It is my opinion and experience that if you're going to modify the combat system, and you want players to take advantage of that system, then you need to provide them with a solid understanding of the new rules you have included. Ideally, this should be a single A4 piece of paper with a distillation of all your roles in one place. It doesn't have to exhaustive, but it should be enough that all the players' options are clear, and you have a master document available at your finger tips.
It is the nature of such documents that they necessarily summarize a lot of published GURPS rules.. I don't believe that the cheat sheet I have produced is sufficient to play GURPS without GURPS, so I feel that it's fair-use, but it's not my intent to pirate SJGames material, to make it available without you paying, or to claim that I created them (I have compiled this list and it does include some house rules, but the bulk of it repeats work that is not mine). If SJGames disagrees, I will happily remove the document.
As I worked ahead on this topic, it came up that Tactical Shooting had a few rules that I found interesting as well, which I've included in this document but have not discussed previously. It'll come up soon enough, though, I promise.
You can read it here.
The point is to offer you, dear reader, an example of what such a sheet might look like, and to give those of you who want to play Psi-Wars, a quick-glance summary of what you can and cannot do.
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