Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been 54 GURPS-Related posts from our list of 37 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week. 

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Just Roll 3d6 (Colin)

  • GURPS Lite Review (3/22/16) – GURPS Lite is a great resource for introducing new players to GURPS. This review looks at what Lite does well, as well as the areas that need more support from Basic Set before players can start playing.

The Lands of Nandêmē (Charles Saeger)

Orbital Vagaries (Christian Blouin)

Game in the Brain (Justin Aquino)

Northport (Denis McCarthy)

The Red Mouser (Gotha)

Cursed -75 Points (Chris Nebulous)

Ravens N’ Pennies (Christopher R. Rice)

Game Geekery (“Warren “”Mook”” Wilson”)

  • GURPS Shotguns – This Is My Boomstick (3/23/16) – GURPS has a few fringe-case/optional rules that I find a bit more fiddly than the wonderfully elegant core bits. Today I’m looking at the first of these… how shotguns work in the game.

The Collaborative Gamer (Joseph Linden)

Insidious GURPS Planning (Mr. Insidious)

Dungeon Fantastic (Peter Dell’Orto)

Worlds Beyond Earth (Derrick White)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Mar 18 – Mar 24, 2016 (3/24/16)
  • Worse Better Fantasy Armor (3/24/16) – Thursday is GURPSDay, and I take a conversation I had about the No School Grognard ‘Better Fantasy Armor’ design system and start tweaking. For campaigns more realistic than DF, I like where it ended up.
  • Aeon Campaign: S1E11 – Exercising and Exorcising (3/22/16) – The Cavalry has an epic battle with the primary season 1 foe in the epic conclusion to the story arc. We learn what happens when you actually take time to plan, and we take down the bad guys in spectacular fashion. Too spectacular in some cases, which will have some repercussions later.
  • Hirelings have a shelf life (3/21/16) – Eventually, the hirelings get tired of being pushed around . . . then they do what you least expect. Retire and buy an inn. Inspired by posts from +Peter V. Dell’Orto talking about hireling abuse.

Shooting Dice (Hans-Christian Vortisch)

Dark Paths and Wandered Roads (Jason Woollard)

  • Sundered Lands 3 (3/24/16) – The companions finally arrive in the city of Essanos and begin their search for the mysterious blonde girl said to be the key to defeating the Chaos Lords. The newest adventures in the Sundered Lands of Palladium, our GURPS: Palladium Fantasy campaign.

Let’s GURPS (Pseudonym)

Mailanka’s Musings (Daniel Dover)

5 Stone Games (5 Stone Games)

Southern Style GURPS (Chris Bower)

World of Lycretia (Jeromy French)

No School Grognard (Mark Langsdorf)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been 43 GURPS-Related posts from an ever-expanding list of 37 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week. This week we’re changing up the time we ran the script, so checking out the update that will show up tonight or tomorrow morning is key!

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Just Roll 3d6 (Colin)

The Lands of Nandêmē (Charles Saeger)

Orbital Vagaries (Christian Blouin)

Game in the Brain (Justin Aquino)

The Red Mouser (Gotha)

Ravens N’ Pennies (Christopher R. Rice)

Game Geekery (Warren “Mook” Wilson)

  • Printing RPG PDFs to Hardcopy Books (3/16/16) – Gamers are often curious about printing their PDFs as hardcopy books. This post has both pictures and prices for a few books I’ve made for myself using Lulu.

The Collaborative Gamer (Joseph Linden)

Insidious GURPS Planning (Mr. Insidious)

Dungeon Fantastic (Peter Dell’Orto)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Mar 11 – Mar 17, 2016 (3/17/16)
  • My Danger Sense is Tingling (3/17/16) – The Danger Sense advantage is something that I both love and hate, as both a player and GM. I discuss why, and whether, in the years since 4e came out, that improvements in metagame mechanics have made the advantage somewhat superfluous, or at least easier to handle in other ways.
  • Aeon Campaign: S1E10 – This computer really IS possessed (3/15/16) – In the Aeon supers game, we turn a no-win situation into a locked room mystery for our foes. A lot of exposition and discussion with a possessed AI (no, literally), and the revelation that a long-time rival is behind a lot more evil than your run-of-the-mill power-hungry organizational climber.

