Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Friday, 26 July 2024

Working on a Dungeon for the One Page Dungeon Contest

dungeon map

I’m currently working on a dungeon adventure for the One Page Dungeon Contest. Deadline is end of July.

I tested the adventure last weekend with two groups of kids. I think I made the giant mouse in room 1 a bit too strong. It almost killed the adventurers. Both groups didn’t have much trouble stealing a book from a dragon in room 7, though.

I first thought about using Das Schwarze Auge for play testing the adventure, the ruleset which got me into roleplaying, but then decided to give GURPS another try.

It took me a couple of days to re-read the rules.

I really like the game, it gives you a lot of creative freedom and the core rules are clear and simple.

The risk with GURPS is, of course, to get lost in the vast amount of information offered. Something which can also happen in real life. 😂

So last weekend I managed to run two role playing games with GURPS Lite without getting lost and we had lots of fun.

Tuesday, 9 July 2019

Some help needed writing an RPG adventure for 3 kids

cookie island


I'm on a small island in the Aegean sea. It's a volcano and looks like this cookie. We are here for three weeks because of my wife's work. She is teaching screenwriters how to pitch their scripts.

Between 1 PM and 5 PM it's so hot, you shouldn't go outside. After that I go to a pool with the kids. It's next to a cliff, ten meters above the sea. There's not much there to protect you from falling down, besides a cable and a rusty shower. On the other side: a wall, a fence, some beautiful flowers, red and pink. Behind that: the noisy street and a hotel.

The water is heated by the volcano and leaves thick orange stains on clothes and googles. The music is loud and cheap, but somehow relaxing. While my children are swimming in the pool or floating around in safety buoys, I'm drinking some kind of mocha - έναν ελληνικό γλυκό παρακαλώ - which the waiter prepares with great care, and look at another island which is slowly but entirely being removed with excavators, trucks and ships. This fills me with melancholy because I’m conservative at heart.


I'm sitting next to the pool and read Principia Apocrypha and Gurps Light. (I forgot how complicated role playing games are, if you are out of practice.) I want to write a simple cavern adventure, taking place in ancient Greece, so we have something to do while we hide from the sun.

Maybe you have some ideas?


(For encounters, treasures, traps, etc.)

I will post the adventure later on this blog.

I can also send a bottle of Soumada or a little minotaur from the tourist shop to the first person who figures out which island we are on.

volcano

To make it easier for you: Here is a model of the island which I found on a cupboard in the local primary school.

Thursday, 30 November 2017

Puschel Wuschel / Monster Man Contest / Gurps Stats

puschel wuschel

Lina (9), my daughter, wrote and drew a monster for the first Monster Man contest.

Puschel Wuschel

They live in a land made of cloth. Everything is made of cloth: houses, streets, trees, even the cemetery.

If you annoy them, attack them or offend them, they become very large and eat you.

If you protect them, they come and live with you. But remember to always treat them well or they will eat you.

They defend themselves without weapons, only with monster powers. 


They glow in the dark, learn very fast and everything they have is soft and cuddly.


a cheap toy

Stats for Gurps:

ST: 5 / 15   DX: 12   IQ: 12   HT: 9

HP: 5 / 15   Will: 12   Per: 12   FP: 9

Speed: 5.25   Move: 5

Dodge: 8      DR: 2

SM: -4 / +1

Bite (14): 1d-5 cutting / 1d cutting

Claws (14): 1d-4 crushing / 1d+1 crushing 

TraitsBlunt Claws; Constriction Attack; Eidetic Memory; Growth 5 (Maximum Size Only, Trigger, Unconscious, Uncontrollable); Language Talent; No Fine Manipulators; Sharp Teeth; Stress Atavism (Severe).  

Skills: Brawling-14

Notes: Glows in the dark.

Tuesday, 9 June 2015

Rainbow Crawler / Gurps Stats


The rainbow crawler is a colorful eight-legged creature, about 13 inches long. It’s a scavenger, feeding on dead animal and plant material. Its bite causes paralysis.

ST: 4   DX: 12   IQ: 4   HT: 12

HP: 4   Will: 10   Per: 12   FP: 12

Speed: 6   Move: 6

Dodge: 9   DR: 1

SM: -4

Bite (12): 1d-5 crushing + follow-up paralysis

Traits: Acute Taste & Smell 2; Acute Vision 1; Attractive (Universal); Bad Smell; Clinging; Damage Resistance 1 (pelt); Discriminatory Smell; Extra Legs; Innate Attack (Follow-Up Poison, Contact Agent, Affliction, Paralysis, 10 Minutes, Resistible, HT-3); Night Vision 5; No Fine Manipulators; Blunt Teeth; Wild Animal

Skills: Brawling 13; Climbing 12; Tracking 13; Stealth 10

Wednesday, 15 April 2015

Campaign Rules

old school hexagon campaign map

Here are some ideas for a narrative map-based campaign I will start with Krüger and Sven this week. It's a first draft. Comments are welcome.

