I don't know if these guys have any theater backgrounds. Just voice acting and some movies on the side.I hate these theater apes so much.
Its almost as if a certain rpg theater group vidcast brought in a lot of homosexuals and perverts...Maybe. They still do this stuff now a days. The lifter in our group kept trying to make passes to me IRL, trying to pass it off as a joke. I know one of them kissed multiple friends "as a joke". Really freaking bizarre group.Why would a bunch of men whose imagination has been twisted by pornography become horny over a game of imagination? Gee, I dunno. It is a mystery.First time I played DND, I based my character off of Barbara from Rayman Legends. The table kept trying to fuck my character.
I don't know why people get this horny over tabletop RPGs.
GURPS, definitively. It can be made as complicated as you like and is decidedly simulationist. The only other system I've seen compared to it in that regard is HERO, but I've never used it so I can't comment. GURPS also has a a pretty good batch of grognards who can help out with system questions and advice. The system isn't flawless (and neither are its grogs), but I can't think of a better fit for what you're describing.I've learned that in life, I should spend my time with the most intelligent people I can find. People smarter than myself. That is getting harder and harder to do nowadays, especially in ttrpgs. What's the best complex crunchy system out there? I cut my teeth on Shadowrun, DnD 2.0, Dark Sun, Spelljammer, CoC, Gurps and Battletech. I'm looking for old school 1970's style simulationist.
Not the most complex, but the most popular complex. Something that requires a masters degree to play?
CoC is my go to rn but too many GM's want to kill your character making it all one shots. Ive been looking at Cyberpunk, but probably the older editions. I see a lot of new lets plays have become "theater of the mind" combat bullshit.
It's obviously not as big a community as, say, D&D 5e, but there's still a dedicated playerbase. The odds of finding people to play in-person are probably pretty low unless you take up the GM mantle yourself. There's a GURPS Discord server and a regular thread on /tg/. You can find a game in either if you look.Does anyone even play GURPS anymore? I never found a GM that lasted more than a session.
I've learned that in life, I should spend my time with the most intelligent people I can find. People smarter than myself. That is getting harder and harder to do nowadays, especially in ttrpgs. What's the best complex crunchy system out there? I cut my teeth on Shadowrun, DnD 2.0, Dark Sun, Spelljammer, CoC, Gurps and Battletech. I'm looking for old school 1970's style simulationist.
Not the most complex, but the most popular complex. Something that requires a masters degree to play?
CoC is my go to rn but too many GM's want to kill your character making it all one shots. Ive been looking at Cyberpunk, but probably the older editions. I see a lot of new lets plays have become "theater of the mind" combat bullshit.
I'm planning a GURPS Cyberpunk and a GURPS Fantasy campaign down the road. I'll keep you posted, if you can play online PnP.Does anyone even play GURPS anymore? I never found a GM that lasted more than a session.
Play by post or live?I'm planning a GURPS Cyberpunk and a GURPS Fantasy campaign down the road. I'll keep you posted, if you can play online PnP.Does anyone even play GURPS anymore? I never found a GM that lasted more than a session.
I'm still considering options, whichever is more popular. If you're interested in it, I'll post more about it in the future here: https://rpgcodex.net/forums/threads/gurps-in-2023.145840/Play by post or live?I'm planning a GURPS Cyberpunk and a GURPS Fantasy campaign down the road. I'll keep you posted, if you can play online PnP.Does anyone even play GURPS anymore? I never found a GM that lasted more than a session.
What do you mean by "70s style simulationist"? As far as I know, 70s and early 80s systems tended to not care much about "simulation" at all. Some of them were particularly complex not because they were trying to represent things in multiple different ways; so you had some skills you had to roll a d100 to see if you succeed, others were done on a d10 or 2d6 or whatever. I would be very glad to be shown wrong in this, but actual care for incorporating rules that simulated something of the physical world only began in the second half of the 80s. And even then, while this trend did affect many games, most of them were affected only on the level of making the settings and game-play more like a world you would explore; without much worry about mathematically simulating anything (World of Darkness is an example of this, the system was more or less simple (and even a bit broken), but there was some care put into making the different clans and cities into something consistent. As far as I know, there is little beyond the two big ones from that time, Shadowrun and GURPS (and Shadowrun, while careful to consider how many things should work in system, has a base system that can hardly be called a simulation). The trend died down towards the end of the 90s, and by the middle 2000s, both Shdowrun and GURPS had new editions that weren't as focused on this as before, though to be fair that was much more the case with Shadowrun than GURPS; GURPS loss of focus is something more editorial than rules based.I've learned that in life, I should spend my time with the most intelligent people I can find. People smarter than myself. That is getting harder and harder to do nowadays, especially in ttrpgs. What's the best complex crunchy system out there? I cut my teeth on Shadowrun, DnD 2.0, Dark Sun, Spelljammer, CoC, Gurps and Battletech. I'm looking for old school 1970's style simulationist.