Shooting Dice (Hans-Christian Vortisch)

Dark Paths and Wandered Roads (Jason Woollard)

  • Grand Duchy 77 (3/17/16) – The Grey Company cautiously continues their exploration of the quiet valley. Challenges continue to present themselves, but they are overcome. Summary of the latest play session of The Grand Duchy of Adventure, our GURPS: Mystara campaign.
  • Simple Tricks II (3/15/16) – The Lambda Heist. The Crew of the Painted S’kytri infiltrate, assault and steal from an Imperial base on a backwater moon. Episode II of our ongoing GURPS: Star Wars campaign.

Let’s GURPS (Pseudonym)

Mailanka’s Musings (Daniel Dover)

Further Up the Spire (Archon Shiva)

  • Session: The Shipment (3/16/16) – A new drug lord is trying to install his trade in Mistzy’s neighborhood.

Southern Style GURPS (Chris Bower)

Armin’s GCA 5 Blog (Armin Sykes)

No School Grognard (Mark Langsdorf)

As a GURPS player, I both love and hate Danger Sense.

It’s a great “get out of jail free” card to have in your pocket, in that you notionally get warning (or at least a die roll) to see bad things coming. It should make you hard to ambush, hard to sneak up on, and hard to get hit with random acts of God and man without at least having the chance to get out of the way.

So I love it, and there’s enough realism there in terms of sensory fusion that the concept doesn’t bug me.

But I hate it too. Mostly because it’s a passive ability that is so very, very easy to to forget. “What about my danger sense!” is bad enough in its way. It means potentially haranguing the GM about it whenever it might come up.

It’s also burden-shifting. Really, this sort of passive ability is in the GM’s hands nearly all the time. So it’s shifting workload to an already laden individual.

And after a long workday, with a few glasses of wine in me . . . Danger Sense just ain’t on my mind. So it winds up being points wasted, because it’s either used too much (and is annoying), or not used at all (because one forgets), or is a burden on the GM who has to play it for you, and then gets yelled at when yeah, the Perception roll fails and you really don’t notice the lecherous werewolves with guns* coming for you.

And with all the mechanical improvements that have come about since 2004, I have to wonder if Danger Sense is really necessary anymore.

Active abilities – even raw, naked metagame abilities – are nice because they are completely above board. I spend a character point or bonus point or wildcard point or luck point or a re-roll based on a high tactics skill, and the bad thing that was about to happen  . . . doesn’t. Or does, but doesn’t fall squarely on my shoulders as it would have.

There are a lot of things where you could use them much like buying successes. You step from behind the pile of crates, and the GM says “you are spotted by the guard.” And that’s because he’s rolling Per+10 because it’s close range in plain sight. You’ve got two choices: spend 1 metagame point to have him reroll that Perception roll (plain sight – you’re still toast), or right the heck then, you spend 2 or 3 such points and you get a funny feeling and “rewind” to before you stepped out from behind the crates to begin with.

The sniper shot that would hit you? Spend a point and get a reroll, or two or three and you just duck.

There are so many good metagame currencies that exist now in GURPS that I have to wonder if the passive ability that is Danger Sense is really needed anymore. I know my current supers character in +Christopher R. Rice‘s game, Ian “The Commander” Owari, has Per-18 and Danger Sense and what we just realized should have been Tactics-22 or even Tactics-27 in a firefight. But we forget a lot of the passive abilities, and rarely use the active re-rolls from Tactics, because we get swept up in the moment for one, and metagame “oh no you didn’t!” moments can be jarring for players and GMs alike.

But lacking this sort of foresight (or Foresight, from Pyr #3/53) is a big deal to the character concept. And having it be an actively managed pool of ability would be much easier for all of us than the passive, in the background Danger Sense.

*That’s from an old phrase I used to use when describing how to do interval training. Run for 60-120 seconds like you’re being chased by . . . 

Two things are taking my blogging time right now.

