SF and Gaming Blog

Thoughts, reviews and opinion on the overlapping worlds of science fiction and gaming.

A new GURPS

Not an embarrassing intestinal complaint, but my RPG system of choice (well, one of them, anyway). The third edition of the game came out way back in 1986, aeons ago in RPG terms. Since then the system has accumulated massive amounts of cruft in terms of additional rules and patches from the hundreds of sourcebooks and suppliments. A new edition of the basic rules is long overdue. Today, Steve Jackson Games announced GURPS 4th Edition.

In August 2004, at GenCon, Steve Jackson Games will release GURPS Fourth Edition, starting with the two-volume Basic Set. Fans have been asking about a new edition for years, and we’ve always said it wouldn’t happen until we could justify the change in terms of both rules and presentation. Well, we’re there.
Sean Punch, GURPS Line Editor for the past nine years, and David Pulver, a key contributor responsible for many of the core GURPS supplements, took two years to break the system down and rebuild it, guided by a decade and a half of gamer feedback. The new rules are designed to enhance the key strengths of GURPS: compatibility with all genres and flexibility for the GM. You’ll still recognize it, but a lot of little things – and a few big ones! – are different.

The physical quality of the line will take a big jump with the Fourth Edition. All books now on the schedule (and we’re scheduling three years ahead) will be hardcover, with full-color interiors. And we won’t accept any art that’s not gorgeous. The two Basic Set books, for instance, will have cover art by John Zeleznik, who has done a lot of our best covers over the years.

I just hope it lives up to the hype. I think it will; I only need to get another six months use out of my 1988 rulebook, which has defied all odds and refused to fall apart.

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High Wierdness

I’ve heard of wierd RPG game ideas, but this has to be one of the strangest ideas I’ve seen. This guy even makes Ken Hite look normal.

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Adventure Writing

Although it’s still a month away, I’ve now written up the adventure I hope to run at Gypsycon over Easter. Makes a change from writing the adventure the night before, as some GMs have done in the past. Unlike some people, I’ve never mastered the art of running entire adventures completely off the cuff making up everything as I go along.

Unlike last time, when I made up all the NPC stats on the fly, this time I’ve even got outline stats for all the significant NPCs in the game. I’ve statted them up in Fudge, although I may end up running the adventure using GURPS (I’ve got the pre-gen player characters in both systems).

No spoilers, because some potential players might be reading this. All I can say is that the scenario features genetically modified turnips.

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March Dreamscribe!

The March edition of DREAMSCRIBE is out, featuring some convention reviews by yours truly.

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Take That, Mundanes!

So, the dire predictions that the Academy would never give the best film award to something made by a fat bloke from New Zealand whose main audience is ‘engineers called Dave’ turned out to be wrong. Still, had anything else won the ‘best film’, the Oscars would have ended up with roughly the same credibility as the Mercury Music Prize.

It’s the first time a fantasy or science-fiction film has won the Best Film award. 2001, A Clockwork Orange, ET and Star Wars all managed to get nominated, but never won anything but consolation prizes like ‘best special effects’. It’s a belated recognition that these genres are now part of the cinematic mainstream. It’s a contrast to the world of books where sadly SF is still confined to the ghetto.

You don’t want to see the alternative timeline, where they gave the award to ‘Seabiscuit’. Those Los Angeles Nerd Riots were a terrible thing.

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It’s all right for some.

Some Game bloggers get to be invited to the best parties. Not that I’m jealous, of course.

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Game Wish 85: Inspiration

Game WISH 85 is all about Character Inspirations

What inspires you to create characters? Do you have partially-developed characters in mind for use when you get into a new campaign? Do you shop characters around, or do you come up with new characters when you get into a campaign? Why? If you GM, are you bothered by receiving a solicitation for a “generic” character, or does it enthuse you to get a solid proposal even if it’s not closely tailored to your game?

Short answer: it varies.

In games set in detailed fantasy or science fiction universes, I like characters to mesh in with the campaign’s setting in some significant way. I believe characters should have some sort of context; if the campaign setting is filled with all sorts of cults, guilds and megacorps, it’s a good thing to incorporate at least some of those into the character’s backstory.

As a player, sometimes I’ve had more than one idea for a campaign, and had asked the GM which one he or she would prefer before spending too much time fleshing any of them out. Unfortunately other times, I’ve just found the creative juices refuse to flow, and I’ve actually had to pass on some online games because I’ve been unable to come up with a decent concept in time.

I’ve seen a lot of batting of ideas back and forth between player and GM from both sides. For example, a recently a new player joined my ongoing Kalyr campaign with a character with ‘extensive underworld connections’. I sent the player a list of ongoing underworld NPCs, with the question “so what’s her relationship with these guys?”. Things like this help to plug the character into the gameworld, which to me is always a Good Thing. I did much the same thing with the GM of my last major face to face campaign, with Javin the river pirate of Pavis.