Not the most complex, but the most popular complex. Something that requires a masters degree to play?
CoC is my go to rn but too many GM's want to kill your character making it all one shots. Ive been looking at Cyberpunk, but probably the older editions. I see a lot of new lets plays have become "theater of the mind" combat bullshit.
Thanks to technology, we've managed to keep over 100 different GURPS books in print through the GURPS On Demand series. We continue to add new books, but we've not yet truly tackled the direction that we will (as time allows) take the series.
You see, it's not good enough to make the 3rd and 4th edition books available. We need to release each edition of each title as a print-on-demand book, giving those of you who wish to compare (for example) first edition GURPS Space to the newest edition an easy way to flip through both titles at once and study the differences.
Scanning and preparing every edition of every GURPS book is a time-consuming task, though, and it may take years to work through the catalog.
While we wait for that to happen, please take a look at the GURPS On Demand page for a closer look at the books already on offer.
What do you mean by "70s style simulationist"?
What do you mean by "70s style simulationist"?
Many games by Fantasy Games Unlimited were very simulationist as was Game Designer's Workshop games.
Top of the list is Aftermath! published in 1981. Here's the chart you needed to use to resolve any and all combats.
Champions came out in 1981 and that was a simulationist superhero RPG.
That's a bit hard to read, but it doesn't look too different than Cyberpunk 2020 flowchart. I want something that is still fun and doesn't simulate every single individual raindrop and is complex just for complex sake.What do you mean by "70s style simulationist"?
Many games by Fantasy Games Unlimited were very simulationist as was Game Designer's Workshop games.
Top of the list is Aftermath! published in 1981. Here's the chart you needed to use to resolve any and all combats.
Champions came out in 1981 and that was a simulationist superhero RPG.
I don't know much about FGU
of GDW
How? I am not too familiar with Champions, although I know the HERO System.
To be clear what I am calling "simulationist", GURPS Supers in 3rd edition (that is, the book that was available during 3rd edtion of GURPS) had the "Body of Fire" advantage. That advantage was levelled, and said the flames your body was made of had a temperature of 500º (I think it is using Fahrenheit, so that would be 260ºC) plus 25º per level.
No, you're not alone at all in that regard, but it is true that since the hobby has gone mainstream it has drawn in many who prefer completely untethered fantasy. I've watched the decline on /tg/ in realtime for years now. Even D&D 3.5 is grounded compared to what passes for an """RPG""" these days. Fortunately these types tend to segregate themselves into D&D 5E or storygame systems, so you're not liable to meet many if you stick to something crunchier.Am I alone in needing grid/hex maps and a system based in somewhat logical reality? I used to play with guys who could do the complex calculations in their head, and they had a good logical argument as to why something would work in the game world and I learned something new. I look at gaming as running a simulation for things one would like to experience, but it seems most players want to play what used to be called "bullshitting sessions".
WoD is fine for storytelling, as a lot of systems are, but that's a completely different hobby in my eyes. Am I out of the loop? Was I in prison too long and the hobby passed me by?
Also, Alex, I'm forced to disagree with you a bit. It is true that the GURPS rules tell you game mechanics rather than physical traits of an effect, but that's because the player is expected to start with the physical and then work out the game mechanics. Everything non-fantastical still starts with base reality for its calculations, such as with all ballistics damage, for example. The idea is that the mechanics reflect reality to the extent that you can rely on the mechanics rather than running all the physics calculations yourself at the table. If all you were given is real-world physical traits and a calculator, there would cease to be much point in having game mechanics at all.
