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Author Topic: Aqizzar's GURPS, dates and times for the filthy Kobold  (Read 12590 times)

Lumbajak

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #75 on: October 25, 2010, 05:32:31 pm »

I'm going to have to find new and exciting ways to powergame the fuck out of this.

Since Jack is no longer the GM I can't go easy.
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Aqizzar

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #76 on: October 25, 2010, 07:18:37 pm »

I'm going to have to find new and exciting ways to powergame the fuck out of this.

I'm specifically gearing this to make that as hard as possible for you.  You're going to shit bricks at this idea.


To not-at-all-slyly answer some concerns, I don't care what anyone does or doesn't do as long as I'm not complicit in giving anyone and instructions.  And yes, GURPS 4th edition.  Point of note, it was not used by Fallout, but it was originally considered and even made the basis of the game's earliest test-builds.  Then the two companies fell out of favor and Interplay made the SPECIAL system as a kind of simplified in-house GURPS.  Which does naturally suggest other setting ideas, but I'm taking this one step at at time.
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Argembarger

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #77 on: October 25, 2010, 08:57:53 pm »

I just got and read the GURPS Lite 4th Edition file (bare bones minimalistic rulebook) from Steve Jackson Games and I have to say, it looks pretty awesome. And I don't think I'd have any problems with the rules. They seem delightfully intuitive compared to some of the D&D rules.

I don't know what house rules and conventions you guys use though, so perhaps I should simply sit in and watch a session or two before joining... If that's OK?
« Last Edit: October 25, 2010, 09:00:00 pm by Argembarger »
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Cthulhu

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #78 on: October 25, 2010, 09:06:38 pm »

So are we doing the thing we discussed in Steamchat, Aqizzar?
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Jackrabbit

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #79 on: October 26, 2010, 12:28:44 am »

Okay guys, I officially have a solid idea about gaming.  I am now asking how many of you will be available on Saturday, same regularish time?  (That is, within a few hours after noon, for everyone except Jack who's not in North America).  It will be GURPS, it will be relatively simple, it will not be persistent (so don't get attached to the character), and should be fun.

I don't actually know what I'll be doing at that time, but I'm pretty sure I'll be free.  If any number of people are available, I'll post the details here.  I really like this idea, as a primer for me being GM and you guys being GM'd by me.  It'll be great.

Hell yeah I'm in on this. You should probably PM me the details, though, I'm finding myself on Steam less and less recently and don't want to be blindsided.
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Aqizzar

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #80 on: October 26, 2010, 05:45:54 am »

You should probably PM me the details, though, I'm finding myself on Steam less and less recently and don't want to be blindsided.

You could, y'know, just get on Steam.  But then I'd have to be on Steam too, and I'll probably be super busy most afternoons this week.  But I'm just going to post the details here anyway, since I assume everyone will need to know them, since it's the game and all.  On that note, here's the details -

Setting: Rote Fantasy Ripoff Universe 257 - In the land of Stloobadada, humans and elves and dwarves and other non-copyrightable beings live in relative harmony in a loose pastiche of Medieval Europe, ruled by blah blah blah blah blah.  Absolutely nothing outside of the Stony Valley will ever be important, probably, because you're all going to die before you get anywhere else.  In the middle of Stony Valley is a fortified Inn, where travelers and adventurers stop on their long roads to nowhere.  You will all be meeting at the tavern for your adventure, but the adventure will never leave its grounds...

Group: You, the players, hail from a local tribe of kobolds.  The authorities of the realm consider meddlesome bands of kobolds too puny a threat to be worth their effort to eradicate, and the Inn's guards aren't crazy enough to hunt you down.  And so you will do what you all naively think you were born to do - raid the Inn and steal shit.  The grounds hold as many paths as traps, as many opportunities as dangers, and lots of great stuff to nick from experienced fighters who rightly consider your combat prowess a joke.  But surely this time, you'll prove them all wrong, and live to brag about it.

Characters: Kobold player-characters start with the requisite level 10 in all four stats (you are remarkably competent kobolds); illiteracy that cannot be bought off; Size -1; Status -5 and Dead Broke finances (equipment will be handled differently); and everything in the world will happily try to kill you on sight.  All of these traits confer no point value and cannot be changed.  You also start with zero points, and a disadvantage limit of -40.  Yes, that means all advantages, skills, and stat increases must be bought with commiserate disadvantages and stat reductions (being magnanimous, stat decreases will not count against the disadvantage limit, but stats may not be lower than 6).  No one-point features like Perks and Quirks, because I don't give a shit.  No anachronistic skills or abilities, and no overtly supernatural traits.  Submit your character sheets via PM, and I'll tell you if they pass muster.  If they don't, try again, because I'm not budging.

