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Post by newsteinleo on Feb 26, 2012 16:38:36 GMT -8
I just got done listening to episode 10 from season 1. Tappy want on a diatribe about that old Star Wars RPG game. It was that vary game that I cut my teeth on Role playing with, and everything he said about it was true. However, we where a bunch of 12 year old boy scouts, playing around a picnic table, at camp outs. The system was trash, but we all had a great time.
I had a lot of fun in those days, playing through the star wars universe. But, its time to take the kid gloves off and play a real mans RPG. So I am going to try and get the "band" back together, and run our old game in GURPS.
I am looking for any tips that people may have for running a star wars setting in GURPS. I have a lot of my own ideas, but I would like any impute the Happy Jack's community has. Also, I have not picked a time period yet, and would like to know what time period you would think is the most fun to play in.
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Post by daeglan on Mar 4, 2012 11:09:53 GMT -8
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Post by zoomfarg on Mar 7, 2012 11:39:15 GMT -8
GURPS is great for Star Wars, but I do have an issue with Fatigue. You can put a limitation on advantages called Costs Fatigue. Every time you use an advantage, you pay a Fatigue cost. I like the idea of limiting what my force users can do to some extent, because as Yoda shows in episode II in the Dooku fight, Palpatine demonstrates in Episode II with Windu, and I'm sure others make clear, using the Force can be exhausting and one can't do it forever. And these characters do seem fatigued after the use the Force. The problem is, and this goes for magic, too, that any powerful force user has to have a lot of fatigue points and a little old man like Yoda could run a marathon. I think in the future, I will use a derived attribute that is a weighted average attribute of Fatigue and Will for Force or Fatigue and IQ for magic that can deplete instead of Fatigue. It would cost less than Fatigue because it only enables supernatural powers, not also endurance. Furthermore, since, I believe, using the Force and Magic should exhaust a character, one would lose fatigue proportionally to this new attribute (we'll call it DA, derived attribute, for now). For instance, if one had 18 DA and 6 FP, one would lose 1 FP for every 3 DA. All this considered, I think DA should cost a point or a point and a half. What do you folks think?
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Nolinquisitor
Journeyman Douchebag
Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
Currently Running: Cypher System, D&D 5E + Freeport
Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Mar 9, 2012 10:54:47 GMT -8
I've done two very different SW campaigns with GURPS, one in the classic era and the other in the Legacy era, and they worked very well. GURPS does any traditional sci-fi game very well in fact. For SW, I would recommend using some of the more optional cinematic rules of GURPS like the very appropriate Imperial Stormtrooper Marksmanship Academy rule, or the Cinematic Explosion rule, and the rest is very easy. Here's my main suggestion for you: - Legacy Era! This era is really darker that vanilla SW with heroes hooked on spice and 10,000 Sith running around the galaxy. This setting is very open to your interpretation and you can digress from the Dark Horse comic very easily. In my opinion it's a fascinating and sandoxy era, and with more than two Sith in the galaxy it's an amazing and a very dangerous place to adventure! Here are some of my SW stuff if you have any use for them. Enjoy! GURPS Star Wars - Species TemplatesGURPS Star Wars - Character SheetSpeeders and SwoopsIf you want I could send you privately a stock of ready made and easy to read npc's for your game.
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