A question: Does GURPS have any rules for slapstick brawls, like those in a Bud Spencer movie? In such fights, the brawlers constantly use their environment for comedic effect, and they only ever fall unconscious if they lose the fight (maybe with the addition of some bruises), with no real lasting injuries.
I am asking because while I like the setting of Brancalonia, I don’t think Dungeons & Dragons is a good fit for it - but default GURPS brawling rules strike me as too lethal.
When all else fails, a few rounds of ‘rolling for shoes’ could give you the basics of the desired system.
Martial Arts 3E has “Silly rules” and “Kung Fu for Laughs” p154.
MA 4E has “Silly Techniques” p88 and “Silly Weapons” p223. Noogies and Nose Slap et al
Dinosaurs 3E has a “Caveman Slapstick” section.
Quite evidently Brancalonia was adapted around DnD to access that large market penetration, but truly it is a terrible fit.
The engaging thing on Brancalonia is the comedy, surreal situations or straight up folktale atmosphere.
This is best done with narrative systems: why would we even try to “realistically simulate” the variables of a Bud Spencer fight, when our attention is drawn instead on the cartoonish shots of the goons sent flying?
It is best to leave the crunchy stuff to the wargames and instead use narrative systems like FATE, Forged in the Dark or Not The End!
Unfortunately, I am not a fan of narrative games.
I like GURPS - it’s a long-running favorite, and its sheer range of character options is fantastic. But I need to tone down the lethality for brawls a bit.
@juergen_hubert
ok then basically notice how Acheron “solved” the self-inflicted problem.They a) created new mechanics for this particular minigame and b) set the principle that the brawl outcome should not result in the death/injury of people (which is a clear narrative constraint). b) is needed because several people would play with dnd rules and they expect to be able to kill people with fireball spells.
You can adapt a) to your needs, but at the end of the day you need to decide what to do with b) in a classic ruleset approach.
It is totally ok not to be a fan of narrative systems, but recognize that b) is a narrative problem. Does GURPS give you effective tools to address it?
That’s precisely what I am trying to find out here. GURPS has a lot of stuff published for it over the years.
If you find some interesting solution i am really curious to hear it.
In general it is a very interesting problem, how mechanics can enforce (railroad?) narrative, and also whether this is considered a violation of the simulationist principle.