And that's the plan.  Meet at ordinary GURPS time, ordinary GURPS channel, and hope that I've bothered making a map and some encounters by then.  Get cracking.
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Jackrabbit

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #81 on: October 26, 2010, 05:50:38 am »

It sounds cool, yes, but you don't get to call me out on having silly realm names anymore.
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Aqizzar

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #82 on: October 26, 2010, 05:54:57 am »

I'm making fun of you fool.  I literally just pounded the keyboard and reshaped it into a pronounceable word.  I think the kobold language was getting to me, because I tried to think of a goofy fantasy name and all I could come up with was Stlid'bithronkus, from some old topic.

Anyway, that's the shtick.  You're all worthless zero-point kobolds trying to raid a tavern.  It's about two steps away from my long-abandoned dream of GMing Bunnies and Burrows.
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And here is where my beef pops up like a looming awkward boner.
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Jackrabbit

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #83 on: October 26, 2010, 05:58:55 am »

See, I could choose to believe that, or I could take some insignificant amount of satisfaction in knowing you're just as crap at it as I am.

Anyway, I shall make a character in the morning. Out of interest, Toady dog Kobolds or D&D Dragon Kobolds?
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Aqizzar

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #84 on: October 26, 2010, 06:03:50 am »

You have a solid belief system.  It's solid because it's not wrong.

I don't really have a set idea in mind about kobolds.  I was going to post more guidelines for stuff like teeth and claws, or natural stealth or something, but I didn't want it to get too complicated.  If the setup takes off, I might develop something a little more detailed, like an actual kobold template, but I don't think that's necessary for now.

You can pretty much pick and choose what idea of "kobold" you want to follow, and assume that kobolds are variegated enough to allow all of them in one tribe.  Certainly I had Dwarf Fortress kobolds most in mind, but as long as you keep "virtually worthless, midget-sized thieving primitive creature" in mind, you can't go too far wrong.  All equipment will be either very crude or scavenged junk, if that gives you any direction.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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The ancients built these quote pyramids to forever store vast quantities of rage.

Argembarger

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Re: Jack's GURPS, dates and times for the discerning gentlemen
« Reply #85 on: October 26, 2010, 10:15:57 am »

That adventure premise sounds extremely fun. I've always wanted to roleplay a cripplingly limited character with a no-sympathy GM.

I'll just write up a character sheet and show up at the allotted time on Steam. If I lag behind or become a bother at any time, just feel free to kill me off in some horrible way without warning, to keep everything moving and to provide drama for the other kobolds or something.
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This guy needs to write a biography about Columbus. I would totally buy it.
I can see it now.

trying to make a different's: the life of Columbus

Argembarger

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Re: Aqizzar's GURPS, dates and times for the filthy Kobold
« Reply #86 on: October 26, 2010, 07:52:12 pm »

Maaan what is this

Steam's gonna keep me from being a full community member until I buy a game? And all of the games I already own aren't on the "acceptable Steam list"?

Phooey.

Uh, but I need a solution before Saturday... any ideas? Buying a game is only a solution if it definitely gives me full access for buying it, and if it is as cheap as humanly possible.
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This guy needs to write a biography about Columbus. I would totally buy it.
I can see it now.

trying to make a different's: the life of Columbus

Jackrabbit

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Re: Aqizzar's GURPS, dates and times for the filthy Kobold
« Reply #87 on: October 26, 2010, 07:55:47 pm »

As cheap as humanly possible? Is Alien Swarm still free? Portal, perhaps? I don't know. There's at least one game on there you can buy for like two dollars.
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Duke 2.0

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Re: Aqizzar's GURPS, dates and times for the filthy Kobold
« Reply #88 on: October 26, 2010, 07:57:22 pm »

 Sounds kickass. I'll hammer together something on Friday. And with only 40 points I shouldn't have to bother with much to make it work.
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Aqizzar

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Re: Aqizzar's GURPS, dates and times for the filthy Kobold
« Reply #89 on: October 26, 2010, 08:10:43 pm »

Don't forget, you can reduce stats too to get points beyond disadvantages.  Just don't go crazy.

Other things to note - being kobolds, you speak your own language.  No one can understand you, and you can't understand anyone.  Unless you pay for an extra language, like "human" or something.


Yeah, there's some theories and ideas for you.  I highly encourage inventive and entertaining solutions to challenges.  I'll make a map soon enough.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.
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