{"id":2290,"date":"2016-01-14T14:11:33","date_gmt":"2016-01-14T22:11:33","guid":{"rendered":"http:\/\/www.themook.net\/gamegeekery\/?p=2290"},"modified":"2016-03-03T16:33:48","modified_gmt":"2016-03-04T00:33:48","slug":"streamlining-gurps","status":"publish","type":"post","link":"https:\/\/www.themook.net\/gamegeekery\/streamlining-gurps\/","title":{"rendered":"Streamlining GURPS"},"content":{"rendered":"<p>Happy <em>Thurpsday<\/em>, folks!<\/p>\n<p>Today&#8217;s musings and random neuron misfirings are about\u00a0streamlining GURPS at the table, while you&#8217;re running it. It is known, far and wide, that GURPS is &#8220;mah jam,&#8221; and I love how detailed it can be\u00a0<em>when I want it to be.<\/em> But sometimes,\u00a0it can be really useful to step in the other direction and try to strip away complexity\u00a0instead of adding more.<\/p>\n<p>GURPS is\u00a0like a microscope &#8212; the standard rules are 1x magnification, actual size. If I want to get a little more detailed &#8212; say, adding in the bleeding rules, or skills familiarity &#8212; that&#8217;s 2x magnification. <em>But<\/em>, I can still go even deeper, and explore dedicated books like Tactical Shooting or Social Engineering &#8212; 4x magnification. I&#8217;m sure there&#8217;s an atomic level magnification I simply haven&#8217;t discovered yet.<\/p>\n<p>And I&#8217;ve been wrapped in GURPS&#8217; warm, fuzzy embrace long enough to have had a lot of it seared into my gray matter. I may not remember friends&#8217; birthdays, or dentist appointments, but I do know that it&#8217;s -1 to parry with a knife, and -4 to try and hit an opponent&#8217;s hand. My home games never suffer from &#8220;rules stoppages,&#8221; having to grind the game to a halt to look something up, because I either already know the rule I need or know where it is on my <a href=\"http:\/\/www.themook.net\/gamegeekery\/my-gurps-gm-screen\/\">GM screen<\/a>.<\/p>\n<p>Having said all that, one of my gaming mottos (I have 23) is, <em>the rules don&#8217;t matter as much as the fun.<\/em><\/p>\n<p><!--more-->If a distant bad guy in a\u00a0game is running away and the party wants to stop him, does it <em>really<\/em> matter if the penalty to hit is -5 or -6? For some campaigns, yes, if the group is emulating a certain type of story and enjoys the specificity and crunch GURPS can bring. But for most one-shots, pick-ups, and convention games, it&#8217;s often better to use a more\u00a0&#8220;broad strokes&#8221; style, \u00a0a way to play that is simplified for the benefit of players who are just looking for a good time and not learning the intricacies of a rules system.<\/p>\n<p>Now, this can be done to the entire system. I mean, you can break GURPS down to its core\u00a0essence and put it back together in as tiny and freeform package as you like (such as the lovely and free\u00a0<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/ultra-lite\/\">GURPS Ultra-Lite<\/a>). That isn&#8217;t what I&#8217;m doing here. Most of GURPS is super easy because everything you need is right on the character sheet (or easy to remember). So, I usually keep things intact like the wounding modifiers, the maneuvers, the effects of HP loss, all that kind of stuff.<\/p>\n<p>All I&#8217;m changing here is skill resolution, particularly as relates to combat. In my experience, that is the main bottleneck, the thing that can slow down a game as the GM tries to tally together a whole mess of modifiers. GURPS loves modifiers as much as I do (which is to say, a <em>lot<\/em>), but for streamlined games it just doesn&#8217;t matter that a minor distraction is -2 and a major distraction is -3, or that a leg is -2 to hit but the groin is -3. I&#8217;d rather just say they&#8217;re all a -2 and call it a day.<\/p>\n<p>So, how to do that? The process for determining <strong>effective skill<\/strong> in GURPS, the number you need to roll against, is basically something like:<\/p>\n<h4>Base Skill + Maneuver + Target&#8217;s Size Modifier<\/h4>\n<h4>+ Postures + Range + Hit Location + A Ton of Other Stuff*<\/h4>\n<h4>= Effective Skill<\/h4>\n<p style=\"padding-left: 30px;\"><em>* (visibility, afflictions, footing, mounts&#8230; basically, everything else)<\/em><\/p>\n<p>Base Skill, Maneuvers, and Target&#8217;s Size Modifier don&#8217;t change. They are core concepts of the system and, more importantly, fairly simple to internalize and remember. That other stuff is what we&#8217;re going to streamline.