Damn the Rules, Full Speed Ahead!
Basic Set: Campaigns · p.489
Open source p.489Many gamers prefer a “rules-light” game, in which the action moves
along quickly rather than being bogged down in die roll after die roll.
This is similar to cinematic gaming, but it is possible to have a quick,
realistic game just by choosing which rules you use. For instance, com-
bat slows down a lot when the GM uses hit locations or critical hit and
miss tables – so leave them out. Rather than fuss with the detail of
selecting a dozen skills to round out a character, use a wildcard skill –
and maybe a Talent or two (p. 89) to boost that skill even more. If the
GM and players want a free-wheeling, fast-paced game, it’s easy to do –
just pare GURPS down to its essential elements and be willing to make
a lot of judgment calls on the fly.
a random disaster! On the other
hand, the GM must not overrule the
dice so often that the players feel as
though nothing they attempt can
change the outcome of the story.
The GM must allow dramatic
actions to succeed. If the hero tries to
swing from the chandelier, the player
must have confidence that the GM will
not sneer at him and announce that he
has broken his back – and must now
play a quadriplegic – because his
hands slipped off the wax caked onto
it. The GM certainly shouldn’t bog
down play by requiring endless skill
rolls modified by the dimness of the
tavern!
The players must not take inappro-
priate advantage of conventions. Yes,
the heroes will make it across the
Burning Wastes – but they must still
make proper preparations. A player
who remarks, “Don’t worry about
water. We’re heroes; we’re sure to find
some,” is playing in the wrong cam-
paign. The players must provide dia-
log and attitudes in keeping with the
style of the campaign.
The GM must handle heroic deaths
satisfyingly. An epic death cannot be
purposeless. If a PC dies, he dies glori-
ously – bravely saving his comrades’
lives, or taking an impressive number
of foes with him. Fate (in the person of
the GM) will be generous. There is no
need for stinginess, as the PC won’t be
around to be a problem later on! The
players must not abuse this conven-
tion. A dying hero might be almost
invincible . . . but only if he’s selling his
life to take action that directly
advances the plot.