My (dim) recollection of Ars Magica chargen is that some mage concepts seemed a lot easier to build than others, in that the point costs for things encouraged some things over others that didn't seem right to us. I remember no specifics though.I dunno. I've never experienced character generation in GURPS as all that onerous. It seemed to take twice as long in Ars Magica, and then the results were less than satisfactory.
Spaceships are worse than vehicles.or build a vehicle. OMFG
Understood. My point is that nearly all GURPS games run fine without using the vehicle design system. To prove this, 4th ed. has been current for eighteen years with no vehicle design system. That monster is not even part of GURPS these days.
But how much understanding do you need before you know that you can get by without a lot of stuff?None of that stuff is mandatory the way it is in other high-crunch systems. You can quite easily get by without half the combat maneuvers, remove hit locations altogether, etc. I played in a zombie apocalypse game a few years ago where we ignored hit locations except for head shots on zoms, which necessarily was the only reliable way to kill them, and even that selectiveness worked fine. This is the sort of thing I was talking about earlier about starting with something that's crunchier than what you want and then paring it down to what your players like and your GM can handle.
But how much understanding do you need before you know that you can get by without a lot of stuff?
Oh, I knew what you were most likely referring to. However, that's for an edition that hasn't been current for almost twenty years now.
Here's what High-Tech for GURPS 4e has for a couple of flying boats:
View attachment 47258
Note how little is game mechanics and stats.
EDIT: I'm not disagreeing about the complexity of the VE2 rules, BTW. I'm just arguing that they aren't expected these days.
I ran GURPS back in 2nd and 3rd edition. It was easy then. The basic rules were up front, and you had to dig into the advanced rules to get to the stuff like hit locations or tracking blood loss. The clear modularity was part of the selling point of the game. It's not surgery, like trying to remove Feats from D&D 3E. GURPS is Lego, and GURPS Vehicle is Lego Technic Set that I never owned. I mostly stuck to the Duplo side of the pool.But how much understanding do you need before you know that you can get by without a lot of stuff?
I ran GURPS back in 2nd and 3rd edition. It was easy then. The basic rules were up front, and you had to dig into the advanced rules to get to the stuff like hit locations or tracking blood loss. The clear modularity was part of the selling point of the game. It's not surgery, like trying to remove Feats from D&D 3E. GURPS is Lego, and GURPS Vehicle is Lego Technic Set that I never owned. I mostly stuck to the Duplo side of the pool.
Exception-based design is interesting from a perceived-crunch perspective. Because so many of the rules are hidden away in feat, spell, and skill descriptions, and group can get started on a game easily enough but soon get buried as character abilities pile up.
And yes, I am talking about my experience running D&D 3E.
Fourth edition mitigates the IQ issue by making it cost 20 points per point and spinning willpower and perception off at 5 points per point each.
4e doesn't have a vehicle design system. It has a spaceship design system that can be hacked to do an 'okayish' job with some vehicles, but this system is simpler than the 3e Vehicles. You may be confusing late-3e Vehicles with 4e, and comparing that to the various earlier 3e systems.These were the times where i'd push back at folks who said they could never get into GURPS because it was too crunchy. Meanwhile they were hip deep into DnD 3e or Pathfinder 1e. My mind stuttered to stop every time over that one.
Edit: Also I prefer the older GURPs Vehicles and systems regarding that. GURPS 4e just went overboard. I used to run GURPS Car Wars off as a break from running my fantasy based GURPS Thieves' World campaign. I was fond of the Road Warrior feel of Car Wars. hehe. I liked those old vehicle design systems much better than the new ones. :/
Actually, those other damage types (peircing, etc.) already existed in 3e, they just weren't categorised. Bullets in 3e did crushing damage, but had modifiers for bullet size, special rules for vitals hits and blow-through, and so on. 4e streamlined and codified this is all. Also, hit locations in the basic set have changed little from 3e.I keep wanting to ask Sean Punch, did you really need four or five different @#$@#!% impales? You all had it down to a nice Cutting, Crushing and Impaling. Now? You've added four mor types of Impale with the Piercings! Was that really fucking necessary? The body hit location used to be so streamlined and easy to read as well. Now it's like it's trying to be a medical anatomy figure.
Armour piercing arrows use them, and I suspect that removing piercing and then adding back in rules for AP arrows would end up at about the same level of complexity and word-count.Edit: I got the reason why the wanted those piercing mechanics as an option for some genres but I truly feel that they should have remained an option one of the source books versus in the core book two books when your basic Impale worked just freaking fine.
Second Edit: Even Dungeon Fantasy has them and it's a freaking fantasy game not high ur ultra tech based.
That would be another example of exception-based rule design concealing the crunch level.Actually, those other damage types (peircing, etc.) already existed in 3e, they just weren't categorised. Bullets in 3e did crushing damage, but had modifiers for bullet size, special rules for vitals hits and blow-through, and so on. 4e streamlined and codified this is all. Also, hit locations in the basic set have changed little from 3e.
Armour piercing arrows use them, and I suspect that removing piercing and then adding back in rules for AP arrows would end up at about the same level of complexity and word-count.
