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I also ran a Traveller free trader campaign set in the Spinward Marches in 1112. I planned to run it through to the convergence point between the classic traveller canon timeline and that of the Megatraveller timeline (the assassination of the Emperor and the resulting rebellion) but the campaign withered away after 3 months of intense gaming. I think it was GM burnout. I used Gurps 4e. Interstellar Wars as my rules platform but liberally cribbed stuff from all extant editions of Traveller (not to mention other SF rpgs including Star Frontiers). I'm glad to see that lots of players in our forums are into Traveller too. ![]() My Twilight 2015 game set with the Chinese incursion of Luzon sort of petered out too but not until the players made it past one of the last mechanized offensives which was stopped before it got to Clark AFB/Subic Bay. (GM burnout is a very common problem with me, but my friends are understanding) I also used Gurps 4e here. I've recently revisited both versions 1 and 2 of Twilight and am falling in love with them again. I'm open to the idea of running another escape from Kalisz epic. Amongst the other games i've had a chance to run or play in the past 5 years were Fading Suns and classic AD&D. I'm hoping my gaming life picks up a bit in the next few months as I may have to go on hiatus again when my wife gives birth to our second baby. |
#2
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How about the GURPS 4ed in modern/futuristic setups? I was tempted to use GURPS 3rd edition to run a WWII mini-campaign and a short Traveller scenario, but I was afraid that the short turn time (1 sec.) would slow down too much the rhythm of a modern combat. And, if you know the 3rd Edition of GURPS, what do you think about changing from GURPS 3rd Edition rules to the 4th edition ones? The change is worth the trouble?
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L'Argonauta, rol en català |
#3
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started out with those play by yourself books at the kitchen table when I was 8 or 9 ,scribbling away and furiously sipping my glass of milk .went on to to do some dnd ,but after I fell in with the general I was embroiled in several ADnD campaigns,tried my hand at Warhammer ,call of Cuthulu,ParaNoia,top Secret -in which I ran a merc campaign and secret agents of Edwardian Britain campaign ,and after that found Twilight and have stuck with it ever since ,albeit with detours into merc that have been fun .
Mostly as a player in other systems ,and mostly as a GM in the Twilight v.2.0 rules./merc setting . Speaking of which -Friday this autumns FtF weekend kicks of -a typical -players poised to attack a vastly superior enemy,hounded by relentless super villains and plagued by internal strife -type of do. Really looking forward to it ! |
#4
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I have tried several games (RPG and wargames) since 1981-1982.
For now, I'm working on T2K and often running Star Wars game, taking a lot of pleasure teaching my players that you can die while playing this game. Anyway they are in trouble as the Empire has won their last exchange and the New Republic might fall again. ![]() I also had the highest casualty rate in Star Wars with 2 dead, 2 prisoners (awaiting execution) and 2 wounded out of a party of 7 (my players had blown up half of a city under them and put an imperial army on full alert in order to kill one single target ![]() ![]() As player I'm playing AD&D (one of my friend's version) but casualty rate is way too high. I was the sole survivor of the previous game (as my dwarf ran out in front of an army of demons; my fellow players died wandering while a dwarf was running so fast) and the last game ended with death for all of us: 5 to face 100 beasts in an open field is definitely not enough. ![]() ![]() Last edited by Mohoender; 10-27-2008 at 09:50 AM. |
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#6
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For my part, I'm not all forgiving but the casualty rate of the Star wars game I sited was high. Nevertheless, it was justified. The team had to assassinate someone (an arm dealer) but, instead of entering the house and killing the guy, they chose to blow up the building (one of them bright idea) in the middle of an Imperial army base with a full navy group orbiting the planet. Saddly for them, the basement was full of explosives and the time on the charge they set up was too small (1 minute only) and they didn't have enough time to take cover (they let the bright guy do all the job ![]() Last edited by Mohoender; 10-28-2008 at 01:04 AM. |
#7
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But, with time and observation, I have built for myself the opinion that the major cause of mortality in a group of playing characters is "the hero that is struggling to reach the surface" in every player. Some setups or games allow the hero in nearly all the ocasions. Others allow it only in a certain extent. Generally, the player with a fire weapon will always try to shoot. The player with a sword will always try to swing it against the enemy. In a combat, the player thinks that his/her character is loosing time if he is not killing anybody. Things like retreat, wait, cover, defensive actions, etc, are secondary or only take into consideration if can be doing while attaking. So, a lot of time the character is exposing himself to the enemy. And if the set of rules is lethal... Sometimes a little tuning time may be required in more lethal set of rules.
