...I am turning GURPS into a wargame. Basically an enhanced version of Necromunda or Mordhiem. There's no wargamers here that I've identified, but I thought I'd post it here all the same - LK said he thought it sounded interesting.
http://forums.sjgames.com/showthread.php?t=75871
M.
I'm not a wargamer as such, but I really enjoy Space Hulk, and it seems like something like GURPS would be more focused on smaller engagements, which are a win. :D
Out of curiosity, will this wargame be Universal? Mainly, will it retain any compatibility to GURPS supplements? I'd be interested in adapting some of the free GURPS stuff out there into this...
LK, it probably will be. What kind of things where you thinking about converting? In mechanics, how it will differ is the profiles and how initiative is done. The profiles, instead of being a big long two page thing, will be:
ST (and HP)
DX
IQ (and Will/Per)
HT (And FP, maybe)
Basic Damage
Basic Move
Basic Speed
Melee Skills (1-3 tops)
Weapon(s) (1-2)
Ranged Skills (1-3 tops)
Weapon(s) (1)
Defense Skills (Shield, Parry, Dodge)
Ancillary Skills (1, 2 in an extreme case)
Spells
More complex than most wargames, but there will be I think at best 12 figs per side. And you don't ever have to bring your whole warband. There will be some tables you roll on (why do we gamers like tables so damn much) to help you randomly generate a number of guys every time you go recruiting. The very general fluff reason for this is that you can find all sorts of people in an age of chaos such as this, and they're not all instantly useful to you. The mechanics reason is that I was never a fan of being able to higher very generic guys by faction in some skirmish games.
Also, this can be used as a zombie apocalypse wargame, too.
Anyone who would like to help with the project can, of course.
M.
There's a free supplement called... I think, Caves & Creatures, which is intended to be, essentially, old school D&D in GURPS form. Being the cheapskate that I am, I think that might be interesting for this game.