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Re: [BNW] GURPS Brave New World



At 03:46 PM 8/18/2001 +1000, you wrote:

>  I know this is probably considered heresy to suggest such a thing but here
>goes:

Heretic!  Blasphemer!  Get thee hence!

Ok, now that's out of the way... ;)

>I've been running a BNW Campaign for a while, and though I think the world
>is brilliant in both it's scope and concepts, I have found the system a little
>clumsy if not broken in several places. I am thus in the process of
>converting it to GURPS and would value any input or ideas anyone has to
>offer. Please feel free to contact me via this list or personal email.

As I shake my head wondering why anyone would want to use GURPS instead, 
even with BNW's problems, I will try to move past it and try to be actually 
helpful.

First off, I think the majority of stuff would be easy to convert.  You 
have all the guns and combat stuff you could want.  Delta Points can just 
lay on top of the GURPS system (allow a reroll instead of additional dice) 
if you want to keep them.  Skills, et al, should be already there.

The tough part, of course, is the powers and Tricks.

My reccomendation is to take the powers as is, and quantify them in as much 
terms as needed for combat, and *don't* worry about point balance.  Don't 
even assign a point cost to them.  The Flyer can fly at a certain rate of 
speed, has a DX skill called "flying" for detailed manuevering, and gets 
his armor stuff while flying.  Etc.

As for Tricks, they might not convert so easily.  You can either take it as 
the Trick being a manuever and a penalty to the roll, or just allow them to 
take a Trick for every 2 they beat their roll by.  Or dump them altogether, 
and make them special Gifts that can be bought and used on any successful 
use of the power.

Jennifer
--
The White Crow
Author:  The Deryni Roleplaying Game (Coming early 2002, Grey Ghost Press)
My RPG pages:  http://www.io.com/~whytcrow/
Living Writing: A Column at http://www.free-epress.com/columns/index.htm