First is that +Jeffro Johnson is helping me get acquainted with the PERL script we use to get the GURPSDay thing going. His ownership and authorship of the script was always supposed to be temporary, but he’s just so efficient that we never really completed the knowledge transfer. We got 35 of 37 blogs pulling properly, but two outliers will take more wrestling.

The second piece is the D&D project, on which I made ridiculous progress and then last week hardly any. That’s not a slow-down in intent and commitment – I still know mostly what I want to do with it, and in a few more days, if I don’t hear from one guy, I’ll start with the “what do I do on X and Y” final commits. I’m planning on staging some test fights this weekend, too. Once I settle a few “what do I do” questions, it’s a matter of pounding it out.

I’ve been getting great advice, too. And help with still more. I chose better than I knew when I picked my playtesters, too.

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been nearly 60 GURPS-Related posts from an ever-expanding list of 35 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


World of Lycretia (Jeromy French)

Code by Clockwork (Jeff Demers)

Don’t Forget Your Boots (Mitch French)

Sharrukin’s Palace (Jon F. Zeigler)

The Red Mouser (Gotha)

The Collaborative Gamer (Joseph Linden)

The Lands of Nandêmē (Charles Saeger)

Game Geekery (Warren “Mook” Wilson)

  • The Bunnies’ Tale (Bunnies & Burrows) (3/09/16) – Racing against the clock to post a new Quick-Play Adventure, “The Bunnies’ Tale,” inspired by stories such as Watership Down and games like Bunnies and Burrows. I will post it for download Thursday, even if it has to temporarily be a “beta version.”

Insidious GURPS Planning (Mr. Insidious)

Cursed -75 Points (Chris Nebulous)

Orbital Vagaries (Christian Blouin)

RogerBW’s Blog (Roger Bell-West)

Game in the Brain (Justin Aquino)

Mailanka’s Musings (Daniel Dover)

  • Psi Wars: Robots (3/10/16) – An analysis of the intent of robots in Psi Wars and a quick look at Ultra-Tech robot templates and how to turn them into into working characters
  • Bonus Post: Modifying Robots (3/09/16) – A deeper look at using the gadget rules to modify robot templates, including adjusting dollar costs for modified robots!

Southern Style GURPS (Chris Bower)

Just Roll 3d6 (Colin)

Armin’s GCA 5 Blog (Armin Sykes)

Shooting Dice (Hans-Christian Vortisch)

Worlds Beyond Earth (Derrick White)

Let’s GURPS (Pseudonym)

Dungeon Fantastic (Peter Dell’Orto)

One Yard Hex (Paul Stefko)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Mar 4 – Mar 10, 2016 (3/10/16)
  • Retroactive Planning in GURPS (3/10/16) – Based on some what-if moments from the Aeon S1E9 game, I think about ways to reinforce good planning mechanically. Borrowing from both the Wait maneuver and the concept of Tactics re-rolls, this foreseen contingencies mechanic allows some retroactive adjustment of the tactical situation – if you can see it coming.
  • Aeon Campaign: S1E9 – Ordering trouble in 30 minutes or less (3/08/16) – A pivotal episode, as the team recons what turns out to be a black operations warehouse, which is then attacked by another black operations group. We crash the party, go full-on tactical death-mode, and then successfully negotiate for a cease-fire. We find out some of the key players in the whole thing, including a rogue AI, but can’t quite figure out how to bring the event to a close by the time we end . . . but we have some good ideas.
  • Reloading Press: 5.45x39mm (3/07/16) – This week’s edition of the Reloading Press is a bit of a follow-on to last week’s, and it covers the small-bore variant on the Soviet side of things, the 5.45x39mm.
  • Sunday Review: GURPS After the End 1 – Wastelanders (3/06/16) – We have a new series in town, and an old one. After being held up in release limbo for an awfully long time, the post-apocalyptic GURPS After the End 1 – Wastelanders has clawed its way through broken terrain, starvation, radiation, and mutant dinosaurs to snap at our heels. This is a comprehensive review of AtE 1: I can tell that SJG is learning from prior successes.

