I play a genre with GURPS, I focus more on the character than a generic list of stuff I need to convert over. I drill down on a character; the world and "junk in it" are secondary. I have books with stuff in them that I can use, and all the GURPS sourcebooks provide 90% of what I need. Most of the other 10% is something reskinned and "flavored" as something else. Converting things becomes an impediment to the fun of the game and also does not play into the strength of the system.

GURPS is a system that puts a character sheet first in an infinite plane of blank hexes. How those hexes appear, what is in them, and how you interact with them is the lens that genre and worldbuilding create.

But the character sheet is the pivot point in which everything else revolves.

Sunday, August 11, 2024

Everything is Playing

Me? I like playing GURPS. Even character creation is a hobby in itself. There is an excellent solo-play theory book, The Solo Game Master's Guide, that lays out a few key principles of solo play. One of them is, "Everything is playing."

The theory is this: everything you do when engaging with a game is playing. You don't need to be "in the game" and running combat turns on a hex grid to be playing GURPS. Everything you do around playing GURPS is playing GURPS.

When I use the GURPS Character Sheet to create characters, build templates, optimize a build, design powers, or express character ideas, I'm not just playing, I'm deeply engaged with my game and my hobby. It's a journey of fun and discovery.

If I am reading a sourcebook, dreaming about a campaign or adventure? I am playing.

If I pick up a setting guide, how do I turn it into a GURPS conversion? I am playing.

If I am doing a conversion? Well, I am playing.

Should I write blog posts discussing my thoughts on the game and my experiences? I am playing! Welcome to my game! I'm glad to have you along.

This theory aims to eliminate "play bias guilt," where if you can't sit at a hex grid and physically play the game in "turn-by-turn play," then you are NOT playing. What happens after that? You feel guilty, never have enough time to play, and quit.

By making every thought and action about a game "playing," the engagement level you need to feel involved in the game is very low. Thus, you can be constantly playing - even if you are out doing chores and just reading a PDF on your phone and dreaming about your campaign.

The goal is to keep playing and engaged.

GURPS is a perfect game for this mindset since I can sit here and design characters for hours and have fun. Are you having fun? Well, are you playing?

Why yes, I am.

Will I use these characters in a solo game someday? I probably will. In the meantime, let me dream and play a little more until I reach that point.