{"id":2472,"date":"2016-01-21T13:48:17","date_gmt":"2016-01-21T21:48:17","guid":{"rendered":"http:\/\/www.themook.net\/gamegeekery\/?p=2472"},"modified":"2017-05-04T14:54:22","modified_gmt":"2017-05-04T21:54:22","slug":"streamlining-gurps-part-2","status":"publish","type":"post","link":"https:\/\/www.themook.net\/gamegeekery\/streamlining-gurps-part-2\/","title":{"rendered":"Streamlining GURPS, Part 2"},"content":{"rendered":"<p>Happy <em>Thurpsday<\/em>, and welcome to another weekly dose of GURPS-y goodness!<\/p>\n<p>Today I&#8217;d like to share a few more thoughts on streamlining your games to go along with <a href=\"http:\/\/www.themook.net\/gamegeekery\/streamlining-gurps\/\">last week&#8217;s post<\/a>\u00a0and <a href=\"http:\/\/www.themook.net\/gamegeekery\/streamlining-combat-with-tokens\/\">some<\/a> <a href=\"http:\/\/www.themook.net\/gamegeekery\/more-tokens-in-combat\/\">of<\/a> <a href=\"http:\/\/www.themook.net\/gamegeekery\/fate-points-in-gurps\/\">the<\/a> <a href=\"http:\/\/www.themook.net\/gamegeekery\/gurps-and-fate-two-sides\/\">others<\/a>\u00a0I&#8217;ve posted previously.<\/p>\n<p>First, let&#8217;s talk about NPCs, particularly those of the &#8220;Kill the PCs!&#8221; type.<\/p>\n<p>Player Characters in GURPS are, generally, made of pretty stern stuff. They have HT rolls to avoid unconsciousness and death, a full menu of maneuvers available to them, and even &#8220;Extra Effort&#8221; options they can use by spending FP (pp. 357).<\/p>\n<p>It&#8217;s important to remember that not all NPCs are created equal. I tend to break enemy combatant NPCs into four broad categories:\u00a0Fodder, Seasoned, Lieutenant, and Boss.<\/p>\n<p><!--more-->A common way to tweak these categories of bad guys is by varying their gear &#8212; so, Fodder get leather scraps for armor and pointy sticks, Seasoned get sturdy armor and weapons, Lieutenants get good armor and weapons (often at the PCs&#8217; level), and Bosses get enchanted plate and man-portable mini-guns (sometimes in the same game). You can also adjust their attributes and skills to reflect their threat, power, and experience.<\/p>\n<p>Let&#8217;s not overlook, though, the fact that\u00a0<strong>not all rules have to apply to all characters.<\/strong> The PCs themselves will all, presumably, be utilizing the same rules, the baseline of the campaign (though, some characters may use rules that others don&#8217;t, like a lone wizard in a group of warriors). But for NPCs, that doesn&#8217;t have to be the case. There is no reason the Fodder Kobolds on Level 1 of the dungeon need to be making HT checks all the way down to -5xHT; it&#8217;s just more work for the GM for no real return in improving the game.<\/p>\n<p>I&#8217;d recommend something like:<\/p>\n<ul>\n<li><strong>Fodder:<\/strong>\u00a0Go down automatically at 0 HP. Almost always use &#8220;All-Out Attacks,&#8221; leaving them with no active defenses. Attack the torso only. No Deceptive Attacks or Rapid Strikes, and no Extra Effort.<\/li>\n<li><strong>Seasoned:<\/strong> Can make HT checks to avoid unconsciousness down to -HP, but then go down automatically. \u00a0Can use any maneuver except Committed Attack, Defensive Attack, Evaluate, and Feint. Occasionally target non-torso locations, usually the arm or leg. Can make Deceptive Attacks or Rapid Strikes, but no Extra Effort.<\/li>\n<li><strong>Lieutenant:\u00a0<\/strong>Use the same rules as the PCs, except for Extra Effort.<\/li>\n<li><strong>Boss:<\/strong> Can do anything a PC can do, including use Extra Effort.<\/li>\n<\/ul>\n<p>Thus, when fighting nameless hordes of Fodder Orcs, they go down quick and fight with only basic moves; but when you reach the Boss&#8217;s Lieutenants, they&#8217;re a lot harder to put down, and they have a lot of tricks up their own sleeves.<\/p>\n<p>Second, and related to this,\u00a0is the fact that any given GURPS game does not have a single &#8220;rules spectrum&#8221; (as mentioned <a href=\"http:\/\/www.themook.net\/gamegeekery\/streamlining-gurps\/#comments\">last week<\/a> by commenter <em>Mailanka<\/em>). We know that GURPS can be simply adjusted from &#8220;fluffy and quick&#8221; (Wildcard skills) to &#8220;crunchy and slower&#8221; (skills with specializations and non-Basic Set supplements), but those decisions don&#8217;t have to affect the <em>whole<\/em> game, just certain parts.