Dice and Discourse (Joseph Mason)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been about 46 GURPS-Related posts from an ever-expanding list of 35 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Insidious GURPS Planning (Mr. Insidious)

The Lands of Nandêmē (Charles Saeger)

Dungeon Fantastic (Peter Dell’Orto)

Just Roll 3d6 (Colin)

  • Narrating Better Failures (3/02/16) – Tips for narrating failed dice rolls to keep the action going
  • Simplifying Gameplay with Task Difficulty Modifiers (3/01/16) – By using task difficulty modifiers, GMs can speed up play by streamlining success roll and cutting through “modifier overload.”
  • Why Play GURPS? (2/29/16) – GURPS has several advantages over other RPGs that make it one of the best systems to learn—especially if you plan on playing lots of games!

Into the Storydark (Morgrim)

Fragments of the Last War (Bryan Timms)

Let’s GURPS (Pseudonym)

Sharrukin’s Palace (Jon F. Zeigler)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Feb 26 – Mar 3, 2016 (3/03/16)
  • GURPS DF Adventure: Beneath Castle Everglory (3/03/16) – Beneath Castle Everglory is an adventure for 5 or more 250 point PCs built according to the templates in GURPS Dungeon Fantasy. It’s available as a free PDF or on a wiki page. Check it out!
  • Combat plans courtesy of Action 2 (3/03/16) – Using the GURPS Action 2 action movie plot framework to evaluate the capabilities and weaknesses of a hero is surprisingly useful . . . and fast. The post uses The Commander, a 1,200-point super from the Aeon campaign as an example.
  • Aeon Campaign: S1E8 – Demon Wasps and Conversations with Relatives (3/01/16) – In the 8th episode of the Aeon GURPS supers campaign, the team goes for coffee at a converted church, accidentally allows a demon to enter, chats with a seer, and fights demons and demon wasps. Yukio the Dog of NIMH barely survives. Then we talk to relatives, who may well be more interesting than the team itself.
  • Reloading Press: 7.62x39mm (2/29/16) – This week’s edition of the Reloading Press comes a day late and a round short, but that round is the nearly ubiquitous 7.62x39mm M43 projectile carried and fired by probably billions worldwide.

Orbital Vagaries (Christian Blouin)

Game Geekery (Warren “Mook” Wilson)

  • The Bunnies’ Tale (PC Rabbits) (3/02/16) – A new Quick-Play Adventure is in the works, this one “The Bunnies’ Tale,” inspired by stories such as Watership Down and games like Bunnies and Burrows. It isn’t quite finished, but you can peek at the progress so far!

Worlds Beyond Earth (Derrick White)

Code by Clockwork (Jeff Demers)

Further Up the Spire (Archon Shiva)

Southern Style GURPS (Chris Bower)

Shooting Dice (Hans-Christian Vortisch)

Mailanka’s Musings (Daniel Dover)

The Red Mouser (Gotha)

Armin’s GCA 5 Blog (Armin Sykes)

The Collaborative Gamer (Joseph Linden)

Hard Maths (CTA)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been about 55 GURPS-Related posts from 31 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Dark Paths and Wandered Roads (Jason Woollard)

  • Sundered Lands 2 (2/25/16) – The newly reunited Guardians recover from a battle with demons, speak with the dead, catch a ride on ship with some old friends and nearly lose one of their own to a deadly demon disease! The Lopan Aftermath – the newest adventures in the Sundered Lands of Palladium, our GURPS Palladium Fantasy campaign.

Worlds Beyond Earth (Derrick White)

Insidious GURPS Planning (Mr. Insidious)

  • Getting Past Doors: Modern Options (2/19/16) – I take a more modern look at getting past locks and doors. And I show off a picture of that one time I reprogrammed an electronic road sign.

The Lands of Nandêmē (Charles Saeger)

World of Lycretia (Jeromy French)

Southern Style GURPS (Chris Bower)

Ravens N’ Pennies (Christopher R. Rice)

Game in the Brain (Justin Aquino)

Celti’s Chatter (Patrick Burroughs)

  • On Blindness (2/23/16) – In which, the author rejects munchkinism with disadvantages and suggests a limit.
  • On Improvisation (2/22/16) – In which, the author GMs by the seat of his pants.

