628 reputation
312
bio website huyderman.com
location Oslo, Norway
age 32
visits member for 3 years, 7 months
seen Apr 25 at 9:47

Been playing and GMing roleplaying games since the start of the 90's, and played a variety of games over the years. Current poison of choice is GURPS, but also run other system which strike my fancy. Been an MIB for Steve Jackson Games since 2005, and is currently Cell Leader for the Norway Cell.


Mar
28
awarded  Yearling
Mar
28
awarded  Yearling
Feb
7
awarded  Nice Question
Apr
25
comment Option: Trading Energy for Speed and Skill (GURPS Thaumatology) with high skill
@Yolgie Rewrote the answer, expanding it and removing the incorrect statement about high effective skill having no benefit.
Apr
25
revised Option: Trading Energy for Speed and Skill (GURPS Thaumatology) with high skill
Rewrote the answer, emphasising the option shouldn't be read as gospel.
Apr
25
comment Option: Trading Energy for Speed and Skill (GURPS Thaumatology) with high skill
@Yolgie Good point. I was certain the energy cost reduction was based of effective skill, it is in fact based of base skill.
Apr
24
answered Option: Trading Energy for Speed and Skill (GURPS Thaumatology) with high skill
Mar
28
awarded  Yearling
Mar
13
answered Can a cat familiar open a potion bottle by itself?
Jan
17
awarded  Nice Question
Jan
10
awarded  Announcer
Jan
9
comment What system would best capture the style and feel of TMNT mechanically?
@WesleyObenshain GURPS does lend itself to crunchy detailed combat, which can be quite slow. However, if you are strict with which subset of the rules you use, you can significantly speed things up. I've played in games where combat have felt very drawn out, but also ones where the action has been fast and furious. The biggest problem is novice GMs trying or allowing too many of the optional rules. Using the guidelines in Action I mentioned helps a lot. The best approach is start simple, and only introduce extra rules when you know the system well.
Jan
6
comment What system would best capture the style and feel of TMNT mechanically?
I just want to emphasize that GURPS is a DIY system. It can handle most genres and settings pretty well, depending on which parts you choose to use. GURPS Action is do a lot of this work for you, providing you with a premade campaign framework and guidelines for which rules to use and avoid for capturing a certain feel of game.
Jan
6
comment What system would best capture the style and feel of TMNT mechanically?
@Pureferret GURPS handles most genres pretty well, and is well suited to dark gritty campaigns. Being a generic game, it doesn't force any particular feel to the campaign, and it really depends on which knobs and switches you turn and how you play. There are also several optional rules which can give stunt like effects, such as the "Buying success". Action suggests a few of these. Also, all templates in the Action includes the luck advantage, which gives rerolls.
Jan
6
answered What system would best capture the style and feel of TMNT mechanically?
Jan
6
answered How do you come up with attribute values and skills for your NPCs
Jan
6
comment How do you come up with attribute values and skills for your NPCs
I just want to add, there is such a thing as too much preparation too. Focus on getting the most important bits prepared beforehand, but you can leave some things fuzzy. While it's important to know the primary stats and skills, or those relevant to the adventure, writing up every detail is overkill. E.g. Note that the NPC also has 2 other skills at a max level, or 4 at half-level, and pick them as needed. This also helps with npc reuse.
Jan
5
awarded  Critic
Jan
5
accepted Anyone know of a good generic moral/alignment tracking system?
Jun
17
answered Weapon that does 5 damage vs. one that does 1d10 damage: What characteristic of the weapons causes this difference?