<\/p>\n<h3>Postures<\/h3>\n<p>The table on p. 551 of the GURPS Basic Set shows the Attack and Defense modifiers for various postures a character might be in: -2, -3, or -4. To zoom out the microscope a bit, adjust GURPS&#8217; usual granularity, I&#8217;m going to (mostly) combine the Attack\/Defense modifiers, and limit the options to -2 or -4.<\/p>\n<ul>\n<li>Standing, 0 (the assumed default, no modifier)<\/li>\n<li>Crouching, -2 attack (normal defense)<\/li>\n<li>Kneeling or Sitting, -2<\/li>\n<li>Crawling or Lying Down, -4<\/li>\n<\/ul>\n<p>Simple changes, but they make the modifiers for Posture much easier to remember (or look up). You know the penalty is always either -2 or -4. The only real difference is that defending while Crawling or Lying Down is now harder by 1. I can live with that.<\/p>\n<p>If you really want to go nuts, either give Crouching no modifiers, like Standing, or give it a -2 penalty to defense, like Kneeling or Sitting. Either way, you&#8217;ve reduced the table down to just three simple lines.<\/p>\n<h3>Range<\/h3>\n<p>The wonderful Size and Speed\/Range Table is on p. 550, enumerating a great number of possible penalties for distance at very discrete levels. This table, too, can be streamlined way, way down. <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/action\/action2\/\">GURPS Action 2: Exploits<\/a> does this a bit (which is full of useful advice on streamlining!), but even the range bands on p. 31 are sometimes a bit too much for me. For one-shots, I usually use something like:<\/p>\n<ul>\n<li>Point-Blank (0-2 yards), 0<\/li>\n<li>Close (3-5 yards), -2<\/li>\n<li>Distant (6-10 yards), -4<\/li>\n<li>Far (11-20 yards), -6<\/li>\n<li>Very Far (21-50 yards), -8<\/li>\n<li>Extremely Far (51-100 yards), -10<\/li>\n<li>Sniper (100+ yards), -2 for every additional 100 yards (so, -12 for 101-200 yards, -14 for 201-300 yards, etc.)<\/li>\n<\/ul>\n<p>This keeps pace pretty close to the original table until it starts hitting Sniper ranges, but for games where the difference between a range of 1,000 yards and 2,000 yards is actually important&#8230; well, you probably wouldn&#8217;t be using a streamlined system like this anyway.<\/p>\n<p>For even less crunch, just get rid of the numerical distances and use the narrative of the story as a clue to the ranges. Is that bad guy\u00a0Close, or Very Far? For a lot of games, that&#8217;s plenty good enough. It doesn&#8217;t matter if the target is exactly 4 yards or 35 yards away, just whether he&#8217;s Close or Very Far.<\/p>\n<h3>Hit Location<\/h3>\n<p>Hit Locations are described in glorious detail on pp. 398-400, with modifiers of -2, -3, -4, -5, -7, and -9. Yep, you guessed it! We&#8217;re consolidating. Note that I&#8217;m not changing the <em>effects<\/em> of hitting various locations, just the modifier.<\/p>\n<ul>\n<li>Torso, 0<\/li>\n<li>Arm\/Leg, -2<\/li>\n<li>Hand\/Foot, Vitals, -4<\/li>\n<li>Head, -6<\/li>\n<li>Eye, -8<\/li>\n<\/ul>\n<p>Again, fairly minor differences. The Vitals are harder to hit by 1, the Eye is easier to hit by 1, and the separate Skull\/Face locations have been fused into a single Head location. But, the table is much easier to remember.<\/p>\n<p>If there are Hit Locations you like to use that aren&#8217;t on the table, just decide which line fits them best and add &#8217;em on in.<\/p>\n<h3>A Ton of Other Stuff<\/h3>\n<p>Okay, this is where I lose a lot of my fellow crunch-lovers. You may have read up to this point and thought, &#8220;Eh, not really my cup of tea, but I get it.&#8221; But this section is the step too far that may turn your thoughts to, &#8220;Heretic! You tie him to the stake, I&#8217;ll gather the kindling!&#8221;<\/p>\n<p>There are a <em>lot<\/em> of miscellaneous modifiers on pp. 547-549, covering a wide range of things like whether the attacker is retching, or attacking from an off-road vehicle, or it&#8217;s dark outside, or the target is on unsure footing. It would be a massive undertaking trying to streamline all of those fiddly bits.