We will use different rulesets like HotT and Warhammer to play out battles, maybe even GURPS for special scenarios.

I play ancient Greeks who just landed on the island of Waltrop. They start on hexagon 32. Sven plays Greeks who start on hexagon 61. Krüger plays Orcs. He will choose 5 hexagons in secret to place his villages. Until the Greeks find the Orc villages hidden in the jungle, they fight random encounters which could look like this:

random encounters beach

1 orcs
2-3 goblins
4-6 nothing

random encounters jungle

2 orcs
3 goblins
4 cannibals wearing scary masks
5 field of magical green crystals or old temple
6 nothing

If the Greeks win a random encounter, they occupy the hexagon they fought in, otherwise they retreat.

After the first orc village has been discovered in the jungle, the Orcs will start to move on the campaign map the same way as the Greeks. Random encounters for Orcs could include other tribes of savage Orcs and Greek warbands. If Orcs and Greeks meet in a hexagon, they fight for it. The looser has to retreat.

How an army fights and which hexagons it occupies should have a relation to the composition of the army.

In the 4th edition of 40K there were good rules for upgrading units or characters that fought especially well.

In our case, switching between different rulesets might present some difficulties. HotT is much more abstract than Warhammer, and GURPS would be best to play out special missions for characters.

At the beginning, armies could have some restrictions. Orcs might need to own hills to field trolls and giants, for example, and Greeks might need a temple to field priests. We could allow players to build havens, temples, even cities, but then we need some kind of monetary system. Will players receive gold if they sack a village or camp? I need talk to Sven and Krüger about this.

Monday, 30 June 2014

Giant Olive on Legs / Gurps Stats

giant olive on legs

ST: 12   DX: 7   IQ: 2   HT: 10

HP: 12   Will: 10   Per: 7   FP: 10

Speed: 4.25   Move: 4

Dodge: 7   DR: 0

SM: 0

Traits: Blindness; Cannot Speak; Doesn't Breathe; Doesn't Eat or Drink; Immunity to Metabolic Hazards; Injury Tolerance (No Brain, No  Eyes, No Neck, No Vitals); No Fine Manipulators; Slippery; Unhealing (Total); Vibration Sense.

Armour & Possessions: Chucks (DR 1, $50, 2 lbs.)

Tuesday, 13 May 2014

Playing GURPS with my Kids for the First Time

Ok. This was cool. Saturday morning I played GURPS with Lina (5) and Hendrik (3) for the first time. I had prepared a dungeon for them which you can find here. They played princess Blume and prince Marmelade who went into the cellar beneath the royal kitchen to fetch some giant olives for the cook.

Herr Zinnling, Hendrik & Lina

There they encountered two dire mice. One got away with a keychain. The other attacked with a broom. Prince Marmelade got hit on the head, but defended himself super-hero style, shooting electric rays out of his hands. Princess Blume narcotized the mouse with "sleep", a mind control spell. Well done.

Prince Marmelade then opened a locked door to a 3m x 3m room using his lockpicking skill. There they found a little box filled with cookies in the form of islands. (I had baked the props Friday night.)

Lina

They went around the dungeon and explored the other rooms with the help of a talking cat, picked up a flute and found a room filled with giant olives on legs wearing sneakers. Prince Marmelade opened the door to that room with a wire. The giant olives got out and escaped, but the prince and princess were able to catch one of them and bring it to the cook who probably made a Greek salad out of it.

The game took about an hour and was lots of fun for all three of us. Level 2 will be about prince Marmelade and princess Blume trying to find the cook's missing keychain and Alex, the kitchen boy. I hope I find time to prepare it soon.

Wednesday, 19 February 2014

Sea Animals with Two Legs

Apparently last week somebody googled "sea animals with two legs" and found my blog. I suppose he or she was very disappointed which is not my fault. It's really Google's fault, but I don't want to disappoint anybody, so I asked my daughter to draw a sea animal with two legs.

tragofi

Lina says her drawing depicts a transformer gold fish. Unfortunately it has five legs. Anyway, with all the information I have about this at the moment and my limited knowledge of GURPS, I tried to come up with GURPS stats for the creature.

If you think my description of the transformer gold fish, a sea animal with five legs is inaccurate or can be improved in any way, please let me know.