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L'Argonauta, rol en català |
#8
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True. That approach is good as it keeps players focused. It's refreshing to see gamers playing both sides in the Star Wars millieu. Gives everyone a lot of opportunities for wheeling dealing and thuggery. Quote:
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#9
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So far, since I got my Gurps 4e books and got the group to switch from 3e, we've only played twilight 2000 as a modern/futursitic set up. We also did a 3 month game set in ww2. It was set in the Eastern Front about August 1942, just in front of Stalingrad and the players were russians. Everyone in the group got hyped on this after seeing Enemy at the Gates and the russian tv series Strafbat (sp?). 4e held up reasonably well in both set ups. Quote:
well, the 1 sec rounds put me off in the start but you learn to run with it. in my ww2 game, I even houseruled a 5 second and 10 second combat turn where people simplify their moves into 'long actions'. I borrowed these time frames loosely from the t2000 rules. Quote:
![]() Although the mass of gurps sourcebooks are in 3e, the background info is still good and the conversion (if you really want to do it) is not difficult. Me, I'm rather rules light so I make more use of common sense and logic to make the changeover. Off the top of my head, here are some changes from 3e: 1. Ranged combat: snap shot ratings have been dropped; ACC bonuses were generally lowered. 2. Ranged combat: auto wpns fire has been cleaned up. You now resolve autofire bursts with one 3d6 roll as opposed to burst group rolls in 3e. combat moves faster in this regard. 3. char gen: they put in talents and perks to up your skills. I gotta run. Sorry if this is rather spotty, please feel free to PM me if you have any questions on gurps and I'll see what i can do to help you out. cheers! spielmeister |
#10
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Ei Spielmeister! Thanks for yor extensive response! I have one group of players that, for the moment, has always played with GURPS 3rd Edition (ups! and Star Wars D6, too). So, I think I will follow your suggestion and I will try to run a WWII campaign using GURPS. I will begin with a mini-campaign where the players are british paraglider infantry assaulting Pegasus Bridge (or similar) on D-Day. But with the "what-if" modification that everyting will go wrong on the beaches (I will introduce some new german weapons?) and they must fins a way to return home...("good luck, you're in your own, now"). ![]() Another atractive idea is about a campaign were the characters begin as regular infantry in the british army, doing delaying actions while retreating towards Dunkirk. If everything goes well and they reach Great Britain, they will be transferred to tha "Commandos" to begin combat actions in Norway. And, to the end... Perhaps a little optimist, but a group of PC fighting and surviving the entire WWII would be great!
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L'Argonauta, rol en català |
#11
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Neat idea. Pegasus Bridge is really suitable for a party of player characters in Gurps ww2 3e. The what-if modification (alternate history!) adds a great touch. Gives it a very twilight-ish feel as well (good luck you're on your own now...). I won't be surprised if the surviving PCs from the group start picking up german small arms after the ammo runs out, driving frantically to the west in a captured kubelwagen. Quote:
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L'Argonauta, rol en català |
#13
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My advice on turn length (but that is only my little tiny opinion) is to do one thing at a time and forget about turn length. Just use it when the situation requires it.
If your players don't act, then use it, it helps and takes all of its sense. No need to save a PC that is shaking in front of a tank doing nothing. Then, resolve side action after the main one (it helps). Use your descriptions and the nervous tension to make people forget about turn length. Anyway you cannot go with turn length. Even 10 seconds is too short when you have to manage a group of 6 taking different actions. I often saw PCs getting frustrated as the GM forgot or would neglect their action. Usually they were right as they would have saved the day. For my part, a turn ends when everyone has done something, as long as they don't go out of track of course. However, situations is the key, things will go faster in a plane or in an action involving an helicopter than when facing ground troops and vehicles. You'll quickly feel if the way you manage things is good from the way your PC's react. The GM is all powerful, you can throw the rules in the trash and still play a game. Just don't forget that you have duties and not only rights. Of course this is only an opinion. |
#14
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L'Argonauta, rol en català |
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#17
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a friend once played phoenix command sometime in the 90s and he said it also used something like the gurps 1 second turns (I could again be wrong here, its been sometime since that chat). |
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Thread | Thread Starter | Forum | Replies | Last Post |
laser weapons - other future weapon systems | headquarters | Twilight 2000 Forum | 6 | 02-08-2009 12:19 PM |