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26

The reasons you list are all valid. There are additional real world/setting reasons people carry a pistol as opposed to a long gun. Legality: In some situations, such as under certain concealed carry laws in the US, is legal to carry a pistol, while it would be illegal to carry a rifle or shotgun. Appearances: Even when carrying openly it sends a ...


24

In terms of the GURPS part, assuming this is not for sale and just posted publicly on the Web, your use would be dictated by the Steve Jackson Games Online Policy. This allows you to make adventures and stuff but not things that require a restatement of the GURPS rules - so you'd want to be careful that your "fan book" doesn't do that. In addition, the ...


23

I ran a game where players had their spirits projected into the realms of the damned and they were damn1 glad to get out of there by the time they'd escaped. Wraith: the Oblivion is a game you should consider having a look at for ideas but there are several things (depending on your world) that can threaten those who are already dead. Insanity – There's ...


22

Start by talking about the characters as people, not as game pieces. Use the background of the game appropriately to give you ways to find out about them beyond game stats. Here are some examples of what I'm talking about: In modern games, I have given players job application forms to fill out for their characters (we were playing a superheroes-for-hire ...


20

According to "Introduction: Current Cross-References" (GURPS Thaumatology, p. 5), the book is designed to stand alone and doesn't need GURPS Magic. The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. If you are using the spell-magic rules from the Basic Set, then GURPS ...


16

I focused on copyright and cyberlaw when I obtained my JD, but I never took the bar because I knew I didn't want to practice law. So this is backround material, not legal advice, and I am not a lawyer. There are two legal areas to pay attention to here: trademark and copyright. Trademark was created to protect businesses from fraudsters trying to masquerade ...


14

You and @C.Ross make some very good points about why to use a pistol over a rifle. One additional reason is the capability to use Dual-Weapon Attack—B230 in Characters mentions that Dual-Weapon Attack (Guns (Pistol)) is learnable even in a realistic campaign (i.e. not cinematic). From personal experience (as a PC in 3-4 TL7 or TL8 GURPS 4E games), I ...


14

I been playing GURPS since 1987 and the basic combat of attack, defend, damage can indeed bog down for even moderately skilled players. In reality people have options to get around the defenses of a skilled opponent and for some added complexity GURPS can emulates these options. First off the players should not pair off with their opponents but should at ...


13

Thaumatology is a magic-system construction guide. You're very unlikely to be using the whole of the book in one campaign, any more than you'd be using all of Fantasy or Space Some of its advice is relevant to games with Magic-style spellcasting, other bits aren't. So the answer is "it depends on the sort of magic you want in your game". If you want ...


12

This is answered in the Official GURPS 4th FAQ 3.4.1.11.. A cloak is used like a shield – as implied by both the Cloak skill write-up and the cloak's listing under Shields (p. B287). It gives DB only when partly wrapped around one arm or held in one hand, and then used to brush incoming weapons aside (either on its own or by padding the hand enough to ...


12

TL3 combat usually takes time because attacks are relatively easy to defend against, and attacks are often not particularly deadly. Also, there is a lot of options, as usual. I would advise against making attacks more deadly, so let's take a look at other options. At TL3, both active and passive defenses are attainable and effective, but this might be tuned ...


12

You're pretty much correct there. A hit to the hand is a combat ender, and there isn't a lot you can do about that. However, there are a few things that you can do to help mitigate this, to some degree. One thing to remember, though, is that GURPS combat can pretty easily become a game of rocket tag. At higher point totals, most builds have one or two ...


11

On the one hand, the standard races work because they resonate with historical myths and the seminal works of the fantasy genre. They're also a convenient set of tropes and stereotypes; when you say "dwarven city", players immediately know what you're talking about and how it likely differs from a human city. Thus, they're useful for efficiently ...


11

Aiming at a hand that has a weapon, held item, or otherwise makes no difference to the penalties to hit that hand. The only exception to this are shields, which incur an additional -4.(B399) The best way to avoid combat ending too abruptly is to use Parry/Block/Dodge and retreat as needed to avoid being hit all together. If needed, couple this with a ...


10

Using only Basic, the only combat reasons I can come across are: The ability to use two pistols at the same time, The ability to draw another pistol instead of reloading, and The penalty in the form of bulk in CQB (B391) With Gunslinger, you get the ACC bonus of 1H weapons without the need to aim (B58) Depending on situation and campaign, pistol ammo can ...