RogerBW’s Blog (Roger Bell-West)

Further Up the Spire (Archon Shiva)

  • Year One Summary (2/23/16) – For my campaign’s one-year anniversary, I compiled a list of all the factions and forces the PCs have interacted with.

Sharrukin’s Palace (Jon F. Zeigler)

Shooting Dice (Hans-Christian Vortisch)

5 Stone Games (5 Stone Games)

Northport (Denis McCarthy)

Game Geekery (Warren “Mook” Wilson)

Dungeon Fantastic (Peter Dell’Orto)

Mailanka’s Musings (Daniel Dover)

Let’s GURPS (Pseudonym)

The Collaborative Gamer (Joseph Linden)

Dice and Discourse (Joseph Mason)

Armin’s GCA 5 Blog (Armin Sykes)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Feb 19 – Feb 25, 2016 (2/25/16)
  • Guns, Guns Sport, and Task Difficulty Modifiers (2/25/16) – Based on a SJG Forum thread, I take a somewhat-heretical look at combat and sporting usage of firearms, and try and provide an alternate, unified framework for the Guns skills and their use.
  • Adventure Planning and Execution (2/25/16) – I learned a few things about running adventures over the last few weeks, and thanks to the review of Action 2, I had a ready structure to articulate what I might do when I run my own games in the future.
  • Aeon Campaign: S1E7 – Makin’ Dividends in the Worst Way Possible (2/23/16) – The team goes to intercept a woman who is set for assassination based on the information on the card. We arrive to foil the worst gang execution ever, but discover that our intended victim is a super-powerful precog, and the last and ‘most valuable’ of at least 20 targets. We find a book of pictoral prophecy that doesn’t bode well for any of us . . .
  • Reloading Press: 6.5 Grendel (2/22/16) – Today we hit the 6.5 Grendel. It has one job, which is to reach out to 800 yards or more from an AR15 platform . . . and it does that job admirably.
  • Sunday Review: GURPS Action 2: Exploits (2/21/16) – GURPS Action 2 is under-appreciated, and this review points out why. It contains simplifications that take slog out of the game. It also represents a distilled list adventuring tasks packaged for easy consumption. Use of Find (Skill) in the PDF makes for a fantastic reference guide. A must have.

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been about 50 GURPS-Related posts from 28 or so blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Sharrukin’s Palace (Jon F. Zeigler)

The Lands of Nandêmē (Charles Saeger)

Gaming Ballistic (Douglas Cole)

Worlds Beyond Earth (Derrick White)

Fragments of the Last War (Bryan Timms)

Northport (Denis McCarthy)

Let’s GURPS (Pseudonym)

Ravens N’ Pennies (Christopher R. Rice)

The Collaborative Gamer (Joseph Linden)

Game Geekery (Warren “Mook” Wilson)

  • Locus: A Needle in Infinite Haystacks (2/17/16) – A bit more fleshing out of the multi-dimensional Locus setting, from a one-shot convention game I GMed last weekend. Analysis of the adventure fills in some additional details about the city.

Further Up the Spire (Archon Shiva)

RPG Jutsu (Merlin Avery)

Southern Style GURPS (Chris Bower)

5 Stone Games (5 Stone Games)

Dark Paths and Wandered Roads (Jason Woollard)

  • Grand Duchy 76 (2/18/16) – The Grey Company completes another leg of their journey only to begin a new one. At the end of the mountain trail, they pass a blocked gate and enter a quiet, unsettling valley. An undead horde tries to eat Iris and I share a souped up version of Turn Undead. The next installment of our GURPS Mystara campaign.

