Ironsworn (and it's sci-fi successor, Starforged) are products of the recent surge in solo gaming. I really like how they tie several simple moves and mechanics together to create unexpected storylines and exciting campaigns. However, it's not a particularly crunchy system. GURPS, of course, can be; but has no real system of its own for less GM-centric play (the closest I've seen is The Collaborative Gamer's work, which doesn't really stretch beyond individual adventures). So, I thought I'd try wrapping the crunchy GURPS ruleset inside a nice Starforged move system!
My approach has been to keep most of the Ironsworn/Starforged moves intact; but resolve the move rolls using GURPS rules based on a full-fledged GURPS character. I've detailed the changes I've made to the Starforged system here.
I documented a brief playthrough using this system, a bit of which will be posted in the comments as an example of this system in use. The world I'm using is based on GURPS: After the End, with elements from GURPS: Lands Out of Time and GURPS: Reign of Steel. Think Mad Max with dinosaurs and robots! I'm using mostly the Starforged versions of the moves, with Ironsworn and other oracles to better fit the setting.
Looking back, I really shouldn't have made the run to Highwick alone.
First hint I had that there was trouble, I was already airborne; my dirt bike below me twisted and broken. Lucky for me, I landed well, and collapsed "comfortably" into a heap
(literally lucky - this was Face Danger (Acrobatics-11), rolled 17, a critical fail! The Luck advantage let me reroll for a 12 and a 6 - enough for a Strong Hit). I stayed still, hoping to avoid any attention(Face Danger (Stealth-12) now, got 8 for another Strong Hit), and was ignored while a huge, club-ended tail slammed down on my bike twice more. As I watched, what I had taken for a small hill near the game trail stood up from the prairie grass; revealing a massive armored back sloping down to an armored head, flanked by a fringe of bony spines around the sides of the creature. Satisfied that it had disabled my bike, the hard-back turned slowly around to tear open the saddlebags. So much for my ride, and everything on it... the dino seemed to have a hankering for the medicinal herbs I'd been hauling. All I had left was my riding clothes, a revolver in my pocket, and three extra rounds for it.
Note: I'm jumping in with a 150 CP character (Nomad, from AtE) rather than my suggested 200-300 CP to see how the rules perform when things go wrong; and to see how advancement goes. I also focused on skills and abilities over spending more on equipment, so I wanted a reason to start out empty handed - so; an ankylosaur broke everything!
How do you communicate what rules you're using to your players?
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