I suppose it was/would be. I don't think it's a great way to do things in GURPS though, for a couple of reasons. Firstly, in this case, the basic rules are supposed to be multi-genre, so guns and thus bullet damage needs to be in the basic rules and making them a special exception just clutters everything up for everyone except those not using guns at all. Secondly, because of GURPS' chargen system a massive amount of the crunch is front-loaded anyway, so concealing some of it in special exceptions isn't going to help that much anyway (in my opinion).That would be another example of exception-based rule design concealing the crunch level.
It definitely served a need that D&D and WoD didn't at the time. Pyramid was a great magzine in the '90s too. Chaosium was sleepy through a lot of the '90s too, so there wasn't much that was new on the BRP front.GURPS was very much the 90's gaming alternative lifestyle.
Yeah, to be clear, I didn't mean that as an insult at all.It definitely served a need that D&D and WoD didn't at the time. Pyramid was a great magzine in the '90s too. Chaosium was sleepy through a lot of the '90s too, so there wasn't much that was new on the BRP front.
I didn't take it that way. I was just agreeing. I worked in a game store through much of the '90s, and GURPS was a steady product line.Yeah, to be clear, I didn't mean that as an insult at all.
(*there ARE a few IPs that I think GURPs reflects perfectly and so would be tempted to use it just to run those games - Star Trek (circa TNG/DS9-era) being one example)
The closest that I can think of at the moment in content if not quantity is the line of supplements for Mythras. However, as the pace of the RPG industry is much slower than in the 80s and 90s, it will be a very long time before it can catch up.We've talked about this before, but even though I've never ran GURPs and don't have any interest in doing so for the most part*, I have a substantial collection of GURPS 3rd edition sourcebooks, and I think that the hobby is poorer these days for not having a modern equivalent
(*there ARE a few IPs that I think GURPs reflects perfectly and so would be tempted to use it just to run those games - Star Trek (circa TNG/DS9-era) being one example)
Well, my argument is that crunchiness is a perception, and that perception is subjective. Now sure, in some cases we can make some objective measurements. And likely they would often be different from the perception. So crunch that the players don't see but the GM sees, creates differing perspectives between the player and GM. The GM's perspective is closer to the objective.I'm going to have to disagree. Whether a game "runs smoothly" or not is irrelevant to how crunchy the system is. Rolemaster runs exceptionally swiftly with a knowlegeable GM, with a great degree of the rules calculations front-loaded in character creation & advancement. That isn't an argumet againt the game being crunchy, as "crunchy" is not a description of how the game plays It's a description of the structure surrounding/underpinnig the game, and this can be objectivelly , if not measured (because the scale is certainly subjective, or at least informal) than evaluated and percieved.
Ghostbusters is objectivelly less crunchy than Star Wars just as Star Wars is objectivelly less crunchy than WoTC D&D. Anyone attmpting to debate that could only do so by redefining "crunch", and thus they are not participating in the same conversation.
The issue is not that the scale is objective, it's only that people need to reach a consensus on the factors inorming the scale. Once those are identified, it's nothing besides a straightforward exercize in categorization.
Well, my argument is that crunchiness is a perception, and that perception is subjective. Now sure, in some cases we can make some objective measurements. And likely they would often be different from the perception. So crunch that the players don't see but the GM sees, creates differing perspectives between the player and GM. The GM's perspective is closer to the objective.
As much work as that would be I’d like to see it done if only to show Phoenix Command isn’t the crunchiest game out there.You could devise a semi-objective measure of crunchiness. Pick a set of well-known games with a wide range of complexity and rank them in your preferred order of crunchiness. Then decide on a set of features that make a game crunchy, for instance:
* Word count of rule book
* Number of distinct types of resolution mechanism
* Number of rules that are exceptions to other rules
* Number of equations
* etc.
Based on your ranking, you can assign weights to the features you've settled on. Then when a new game comes along you can just do the calculations to discover that, say, Phoenix Command weighs in at a whopping 23.5 kilogurps but The Window barely rises above the milligurp range.
Spaceships are vehicles. The original GURPS Space, ship design system is very simple, if very limited. GURPS Spaceships book offers a simplified design system where you fill in hit locations and total mass but it's not bad, just limited in scope. GURPS Vehicles can certainly do spaceships.Spaceships are worse than vehicles.
There are modules on Fantasy Ground for RoleMaster although some of the heavy lifting math wise are during character creation.All this talk of crunch games makes me wonder why someone hasn't released a modern crunch heavy game that uses PCs or apps to handle the heavy lifting. Is that supplanted by video games?
Edit: I concede that some probably exist but I don't know about it
You could devise a semi-objective measure of crunchiness. Pick a set of well-known games with a wide range of complexity and rank them in your preferred order of crunchiness. Then decide on a set of features that make a game crunchy, for instance:
* Word count of rule book
* Number of distinct types of resolution mechanism
* Number of rules that are exceptions to other rules
* Number of equations
* etc.
Based on your ranking, you can assign weights to the features you've settled on. Then when a new game comes along you can just do the calculations to discover that, say, Phoenix Command weighs in at a whopping 23.5 kilogurps but The Window barely rises above the milligurp range.
I was being unclear. I am referring to someone designing a crunch heavy game with app assistance for complex task resolution, combat etc. baked into the system. Fans have been making software to assist with character creation and army lists for ages.There are modules on Fantasy Ground for RoleMaster although some of the heavy lifting math wise are during character creation.