Mailanka’s Musings (Daniel Dover)

Dungeon Fantastic (Peter Dell’Orto)

One Yard Hex (Paul Stefko)

Armin’s GCA 5 Blog (Armin Sykes)

Insidious GURPS Planning (Mr. Insidious)

Shooting Dice (Hans-Christian Vortisch)

World of Lycretia (Jeromy French)

Thursday is GURPSDay, and while writing a review of GURPS Action 2: Exploits, hopefully for this coming Sunday, I was reading through the section on Squad SOP from Chapter 2, and the point made on “Subtlety” jumped out at me. The advice it gives is “The GM should ask each player to describe his PC’s “stealth mode,” and note the relevant skills and equipment modifiers. This will prevent arguments like whether the shooter had his machine gun under a trench coat!”
This is excellent advice, and seems exportable to nearly any game, and definitely a few of them in which I’m playing. 
In fact, it seems like broadening the concept is a good idea, and as usual, Action 2 gives a lot of the right cues. 
Instead of just picking a “stealth mode,” players should specify in moderate detail their character’s choice for the C-HEADS in Chapter 2 in the case of “casual circumstance,” “subtle but ready,” and “brashly offensive.”
The Examples

The easiest way to show this is probably by example. I’ll pick on first The Commander, my superhero modeled a bit on Captain America, but he’s playing out a bit more like a combination of Jean Grey and Steve Rogers rather than how I thought he’d go. In any case, here are the examples, which can be read right out of the Table of Contents in Action 2’s preview. But I’ll lead off with everyone’s favorite concerns, weapons and armor.
Armor
  • Casual: The Commander has a super-suit that has chameleon properties. So he could conceivably be in armor all the time, perhaps excepting when he sleeps. That suit is not the highest point value part of him, but it is basically irreplaceable. He’d take it off to sleep and when in known-secure locations. Otherwise, he’s wearing it.
  • Subtle: His subtle mode is the suit redone as military fatigues in the latest pattern. It doesn’t look like armor, but it is – right down to a transparent face-shield
  • Brash: His “all-in” costume is no more protective, but it is a lot more overt. Modern samurai-looking garb worn for intimidation and recognizability. It screams ‘I’m here, and I’m in your face,” as a deliberate statement.
Weaponry
  • Casual: A concealed pistol.
  • Subtle: His pistol and his sword, which he’s rarely without. His rifle would likely be present but slung or otherwise hidden, or perhaps left behind. He might go with a telescoping baton instead of the sword, for melee.
  • Brash: Rifle, pistol, sword. This is how he spends most of his time, because the high Reputation and recognition of his face, his sword, and his method of doing things. 
Communications

  • Casual: Cell phone, like the rest of the planet. Perhaps it’s a secure one, but basically nothing special.
  • Subtle: He can use gestures and military hand signals for silence, but that isn’t exactly subtle, though it is quiet. And he needs other military guys to receive those signals. His combat suit has embedded comms, though, so subvocal communication is viable.
  • Brash: Loud voice, tactical comms.
Formations
The Cavalry (the name of the super team) has done very little thinking on this, and it shows. We usually show up in Brash mode, full battle rattle and capes flying. This is in genre, but we’ve never done subtle or casual as part of a mission. We need to think on this a lot more.

  • Casual: We have tended to arrive either by VERTOL (the opposite of subtle) or with Eamon carrying us in flight mode (less overt, but still – guys dangling in the air isn’t exactly super-normal).
  • Subtle: We have no plans or positions. The Commander has, in fact, broken out of subtle and careful in some Impulsive=like behavior in a few recent missions, pulling Leeeroy Jenkins! when things were bogging down in his mind. We need a way and a formation to enter into things. Probably the Rat Queen on point, as both recon (disasembled) and heavy hitter (she is a mighty tank) that can take a shot if the cover is blown. Then the Commander and Arc Light as the front line, with Zephyr as light cavalry in skirmish mode – in and out to test weaknesses and exploit holes. Eamon is a bit of a glass cannon due to low defenses, but he can literally lift a ship with his TK, and his gravity manipulation shape the battlefield. So he’s in the back. Yukio the Dog of NIMH is a hey diddle diddle, straight up the middle kind of puppy, and not good for subtle.
  • Brash: As above, but with Yukio in full-on “Fezzik, tear his arms off” mode. Rat Queen enters in Rat Ogre form, instead of dispersed.
Light up the Night

