This idea has been bouncing around in my head for a while now and I think it's time I stop sitting on it and get this out in the open. I'm honestly a little nervous because I'll be playing around in Mailanka's Psi-Wars universe, and not only does this have to fit, I've got a pretty high bar to clear as far as quality goes.

That said, let's get cracking.

Ever since I was in elementary school, I've had some idea or another for a sci-fi story. Back then, it was the Rainbow Fighters against the Evil Emporer King Kamikaze. (Stop snickering, I was 9 or 10 at the time.) Brave pilots in plastic compass fighters fought for freedom against the Kamikaze menace. Pens and pencils and their parts have been made into ships, cannons, guns, robotic limbs, and whatever else my mind came up with ever since.

Fast forward to Junior High and this is where you begin to see the beginnings of this setting. I won't bore you with the details, but I've had some elements of this setting in my head for fifteen years and I came around to it every now and then as I dreamt up new stories to tell. Gaming has only given me more incentive to come up with worlds and stories to tell. The problem became that I never finished anything, or even really got started in some cases, before I got distracted or discouraged and moved on. That is what this post and the ones after it are about. I want to finish a story and I'm hoping that knowing people are seeing this will provide the incentive for me to keep with it.

What can I say? Knowing people like what you write is a powerful motivator to keep at it.

 

In the Action II issue of Pyramid, Christopher R. Rice added some more skill sets to use with Action 4: Specialists. He talks about the article on his blog, and this got me thinking, well thinking more anyway, about giving character traits a similar treatment. I'm not talking about character traits in GURPS terms, but in writing terms, or trope terms if you will.

The reason I was even thinking about this in the first place was because of the shortcomings I saw in how I was making characters for the Delta. After I got done with the template, I was adding skills, advantages, and disadvantages that I felt fit, and I think the characters I made were messy and scattered as a consequence. Messy and scattered characters aren't good because you're bound to forget something that was on the sheet, whether it is a disadvantage, a skill, or an advantage.

So is the solution to go whole hog and make modular sets for advantages and disadvantages as well as for skills? I don't know. I think it's an idea worth exploring, and I'll try, but I don't think I'm the best person for the job. As much as I hang around the GURPS Discord server, and as much as I write about it here, I am woefully inexperienced with the system. I've played in a grand total of three GURPS games since I've bought the Basic Set in 2013-ish. I've only GM'd one game, and it was a fast and loose one set in the Psi-Wars universe. 

At the same time, I'm a fair writer, so we'll see. I plan on exploring it and seeing what I can come up with. It could be fun, it could be a mess. We'll just have to wait nd see. In the meantime, I'm going to be setting aside some cash for a new issue of Pyramid.

I've been out of the loop for a bit, but I know that Mailanka has been working on rules for building Psi-Wars vehicles and, most recently, dogfighting. I've read his analyses, and having seen his comments about the strangeness of using Action chase rules to simulate a dogfight, I have to wonder if starting with the abstract rules is the best method. Sure they work, but it seems like we're trying to make an existing part work with two different standards using a mess of adapters instead of just making a part that uses those two standards to make the connection.

So, I'm going to try and work my way through making that part for Psi-Wars.

EDIT: Realized it might help if I link the posts I'm referring to. Oops.

Dogfighting Revisited - Part 1
Dogfighting Revisited - Part 2

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