There's an optional rule from Low-Tech that fixes this:One particular quip I have about it is how easy it is to cut through the best low tech armour.
This does seem to be the case. I'm querying a friend on whether there is any book that gives a concrete scale, but so far all I've found is the broad rule in Basic Set. There's enough there that one could derive a scale based on implied temperatures but how true to life that would be I do not know:For instance, neither in 4e or 3e, is there a real relationship between "fire" or "burn" damage and temperature or flame size.
It's only separate at the level of the rules, and for good reason. The expectation is that you take the advantages that logically represent your character in the fiction. If the source of your resistance to ambient heat should also make you resistant to heat damage, then you should take those two advantages in tandem. On the other hand, I can think of plenty of reasons why they might be separate. Maybe you're only resistant to heat applied in the very short term, in which case you would only take Damage Resistance: Heat and not Temperature Tolerance. Maybe you are resistant to heat in the long and short term but not to internal burn damage/body temperature manipulation, so you would take Damage Resistance: Heat (External) and Temperature Tolerance. Maybe you have a supernatural ability that functions along conceptual rather than rational lines and so only defends against one or the other.In 4e in particular, though, being able to withstand any kind of temperature, no matter how high, is not translated into any amount of burn DR. The burn damage then exists as a kind of meta concept, separated from that of fiction, whether it may be caused by a dragon's breath, a flaming barrel being thrown against you of what have you. Funnily enough, this doesn't apply to how GURPS Magic works, and the "resist fire" spell allows you to ignore any burn damage whatsoever, unlike any power in the book.
There's an optional rule from Low-Tech that fixes this:One particular quip I have about it is how easy it is to cut through the best low tech armour.
Lots of little issues like that have patches in books beyond Basic Set. I will concede that the necessity thereof does mean Basic Set isn't as grounded as it could be, but most other systems don't even come close in this department.
This does seem to be the case. I'm querying a friend on whether there is any book that gives a concrete scale, but so far all I've found is the broad rule in Basic Set. There's enough there that one could derive a scale based on implied temperatures but how true to life that would be I do not know:For instance, neither in 4e or 3e, is there a real relationship between "fire" or "burn" damage and temperature or flame size.
If you spend part of a turn in a fire (e.g., running through the flames), you take 1d-3 burning damage. If you spend all of a turn in a fire of ordinary intensity – or if you are on fire – you take 1d-1 damage per second. Very intense fires inflict more damage; for instance, molten metal or a furnace would inflict 3d per second! Use Large-Area Injury (p. 400) in all cases.
It's only separate at the level of the rules, and for good reason. The expectation is that you take the advantages that logically represent your character in the fiction. If the source of your resistance to ambient heat should also make you resistant to heat damage, then you should take those two advantages in tandem.In 4e in particular, though, being able to withstand any kind of temperature, no matter how high, is not translated into any amount of burn DR. The burn damage then exists as a kind of meta concept, separated from that of fiction, whether it may be caused by a dragon's breath, a flaming barrel being thrown against you of what have you. Funnily enough, this doesn't apply to how GURPS Magic works, and the "resist fire" spell allows you to ignore any burn damage whatsoever, unlike any power in the book.
On the other hand, I can think of plenty of reasons why they might be separate. Maybe you're only resistant to heat applied in the very short term, in which case you would only take Damage Resistance: Heat and not Temperature Tolerance. Maybe you are resistant to heat in the long and short term but not to internal burn damage/body temperature manipulation, so you would take Damage Resistance: Heat (External) and Temperature Tolerance. Maybe you have a supernatural ability that functions along conceptual rather than rational lines and so only defends against one or the other.
That is nice, but you can leave the tools for the GM to come up with new abilities as he sees fit as well.The point is, by decoupling the two effects you have a better toolkit to model precisely what you want. Combining related effects might seem reasonable at face value but it locks the rules down in a way that is antithetical to the fiction. It would be crazy to expect the game designers to foresee every possible use case and permutation. Better to leave the exact ins and outs of the fictional physics to the GM and simply give him rules for how things would work under his premises. As long as the fundamentals are grounded (and they generally are), the fantastic can be entrusted to the people at the table.