
S. John Ross
Author of GURPS Magic (4th Edition)
Series
Works by S. John Ross
Associated Works
Tagged
Common Knowledge
- Birthdate
- 1971-06-15
- Gender
- male
- Nationality
- USA
- Associated Place (for map)
- USA
Members
Reviews
[Read]
Simple and easy to understand.
Generic single mechanics that should work for a wide scope and scale of narrative challenges.
Friendly stick figures and funny examples. [i]"If you beat someone at tennis, you aren’t normally allowed to decapitate them and drag their corpse through the city square."[/i]
The Inappropriate Cliché rules lends itself to zany and creative attempts.
Free
Sizable community presence
- In a summed dice pool vs target, with so small poools, each additional dice show more is a huge advantage. When making your character, you are thus encouraged to put the maximum of 4 dice in an as broad and generic cliché as possible. This seems to go against the feel the game is going for.
In the same vein, combat scenes ought to be all but decided after the first dice rolls. Each combat round, the loser loses a die out of their dice pool. God forbid the opponent used an inappropriate cliché and removed three dice. It will be almost impossible to turn the tide of a combat that started out badly. The "Pumps" optional rule would make it slightly more interesting and should probably always be used.
- Not a fan of the tone of the "seduction" combat example. I know they mean for this example to be lighthearted and humorous but the wording should be looked over.
This game is promising in its simplicity, but chances are that when I'm looking for a genre-agnostic, make-up-your-own-skills system, it might get sidelined by things like Roll for Shoes, on the all-in zany and ultralight side, or Fate Core/Accelerated, on the meatier side. show less
Simple and easy to understand.
Generic single mechanics that should work for a wide scope and scale of narrative challenges.
Friendly stick figures and funny examples. [i]"If you beat someone at tennis, you aren’t normally allowed to decapitate them and drag their corpse through the city square."[/i]
The Inappropriate Cliché rules lends itself to zany and creative attempts.
Free
Sizable community presence
- In a summed dice pool vs target, with so small poools, each additional dice show more is a huge advantage. When making your character, you are thus encouraged to put the maximum of 4 dice in an as broad and generic cliché as possible. This seems to go against the feel the game is going for.
In the same vein, combat scenes ought to be all but decided after the first dice rolls. Each combat round, the loser loses a die out of their dice pool. God forbid the opponent used an inappropriate cliché and removed three dice. It will be almost impossible to turn the tide of a combat that started out badly. The "Pumps" optional rule would make it slightly more interesting and should probably always be used.
- Not a fan of the tone of the "seduction" combat example. I know they mean for this example to be lighthearted and humorous but the wording should be looked over.
This game is promising in its simplicity, but chances are that when I'm looking for a genre-agnostic, make-up-your-own-skills system, it might get sidelined by things like Roll for Shoes, on the all-in zany and ultralight side, or Fate Core/Accelerated, on the meatier side. show less
All game rules are trying to simulate reality. Sometimes, those rules taken literally would lead to bizarre or hilarious results. Murphy's Rules is a collection of those sort of game rules; everything from babies being able to throw footballs 80 meters to railroad flatcars transporting cattle without incident. Accompanied by hilarious illustrations and some extra articles, including the ever-handy d18 Random Polearm Generator. Steve Jackson does not spare his own rules from mocking, either.
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Statistics
- Works
- 19
- Also by
- 3
- Members
- 794
- Popularity
- #32,082
- Rating
- 3.7
- Reviews
- 3
- ISBNs
- 21