10

Edit: I've been informed that High Tech goes up to TL8, and Ultra Tech starts at TL9... I assume that the 4e version differs from the 3e version in that respect. Modern technology is Tech Level 7; near-future would be TL8 technology. If you want a very-near-future campaign, you might mix TL7 technology with elements from TL8 (organ transplant, bionic ...


10

I'd borrow heavily from Night's Black Agents here. What you're running is a thriller, where the PCs are, in a way, in the position of Jason Bourne. Very capable on their own, but outclassed by an enemy that keeps coming out of nowhere, and if they show up with great numbers, it's all over. First piece of advice: have a scene where some capable bystanders ...


10

What you're running into is a problem with tactics, not the rules. If there are two characters that are near eachother, but not adjacent, then you are correct that if the faster combatant moves in close, they will be attacked first. However, they don't have to take the Move or Move and Attack action to get the first strike. Instead, take the Wait action. ...


9

If you want your NPCs to get busy dying, make liberal use of All-Out Attacks (both to make them more immediately threatening to the players and to avoid those pesky defense rolls) and fiat that unimportant NPCs will automatically fail rolls to stay conscious so they should drop once their turn comes up and they're at 0 hp or fewer. I'd also recommend just ...


9

Yes, Nightcrawler can escape from the webs by teleporting. Binding only prevents Move, Change Posture, and facing changes. It doesn't prevent anything that it doesn't mention: it doesn't prevent attacking from inside the webs, seeing out, or using powers such as Warp.


8

You may want to check out the Transhuman Space books. Very different feel from the Ultra-Tech / Space. Although some of the pieces of technology are high-tech, it feels a lot more realistic than the Space / Ultra-tech options. As far as I know, Transhuman Space is 3e.


8

Start with templates. It's OK, really. Even coming from a class-race system they will still expect a lot of options at character creation and as their characters progress, and that's when they will start dipping their toes into the deep waters of GURPS' point-buy possibilities. The key is that they will be able to engage with the range of possibilities free ...


8

You would use both, but potentially a modified Size Modifier. While Kromm does say that they had intended for SM to apply to melee combat but basically left it out of a number of places making it confusing, the best answer to this may be from this subsequent addendum in the GURPS 4e FAQ (similar to the GULLIVER approach): 3.4.2.23 How do I apply Size ...


8

It might be possible to reconstruct a couple of basic words through cryptographic analyzation. But that most certainly would be the work of months or years and not something do to within minutes or hours. Best chance would be to figure out some gramatic rules, but it would probably be impossible to learn the meaning of nouns or verbs. You might even be able ...


7

There is no answer to this because GURPS is not in the business of telling you how "the world" works—there is no default "the world" in GURPS. You provide the world(s) and your own laws of magic, GURPS steps in with rules you can use to represent those. How do you want this to work? Okay, now that is how it works.


7

It seems like no, an unwilling subject can't resist an Illusion Disguise spell. Pages 13–14 describe Resisted Spells, but unlike some spells that have a target (e.g., mind control spells), Illusion Disguise does not have a Resistance note. That said, if you're the GM and your world's magic works in such a way that you think the target should be able ...


7

This can only be done with an unarmed attack (which may mean an off hand if you're doing this while otherwise armed), by grabbing the weapon directly and attempting to wrench it away from them. The procedure is short and detailed on B370 under "Grabbing": a called shot that, if successful, is followed by a ST contest. The defender defends normally, for which ...


7

The line you're looking for is here: This has 1/2D 25, Max 50, Acc 1. This describes how you aim the spell. The "1/2D" stat is the number of yards that you can shoot the spell at before it does half damage. In this case, the Fireball does full damage if you shoot a target within 25 yards. The "Max" number is the maximum range of the spell. If you ...


6

How hit locations are determined is covered in detail on pages 398–401, "Hit Location". To summarise: Every controlled attack must be aimed at a hit location, with a default of the torso if no declaration is made. Hit locations aren't optional rules – Rule Zero notwithstanding of course. Every hit location carries a penalty to hit, although the default ...


6

You want to use the Ritual Magic system found on page 200 of GURPS Magic. The features of the system are There is a base skill for example Thamuatology Each college of GURPS Magic is a IQ/VH skill defaulting off of the base skill. A college skill can't be raised higher than the base skill. Individual spells default off the college skill at a default ...



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