ST: 20   DX: 10   IQ: 3   HT: 12

HP: 20   Will: 10   Per: 12   FP: 12

Speed: 5.5   Move: 5

Dodge: 8   DR: 1

SM: +2

Punch (13): 2d-2 cr

Habitat: Salt-Water Aquatic, Tropical Forest

Range: Atlantic Ocean, Karubi Islands

Traits: Amphibious; Bad Temper; Discriminatory Smell; Doesn't Breathe (Oxygen Storage); Extra Legs; Horizontal; No Fine Manipulators; Pressure Support 3; Subsonic Hearing; Vibration Sense; Wild Animal.

Skills: Brawling-13.

Well, it is a transformer fish. So it should be able to transform itself into something. With Shapeshifting (Alternate Form). Into a gold fish? Some kind of two-legged garden gnome? I don't know.

schlumpf

Are you happy now, person who googles "sea animals with two legs" and finds my blog?

Wednesday, 1 January 2014

2013

Last year I played 24 tabletop games, 9 games of 40K, 5 games of Warhammer Fantasy and 10 games of HOTT. Eight of these games were team games.

I played 22 times with Krüger, 8 times with Jörg, twice with Patrick and once with Sven and Andi.

I won 16 games and lost 8 games.

I played Gurps once.

toucan jaguar parrots

This year we want to start a combined Warhammer / HOTT / Gurps campaign. The theme will be tropical islands. Maybe Jörg and Krüger will paint some Amazon Indians, man-eating plants or at least a tapir?

We also want to start playing the 6th edition of 40K.

And I want to play Gurps with my kids. 

Happy new year!

Wednesday, 4 December 2013

Dire Mouse

dire mouse

Dire mice are mammals, large mouse-like creatures, about 2 m long, not including the tail. They live underneath human houses, in dungeons and barns, usually in small groups, and are vey clever finding stored food. They are able to use tools, like keys. Dire mice squeak when annoyed, scared or in pain. They also cummunicate by emitting scents. They carry diseases, like rabies and the plague. Dire Mice are hunted by great eagles, displacer beasts and humans. When attacked they will try to get away or defend themselves using their sharp teeth. 

Stats for Gurps:

ST: 12   DX: 13   IQ: 8   HT: 13

HP: 12   Will: 10   Per: 12   FP: 13

Speed: 6.5   Move: 6

Dodge: 9   Parry: 10   DR: 1

SM: 0

Bite (15): 1d-2 cutting

Traits: Acute Hearing 5; Bad Smell; Bestial; Curious; Night Vision 5; Semi-Upright.

Skills: Brawling-15; Lockpicking-12; Stealth-15.

Friday, 6 September 2013

Hamilax Eshmunazar Abimilki's Labyrinth

In May Krüger and I met several times in an Italian street restaurant, drank white wine and wrote a simple Gurps adventure for Sven, Bettina and Andi. Most of us hadn't played roleplaying games in a long time. For Bettina it was even the first time.

The adventure took place on the Greek island Kalimera, in the land house of the rich merchant Hamilax Eshmunazar Abimilki and in his labyrinth. Sven played the part of Stavros, a tough greek hoplite, veteran of the Persian wars. Andi's character was Sephalos, a runaway slave, claiming to be a tough Greek hoplite. Bettina was Viviane, an Amazon warrior, equipped with knife and bow.

So here it goes: They are led into the house by Ploriax, a dwarf wearing a bull's mask. They meet Abimilki. He  shows them around, talking incessantly. He stops in front of a large empty cage. Abimilki wants them to go to another island, see a merchant, buy a very valuable, rare item and bring it back undamaged. He offers a lot of gold if they succeed. The three adventurers agree. Abimilki wants to test them first. Stavros protest but gives in.

They are led into the garden by the dwarf, to the entrance of a labyrinth. He takes off his mask and tells them that Abimilki is an obsessive collector of strange creatures. Stavros, Sephalos and Viviane enter the labyrinth. A heavy door closes behind them. The walls of the labyrinth are about 3 meters high. They start to move forward. At different places there are numbers written on the walls, numerical series like 2 / 4 / 7 / 11 / 16 or 3 / 7 / 2 / 8 / 1 or 2 / 9 / 30 / 93 / 282.

From now on, I'm going to give some options the players had, instead of writing a session report.

labyrinth

1: Above their heads, they see a net with 3 large spiders. They are poisonous but will try to run away when attacked.

2: More spiders.

3: A room, 3m x 3m. A little green body lies on the floor, half eaten and already starting to rot. It's covered by cloth. Something is moving underneath it. A classical D&D monster. A Carrion Crawler.