<\/p>\n<p>My solution? Ignore them.<\/p>\n<p>Well, not <em>ignore<\/em>, exactly. I still try to take things into account that would logically have an effect on a character&#8217;s skill use. But I try to look at the scene a bit more holistically, and choose a single overall modifier of +\/- 2, 4, 6, or 8 instead of trying to tally up all the constituent parts.<\/p>\n<p>Like, let&#8217;s assume a PC is attacking a ninja who is trying to kill him. The PC is on uneven gravel (-2), and one of the ninja&#8217;s smoke grenades has reduced visibility (-3). The PC is also using an unfamiliar sword (-2) he had to grab in a hurry. Calculating, his total modifier is -7.<\/p>\n<p>Or, I could look at the scene in its totality, realize that swinging someone else&#8217;s sword on rocky ground while smoke swirls around is pretty tough, and think, &#8220;Eh, let&#8217;s go with -6.&#8221;<\/p>\n<p>Now, I realize this is more art than science, is not very easy for new GMs, and flies in the face of one of GURPS&#8217; main strengths (optional detailed rules for a myriad of situations). But I really think for a lot of games, &#8220;close enough&#8221; and &#8220;in the ballpark&#8221; are good enough to keep the story moving and the imaginations purring.<\/p>\n<p>The Task Difficulty explanations on pp. 345-346 can be of great help with this, but if this is, indeed, a step too far, simply leave\u00a0the &#8220;A Ton of Other Stuff&#8221; category unchanged along with Maneuvers and Size Modifiers. Even making just the minor changes to Posture, Range, and Hit Location will speed up a game&#8217;s flow quite a bit.<\/p>\n<p>Note that the\u00a0previously posted <a href=\"http:\/\/www.themook.net\/gamegeekery\/series\/quick-start\/\">Quick-Start Character Creation<\/a> and <a href=\"http:\/\/www.themook.net\/gamegeekery\/series\/quick-play-adventures\/\">Quick-Play Adventures<\/a> series both\u00a0play very nicely with this kind of streamlining of the rules.<\/p>\n<p>Here is a quick and dirty <a href=\"https:\/\/www.themook.net\/gamegeekery\/?ddownload=2553\" title=\"page of the tables\" rel=\"nofollow\" class=\"ddownload-link id-2553 ext-pdf\">page of the tables<\/a> for use as a simplified GM screen.<\/p>\n<p>&nbsp;<\/p>\n<p>And that, my fellow GURPies, is what I like to call, &#8220;Just winging it.&#8221;\u00a0I hope you enjoyed the read, and would love to hear your thoughts\/opinions\/suggestions in the comments below (or <a href=\"http:\/\/www.themook.net\/index.php?id=contact\">elsewhere<\/a>).<\/p>\n<p>See ya next week!<\/p>\n<p><em>If you enjoyed this post and others like it, might you consider the <\/em><a href=\"https:\/\/www.patreon.com\/TheMookNet?ty=h\">Game Geekery Patreon<\/a><em>?<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Happy Thurpsday, folks! Today&#8217;s musings and random neuron misfirings are about\u00a0streamlining GURPS at the table, while you&#8217;re running it. It is known, far and wide, that GURPS is &#8220;mah jam,&#8221; and I love how detailed it can be\u00a0when I want <a class=\"mh-excerpt-more\" href=\"https:\/\/www.themook.net\/gamegeekery\/streamlining-gurps\/\" title=\"Streamlining GURPS\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":2,"featured_media":2443,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5,3,6],"tags":[],"series":[28],"class_list":["post-2290","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gming","category-gurps","category-rpgs","series-streamlining-gurps"],"_links":{"self":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2290","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/comments?post=2290"}],"version-history":[{"count":29,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2290\/revisions"}],"predecessor-version":[{"id":2556,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2290\/revisions\/2556"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/media\/2443"}],"wp:attachment":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/media?parent=2290"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/categories?post=2290"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/tags?post=2290"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/series?post=2290"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}