this post was submitted on 23 Sep 2026
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@juergen_hubert
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.
@juergen_hubert
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.