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| GURPS Action! |
Previously, we grabbed a few core elements from Space and Ultra-Tech and used them to rapidly prototype our campaign, and according to our playtest, it worked! We have a pretty functional game. You can sit down and run Psi-Wars as written.
But I prefer something with a little more detail. Many aspects of the characters feel off. The space knight isn't very Jedi-like, and our heroes aren't as heroic as I would like. Morever, I find that the ideal design for a campaign is a
campaign framework. Works like Dungeon Fantasy, Action and Monster Hunters really drill down on the rules that matter to them, build their templates and their rule-sets around that.
For the next phase, I'd like to do the same for Psi-Wars. I want to focus on our core activity, pull out the various niches appropriate for that core activity, and then figure out how best to express that in both rules and character. I'd want templates, focused mechanics, and unique rules.
Now, the proper way to do this would be to dig through piles of books that use the rules that we want: Martial Arts, Gun Fu and Technical Shooting for the combat rules, Mass Combat for the mass combat rules, Spaceships for the space fighter rules, Campaigns for things like dangerous planetary environments or picking locks or detecting danger. But that would take far too long for the purposes of Psi-Wars, which is supposed to be a study in
quick campaign building. So we need something we could steal from.
What other GURPS work focuses on cinematic action involving combat, infiltration and exfiltration, espionage, military-scale combat and commando missions? Oh, I know:
GURPS Action. There are two books GM veterans always end up recommending to people: the first is GURPS Powers, and the second is
GURPS Action 2: Exploits. In my experience, a significant portion of the gaming populace just wants to run games that resemble the action movies that they enjoy in the theater, and Star Wars is no exception. While I don't believe that Action is ideal for running every type of game (Dungeon Fantasy and Monster Hunters are distinctly different, and a hypothetical, Star Trek-inspired Captain-and-Crew game would also feel different), but it'll certainly work for our Psi-Wars.
So, all we need to do is comb through GURP Action 2: Exploits and see where our campaign needs to differ. I've done so below (It's after the jump. There's a "Read more!" in case you miss it, as this is a long intro post), but I've also included a "tl;dr" for those of you who just want the results and want to get on with the game. I would recommend reading my notes, however, if you like this approach and want to apply it to other genres. "Like Action, but with X" describes many RPG genres, including cyberpunk, post-apocalyptic works in the milieu of Mad Max, the Assassin Creed series, and hypothetical fantasy works that focus more on cinematic action than on dungeon crawling. The differences I highlight below tend to be those based on setting assumptions and technologies, which are the same things that will differ in your version too.
The core results are this: Almost everything works exactly as described in Action. The main technological differences are noted below:
- Infrared Cameras (UT 60-61) replace normal cameras.
- Ultrascanners (UT 66), usually set
to automatically search for either life signs or power signatures.
It may have a profile system and sound an alarm when it detects
someone not on that “white list.” These replace most of your security systems.
- Ultrascan Portals (UT 104) replace most search procedures.
- RF Bug Detector (UT 106) are used for bug-hunting.
- Cuff Tape (UT 107) replaces zip-ties.
- Electronic Cuffs (UT 107) replace cuffs.
- Neuronic Restraints (Agony option)
(UT 108) also replace cuffs and augment torture.
- Power Dampers (UT 108) also replace cuffs for our psionic characters.
- Verifier Software (UT 106) replace polygraphs.
- Privacy Field (UT 106) defeat eavesdropping attempts.
- Add Neural Disruption Field (Agony option)
(UT 103), Rainbow Laser Fences (UT 101) in the
“Open” configuration, and Nerve Poison and Sleep Poison (both UT 161) to the trap options.
- Plasma charges (UT 88) replace most explosives, and are improvised using power cells and the Electrician skill
- Mechanical locks do not exist.
- Crediline(UT 205) replaces truth serum.
- A generic "Tracer" device replaces all of the various bug and tracker options.
- A EM grapnel with a balloon piton replaces most climbing technology ("Look, ma, a tow cable!")
- Insertion happens on foot, by ship, by shuttle, by vehicle, by scuba/submarine, or by orbital insertion with drop capsule or stealth capsule (UT 232)
- Beam Weapons replace Guns
- Hacking rules replace most intercepts (and are mostly done by robots, so we don't have to fuss with it)
A few skills gain greater importance:
- Ignore Forensics references. Psi-Wars isn't that subtle.
- Favor Intelligence Analysis over Criminology
- Favor Research over Computer Operations (which has its own
role)
- Technological challenges are more often the domain of robots
than humans.
- Engineering (Starships) is to starships what Architecture is to buildings.
- The primary “Getting around” skills are Piloting
(Contragravity or Starship), Hiking, Running, Swimming, Scuba,
Parachuting and Navigation (Hyperspace)
Beyond this, almost all rules remain the same.
Note: If you want to follow this iteration, it might be useful to invest in the
GURPS Action series. I'll come back to it quite often throughout Psi-Wars. It's also one of the best campaign frameworks out there.