On the other hand, a ‘generic’ character should be able to fit somewhere into most gameworlds, although it might not necessarily fit into a narrowly-focussed campaign. One interesting case I had was the submission of a character possessed by a ‘demon’ (Who I’m told was based on a character from a David Gemmell book). I had to put in a bit of though to work out where this ‘demon’ fitted in to my gameworld’s cosmology. Quite what it is would be a spoiler for any of the game’s players that might be reading this, so I’m not going to say.

I’ve only ever created one PC based on a character from fiction; Karl Tolhurst, of whom I’ve written about before, and will probably write about again. He was based on Dan Ward, the central character from Iain Banks’ Espediar Street, a former rock star who’s band had ended in tragic circumstances.

I’ve also done a little bit of develop-in-play, from a very basic starting concept. Vandal the space pirate was an example of this. Basic concept was “big, tough and dumb as a rock”, and I just took if from there. I had a lot of fun playing that that character; he was quite different from the archetypes I usually tend to play.

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Game WISH 84: Five Games

Game WISH 84 asks:

What five games would you love to run/play if you had a willing group and a weekly time slot?

Transhuman Space
This is the ‘Powered by GURPS’ game set in the year 2100, and supported in depth. It’s ‘realistic’ hard SF rather than 50s space opera. There’s no FTL space travel, but mankind have colonised the solar system, Mars is being terraformed, and there are a host of habitats both in the asteroid belt and in the moons of Jupiter and Saturn. There are no aliens, but there is a plethora of genetic modifications, Bioroids (think Blade Runner replicants) and AIs. There’s also plenty to do on Earth, as if the lawless frontier of space wasn’t enough. In many ways, it’s very cyberpunk, especially in the 2100 equivalent of the third world.

Hero Quest
I greatly enjoyed the Runequest campaign I played in a few years back, which sadly fell apart when I moved north. Glorantha is still the most richly detailed fantasy setting out there, and blows the formulaic Forgotten Realms style pabulum out of the water. While Runequest was a good, innovative system in it’s day, it’s rather dated twenty years later. HQ is a much more streamlined system, one for the Noughties rather than the late 70s.

Alternate Earths
I love the alternate histories in the two GURPS Alternate Earths books, with a secret struggle between dimension hoppers from rival parallels across dozens on different worlds. If I was GMing, I probably wouldn’t use the Homeline/Centrum setting ‘straight’. I’d be tempted to make it a little darker, perhaps introducing a third, more sinister set of bad guys, and I would certainly toss the cheesier elements like the ridiculous “Time Tours”.

Traveller Scouts
This would be favourite option for a game set in the Traveller universe. Travel to strange new worlds, encounter weird and wonderful societies, and get into all sorts of problems. While you may be in the pay of the mighty Third Imperium, once on a remote planet, you’re really on your own, and have to solve problems using your own initiative.

Kalyr
My own homebrewed gameworld in which I not only run two online games, but several convention style oneshots as well. Despite all this, it’s still not worn smooth from overuse. Two ideas I’d still love to try are a pair of high powered games, one centring on a party of high level psis, the other a political intrigue game of scheming nobles set in the Vohrleyn empire.

That’s the top five. If I had to choose even more, I’d include In Nomine, one of the few ‘high powered’ games I really like, Call of Cthulhu, although it’s more suited for convention one-shots, and some sort of historical fantasy combining supernatural elements with ‘real’ history; possibly along the lines of Mage:Sorcerer’s Crusade. (but definitely not 7th Sea!)

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Is PBeM Roleplaying?

I would say “yes”. But this posting on ‘Constrained Writing’ at the The 20′ By 20′ Room doesn’t seem to agree:

Play-by-Email (with its precedent play-by-mail and play-by-post) is an interesting hybrid of the two above forms with tabletop roleplaying. I personally am not so sure pbem is roleplaying, but I do think it is an excellent writing exercise that can provide many of the pleasures of world and character creation.

I’ve been playing either PBeMs or their close relative, message board gaming for several years now, and I find them just as much ‘roleplaying’ as the more traditional tabletop style of gaming. In fact, I’m sure that many of the online games I’ve played in have much greater characterisation and emotional depth than most of the face-to-face games. It might just be that I’m better at writing than I am at improvisational acting. To many times in face-to-face gaming I’ve either thought of a witty in-character line just after the game has moved on, or got tongue-tied at just the wrong moment. It’s also true that the slow nature of the PBeM/PBmB format tends to deemphasise tactical combat, and characterisation and plot take their place.

I think it’s true that the FtF and PB** format are quite different, and appeal to a different kind of player. But I can’t see that both are not roleplaying. But MMORPGs? That’s a different story….

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Fudge Factor is back

After a long absence, the Fudge ezine Fudge Factor is back with a new issue.

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