<\/p>\n<p>In other words, just because your game is about a Special Forces squad and you&#8217;re using a ton of optional combat rules doesn&#8217;t necessarily mean you will be using an equal number of optional rules for things like interpersonal dealings with NPCs and social engineering.<\/p>\n<p>Below are a few areas on which a GM might increase or decrease focus, depending on the sorts of things the group finds fun. The Basic Set often gives options for tweaking these areas, but I&#8217;ve also included some books outside the Basic Set for when you want even <em>more<\/em> focus on a particular area. The list is not exhaustive (in particular, I didn&#8217;t mention any of the fantastic issues of <a href=\"http:\/\/www.sjgames.com\/pyramid\/\">Pyramid<\/a> that have been published), but should some give some ideas and inspiration.<\/p>\n<ul>\n<li><strong>Character Creation\/Points:<\/strong>\u00a0Looking at ways of streamlining character creation and\/or how they interact with the game world.<strong>\u00a0<\/strong>(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/templatetoolkit1\/\">Template Toolkit 1: Characters<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/power-ups\/power-ups5\/\">Power-Ups 5: Impulse Buys<\/a>,\u00a0<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/power-ups\/power-ups7\/\">Power-Ups 7: Wildcard Skills<\/a>)<\/li>\n<li><strong>Cities: <\/strong>Games with a heavy focus on urban areas may benefit from the more in-depth look provided by&#8230;\u00a0(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/citystats\/\">City Stats<\/a>)<\/li>\n<li><strong>Combat:<\/strong> As usual, this is the biggie. I and many, many others have discussed at great length ways of customizing GURPS combat to your tastes. Beyond the Basic Set, there are numerous books expanding the combat rules.\u00a0(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/martialarts\/\">Martial Arts<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/MartialArts\/technicalgrappling\/\">Martial Arts: Technical Grappling<\/a>,\u00a0<em>\u00a0<\/em><a href=\"http:\/\/www.sjgames.com\/gurps\/books\/action\/action2\/\">Action 2: Exploits<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/action\/action3\/\">Action 3: Furious Fists<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/gunfu\/\">Gun Fu<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/tacticalshooting\/\">Tactical Shooting<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/masscombat\/\">Mass Combat<\/a>)<\/li>\n<li><strong>Gear and Technology:<\/strong>\u00a0Beyond the rules in the Basic Set (including things like Gadgeteering), there are many books dedicated to gear and technology.<strong>\u00a0<\/strong>(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/Bio-Tech\/\">Bio-Tech<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/fantasy-tech\/fantasy-tech1\/\">Fantasy-Tech 1<\/a>,\u00a0<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/high-tech\/\">High-Tech<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/loadouts\/lowtecharmor\/\">Loadouts: Low-Tech Armor<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/loadouts\/monsterhunters\/\">Loadouts: Monster Hunters<\/a>,\u00a0<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/low-tech\/\">Low-Tech<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/instantarmor\/\">Low-Tech: Instant Armor<\/a>,\u00a0<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/psi-tech\/\">Psi-Tech<\/a>,\u00a0<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/Ultra-Tech\/\">Ultra-Tech<\/a>)<\/li>\n<li><strong>Magic: <\/strong>If your game includes any kind of spellcaster, whether PC or NPC, these products expand the scope of the magic rules found in the Basic Set.\u00a0(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/magic\/\">Magic<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/thaumatology\/\">Thaumatology<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/ritualpathmagic\/\">Thaumatology: Ritual Path Magic<\/a>)<\/li>\n<li><strong>Powers and Psi: <\/strong>Same for characters with crazy powers that aren&#8217;t magic-based.