GURPS Online Gaming Protocol


...currently being developed...

GURPS Online Gaming Protocol

In order to make online gaming proceed more smoothly, more quickly, and with less confusion, I am developing some "house rules" that I will be asking you to try out in the coming weeks. These are subject to revision and it is hoped that they will quickly develop into a standard gaming protocol that will make all our online gaming more enjoyable.

1. Game master announcements governing game time, locations, setting the scene, the entrance or exit of important NPCs and opponents will be handled with * ASTERISK AND CAPITALIZATION *

Examples
* ROUNDS * means that game time is going to rounds based on character speeds. A "round" actually lasts only six seconds in the fictional world.
* STANDARD TIME * means that the passage of time is loosely governed, allowing for dialog, travel and rest periods.
* LOCATION * You are in the King's Courtyard *
* ENTRANCE * FROST GIANT #1
The Queen * EXITS *

2. When we go to rounds, I will give the speeds of the opponents and your group as follows:
Assassin #2 >>7.5
Kandi >>7.0
Thorny >>6.75
Mellow >>6.5
Assassin #3 >>6.5 etc

Alternative: A#2 >>7.5 Kandi >>7.0 Thorny >>6.75 Mellow >> 6.5 A#3 >> 6.5 etc.

The speeds will then be posted at the very beginning and may be easily referred to. NOTE: In case of the same speed the player characters go first.

3. I will give you a **GO** to indicate it is your turn and I will give **GO** signals in rapid succession. This will be done to accommodate lag times and make rounds go faster.

Example: Assassin #2 missed - **GO** Kandi **GO** Thorny **GO** Mellow

I will then resolve the actions as they are given and keep the round going. Thorny should wait until he sees Kandi's action declared and then send his action without waiting to see the resolution. Mellow should send his action as soon as Thorny declares his action. Waiting to see each action resolved slows down play too much. After all, in a fight you are not going to be able to wait to see the result of your allies' actions before acting in your own defense.

4. Declaration of attacks/defenses and other actions requiring a skill roll will be bracketed and structured as follows:

[weapon/skill attack/defense vs. opponent number rolled/skill level D-damage if it gets thru]

[mace attack vs. assassin#2 10/16 D-9]
[sword parry def vs assassin#2 10/8 failed]
[climbing - over the wall - 11/12 whew!]
[stealth to sneak up behind assassin#2 12/15]
[broadsword all out attack vs assassin#3 13/18 D-11 and 8/18 critical [6] D-9 X 2]
NOTE: Inside brackets for roll on critical chart and X 2 showing double damage.
If the GM is applying minuses to skills, you should still show your actual number rolled and actual skill, and the GM will adjust accordingly. You may not be aware of all the adjustments that apply.

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