  • Casual: Nothing special, or perhaps a tactical flashlight dismounted from a weapon
  • Subtle: Ironically, The Commander is quite sure his suit has vision-enhancement, but is also quite sure he can’t make it work for some reason. So he’s forced to rely on his enhanced natural senses . . . which given Perception-18, are good enough that if he moves slowly, he’s as good as most people are in broad daylight when there is an overcast sky with a moon in it (-8 to Vision). So his “stealth” light source is no light source at all.
  • Brash: Not sure if Arc Light’s suit has a day-glo mode. Otherwise, senses and flashlights, or even torches and lanterns. 
Parting Shot
There are some very basic questions here that can and should be asked and answered of any adventuring party, regardless of Tech Level. How do you travel? How to you communicate? How do you go about town without attracting attention, and how well protected are you when you do so? When the lights go out, can you see? How? Can others see you by your own light?
As The Commander, I typically sport DR 21 or even DR 41 if attacked willfully and overtly from the front with a physical attack – a combination of armor and force fields give me enough juice to stop a .50 BMG. So he can go about protected, and his martial arts and telekinesis provide weapons that can’t be taken away or seen. But we have yet to think much about transport, formations, light, or comms . . . and this last time it nearly cost us.
In a Fantasy game, the questions aren’t that different, and still as useful. And they’d be useful still in Swords and Wizardry, Fate, Night’s Black Agents (!), or D&D. These are universal adventuring concerns, helpfully laid out for us by Sean in Action 2.

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been about 50 GURPS-Related posts that have popped up on the radar screen, which is a nice chunk of reading material.

Some of the more recent entries are really good – stuff that would have fit well into Pyramid.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.

Southern Style GURPS (Chris Bower)

Shooting Dice (Hans-Christian Vortisch)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Feb 5 – Feb 11, 2016 (2/11/16)
  • Alternate Defenses for All-Out Attack (2/11/16) – Players rarely select All-Out Attack in the games I’ve played in, because of the loss of defenses. This is true even when using Tactical Shooting with firearms, which serves to divorce the action even more from the more realistic rules in the book. I explore options to make it more attractive without dominating the game.
  • Melee Academy: Opening Moves for my Superhero (2/10/16) – Welcome to Melee Academy, and today’s topic is opening moves. In a recent set of superhero campaigns, I discover that sometimes the best opening move is that which gives you the most tactical information about an unknown foe.
  • Aeon S1E5: More than meets the eye (2/09/16) – In the Aeon GURPS Supers campaign, the team investigates a pattern of exploding transformers. We suspect an electrically-powered super, do our homework, and survive a fight through luck, more luck, and the skin of our teeth.
  • Reloading Press: .45 ACP (2/08/16) – This installment of the reloading press presents the venerable but effective (and some would say winner and still champion) .45ACP pistol cartridge, with stats for GURPS and D&D.
  • Geek & Sundry on GURPS – some praise, some misconceptions (2/05/16) – Geek & Sundry does a nice piece on games that are not Dungeons and Dragons. It mentions GURPS, but does it a disservice by perpetuating some stereotypes that were never wholly true, and with the advent and maturation of Fourth Edition are outdated at best.

Let’s GURPS (Pseudonym)

Ravens N’ Pennies (Christopher R. Rice)

Castalia House (Jeffro Johnson)

The Collaborative Gamer (Joseph Linden)

Armin’s GCA 5 Blog (Armin Sykes)

RPG Jutsu (Merlin Avery)

Northport (Denis McCarthy)

Further Up the Spire (Archon Shiva)

Worlds Beyond Earth (Derrick White)

Mailanka’s Musings (Daniel Dover)

Game Geekery (Warren “Mook” Wilson)

  • GM Convention Tips (2/11/16) – Some quick thoughts on prepping a one-shot convention game.

Dark Paths and Wandered Roads (Jason Woollard)

  • Simple Tricks I (2/11/16) – Episode I of our brand new GURPS:Star Wars campaign! The Crew of the Painted S’kytri mourns the loss of a good friend and find themselves in the middle of an old-fashioned cantina shootout!

Insidious GURPS Planning (Mr. Insidious)

Dungeon Fantastic (Peter Dell’Orto)

Code By Clockwork (Jeff Demers)