4: The adventurers are attacked by a goblin with a morning star. He is going berserk and probably ends up hurting himself before he reaches anybody. He might even knock himself unconscious. A couple of meters behind him, more goblins with long ears and sharp teeth are hiding behind a large shield. They shout something in broken Greek. "Please don't attack! He is drugged."  If attacked, the goblins throw sticks.  In close combat they fight with large knives and bite. If the adventurers want to talk, a goblin with an oversized helmet steps forward, the goblin king. He gives orders to grab the fanatic with the morning star and bind him. Then he tells the adventurers how his group was captured by elven slavers from Nitz Oxib Tzaq, sold to Abimilki and put in the labyrinth. In great detail he describes the beautiful Karubi Islands where they are from and how sad their life is now. He is very clever and tries to barter a couple of useless marbles for some of the equipment the adventurers carry. He is especially interested in shiny weapons. It is likely that the adventurers will give in. Before wishing them good luck, the goblin king talks about mushrooms which can be found in the labyrinth, red mushrooms that make the eater go berserk, blue mushrooms that cause deafness.

5: A room, 3m x 3m. A long-nosed monkey sits on the floor in the middle of a colony of red mushrooms, eating. He attacks immediately.

6-9: The provisional home of the goblin tribe. A couple of chests which serve as tables, chairs, closets and beds. The floor is covered with straw and bones of rats and other small animals.

10: A room with a well in the middle. Lilies cover the dark water. The air is damp. After a while a nymph appears. She is chained to the bottom of the well. She will talk to the adventurers, try to seduce them, negotiate, giving pieces of information about the other inhabitants of the labyrinth and its construction. She can't be entirely trusted. She is bright and charming. She might be helpful. The only thing she really wants is to be freed from the chain. If attacked she will withdraw to the water, taking somebody with her if she can. (Not that she needs company. She likes the taste of human flesh.) 

11: The adventurers meet a large friendly creature, a brain golem. The golem was created to invent numerical series. The creator of the golem got bored and sold him to Abimilki. Unfortunately Abimilki has no interest in numbers. Now the golem is looking for a new master. If the adventurers show enough interest, they gain a very helpful servant.

12: The brain golem's room. There are numbers written all over the walls: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97 ...

13: Now this is strange. The air is filled with smoke. Chests are piled up next to the walls. Rats are squeaking from within. Green and pink liquids are boiling in kettles. It's some kind of lab. A goblin lies on the table, surrounded by 3 man-sized tentacles. They try to transform him into a tentacle which is probably as difficult as turning a stone into gold. The goblin is still alive and can be rescued.

14: Two hyenas. On their way through the labyrinth the adventurers have probably already heard them giggling eerily several times. If the adventurers had gotten into a fight with the goblins, the hyenas might have appeared to fetch some corpses.

15: Another 3m x 3m room. Blue mushrooms grow on the floor. If you eat some, you turn deaf temporarily, if you eat a lot, forever. The golem, the nymph or the rescued goblin might advice to eat the mushrooms as an antidote to sonic attacks.

16: A 5m x 5m room with a large hole in the middle, 3 m wide and at least 10 m deep. Looking around, the adventurers notice that little channels lead to the hole from other parts of the labyrinth. They are filled with the blood of the creatures that were slain by them. A large demon crawls out of the hole, a mixture between an octopus and a cock. You can see pictures of it here. The more blood the adventurers have shed before, the stronger he is. He attacks with tentacles, claws and a long beak. Every ten seconds he lets out a horrible scream which causes the adventurers to attack each other, unless they have a strong will or are deaf.

Tuesday, 14 May 2013

Imaginary Ancient Islands

I like the concept of imagi-nations which is popular among wargamers at the moment. There is a fascinating blog network called Emperor vs Elector which connects different blogs about imagi-nations and there is even a wargame written especially for gentlemen who want to field horse and musket armies of their imaginary nations against each other: Maurice by Sam Mustafa. All of this is very inspiring. 

I have been talking a lot with my cousin and Krüger about how we can introduce narrative elements to our tabletop battles. First of all we want to start using maps in our games. Do you know Cartographers' Guild, a forum dedicated to making maps of fictional places?

kalimera

I started to collect 28mm ancient Greeks about a year ago, so I made this island. I don't know much about it yet. Sven suggested the name Kalimera which sounds good. Our hack and slash GURPS game next Saturday will take place on the island Kalimera which reminds me that I need to buy a bottle of Ouzo for my friends and some olives.

Since this post talks a lot about sources of inspiration, I would like to share a couple of pictures which fascinate me. I found them on Steve Dean's forum.

duffiokus

This samnite was sculpted by Kev White, one of my favourite sculptors. It's a portrait of Duff who commissioned the miniature and painted it.

walktapus versus runelord

This is a scene from RuneQuest. The samnite has a large helmet now which makes him a Rune Lord. The Walktapus was sculpted by Snuurg for Fenris Games. Both miniatures were painted by the very talented Duff.

Makes me want to get some old RuneQuest books. Ancient Greece + Beastmen + Cthulhu + Ducks sounds cool.

Yamas!