\u00a0(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/powers\/\">Powers<\/a>,\u00a0<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/supers\/\">Supers<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/psioniccampaigns\/\">Psionic Campaigns<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/psionicpowers\/\">Psionic Powers<\/a>)<\/li>\n<li><strong>Organizations: <\/strong>If groups and organizations are important in your game world, these books go beyond the Basic Set.\u00a0\u00a0(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/boardroomandcuria\/\">Boardroom and Curia<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/dungeonfantasy\/dungeonfantasy17\/\">Dungeon Fantasy 17: Guilds<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/pullingrank\/\">Social Engineering: Pulling Rank<\/a>)<\/li>\n<li><strong>Social Interactions: <\/strong>If your game puts a strong focus on things like reaction rolls, dealing with NPCs, intrigue and &#8220;verbal combat,&#8221; this is the book for you&#8230;<strong>\u00a0<\/strong>(<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/socialengineering\/\">Social Engineering<\/a>)<\/li>\n<li><strong>Spaceships:<\/strong>\u00a0This series details a wide array of spacecraft and\u00a0optional rules for using them. (Series begins with <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/spaceships\/spaceships1\/\">Spaceships<\/a>)<\/li>\n<li><strong>Streamlining:<\/strong> These three GURPS lines all contain excellent general advice for ways of streamlining play in their respective genres. (<a href=\"http:\/\/www.sjgames.com\/gurps\/books\/action\/\">Action<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/dungeonfantasy\/\">Dungeon Fantasy<\/a>, <a href=\"http:\/\/www.sjgames.com\/gurps\/books\/monsterhunters\/\">Monster Hunters<\/a>)<\/li>\n<\/ul>\n<p>So, a game focused on&#8230;<\/p>\n<p style=\"padding-left: 30px;\">&#8230;a modern SWAT team might include rules from <em>Tactical Shooting<\/em> and <em>Social Engineering: Pulling Rank<\/em>.<\/p>\n<p style=\"padding-left: 30px;\">&#8230;a fantasy mercenary army might include rules from\u00a0<em>Mass Combat<\/em> and\u00a0<em>Low-Tech<\/em>.<\/p>\n<p style=\"padding-left: 30px;\">&#8230;a group of minor nobles at the Court of Versailles might include rules from <em>Boardroom and Curia<\/em> and <em>Social Engineering<\/em>.<\/p>\n<p>&#8230;and so forth.<\/p>\n<p>GURPS can be endlessly tweaked and customized to make it exactly the system you need for the game you want. I hope this has given you some good ideas for streamlining your own games &#8212;\u00a0<a href=\"http:\/\/www.themook.net\/index.php?id=contact\">let me know<\/a>!<\/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, and welcome to another weekly dose of GURPS-y goodness! Today I&#8217;d like to share a few more thoughts on streamlining your games to go along with last week&#8217;s post\u00a0and some of the others\u00a0I&#8217;ve posted previously. First, let&#8217;s talk <a class=\"mh-excerpt-more\" href=\"https:\/\/www.themook.net\/gamegeekery\/streamlining-gurps-part-2\/\" title=\"Streamlining GURPS, Part 2\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":2,"featured_media":2484,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5,3,6],"tags":[],"series":[28],"class_list":["post-2472","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\/2472","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=2472"}],"version-history":[{"count":13,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2472\/revisions"}],"predecessor-version":[{"id":3981,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/posts\/2472\/revisions\/3981"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/media\/2484"}],"wp:attachment":[{"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/media?parent=2472"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/categories?post=2472"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/tags?post=2472"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.themook.net\/gamegeekery\/wp-json\/wp\/v2\/series?post=2472"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}