628 reputation
312
bio website huyderman.com
location Oslo, Norway
age 32
visits member for 3 years, 5 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.


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
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.
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
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.
Jun
14
comment Is water/beverage included in Trail Rations?
On extended ocean-voyages, you usually added beer or rum to the water to make it palatable. Thus "grog" was born.
Jun
9
comment Has anyone produced a drop-in well-reasoned economy for a fantasy game?
IIRC, it was stated in oD&D that the economy and prices reflected a state of hyperinflation and scarcity due to adventurers introducing so much gold into the economy and buying up supplies, many not produced locally. Basically, the presence of adventurers disrupted the local economy.
May
21
comment Does anyone know a good system for building a city?
This supplement is primarly about how to stat a city in GURPS terms. It useful, but mostly if you're running a GURPS game and is closer to guidelines than a fully featured design system per see.
May
12
comment Transitioning from GM to Player; or how to recover from GM burnout
I feel I should also add that the new gm is running prewritten adventures, and haven't read the entire ruleset yet. He's also still leaning on me for handling a lot of the rules questions. Generally, he's not yet doing a lot of preparation and don't quite have the experience to "wing-it" properly.
May
12
comment Is it better with sparse or detailed pregen characters for a con adventure?
I should perhaps have rephrased the question a little. I am mostly interested what people have experienced worked well in a con situation. Having run several games over the years, I've tried both approaches, and have had success with both approaches.
May
12
comment Is it better with sparse or detailed pregen characters for a con adventure?
I think this answer really nailed what I sorta felt in my gut, but couldn't quite formulate.
May
12
comment From D&D3.5 to GURPS
"Dungeon Fantasy" is great, but the characters are equivalent to high-level characters in AD&D or D&D3.x (haven't played enough 4th ed. to compare). If you desire a more gritty low-level old-school feel, you can still use a lot of the material from DF, but build the characters at a lower point total, such as 150 points.
Apr
8
comment Practices to mitigate player characters' conflicting agendas
I want to stress that turning your campaign PvP, will increase tensions between players as well. I would only go down this path if the players are familiar enough with each other that they manage to separate character from player. If handled correctly, with players who can seperate character/player, this can be lots of fun as the players pit themselves against each other. But if they can't separate player/character, it may ruin the campaign and in worst case friendships...