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Old 11-07-2009, 03:49 AM   #1
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Default Adapting Dragon Age for GURPS!!! Anyone?

Like any good computer RPG Fan and GURPS fan, after start playing this game from Bioware and 2K, the ideas start tingling in my head...

So, anyone having the same idea?
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Old 11-07-2009, 05:01 AM   #2
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

Well, for starters, you could pick up the Dragon Age RPG and adapt it like you would any RPG ^_^
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Old 11-07-2009, 06:03 AM   #3
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

Meh, if you've got the game it's standard fantasy races with some custom powers to represent mages of various flavors. If you wanted to go a more subtle route than the game uses, you could do path/book magic for non-abominations, and all kinds of funky powerful stuff if you're willing to sell your soul.
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Old 11-07-2009, 07:11 AM   #4
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

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Originally Posted by Mailanka View Post
Well, for starters, you could pick up the Dragon Age RPG and adapt it like you would any RPG ^_^
Interesting, they not forgot the table style!!!

As soon this comes out I'll see if I can buy it.
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Old 11-07-2009, 07:14 AM   #5
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

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Originally Posted by Crakkerjakk View Post
Meh, if you've got the game it's standard fantasy races with some custom powers to represent mages of various flavors. If you wanted to go a more subtle route than the game uses, you could do path/book magic for non-abominations, and all kinds of funky powerful stuff if you're willing to sell your soul.
Well, a power style magic comes in my head first, after all, this is a video game and the powers showed is quite simple to represent with advantages. The "blood magic" can be represented with the Thaumatology spirit bind rules.
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Old 11-07-2009, 08:40 AM   #6
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

Powers could work, though would likely be very expensive. Path/Book magic would probably work very well, and ties in well to the existing rules. Add in Assisting Spirits for aid from the other side of the Veil, and you should be good. Oh, and emphasis the bad side of magic, like how a mage could easily become targeted by demons just for drawing on your powers (Critical failures would probably be baaad).

But really, I think the main part of it would be the atmosphere, really. Tune the combat towards nasty, brutal violence, keep the feeling of dread and fear felt by the people, etc. My longest-persisting campaign is a dark-fantasy world, and the whole time I'm playing this game, I'm seeing things that I might be able to learn from, to improve it more. I like it.
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Old 11-07-2009, 11:45 AM   #7
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

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Originally Posted by Crakkerjakk View Post
Meh, if you've got the game it's standard fantasy races with some custom powers to represent mages of various flavors. If you wanted to go a more subtle route than the game uses, you could do path/book magic for non-abominations, and all kinds of funky powerful stuff if you're willing to sell your soul.
That's more or less my thoughts on it. When I heard they were coming out with an RPG, all I could think was "What, we need another fantasy game about elves and dwarves and humans fighting a rising tide of evil?" and "Why not Mass Effect?"

Really, this is less about mechanics and more about themes. Dragon Age is like someone's (awesome) D&D game ripped from the table top and put on my computer monitor. If I were running it in GURPS, I would just use Dungeon Fantasy and call it good, honestly.
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Old 11-08-2009, 06:56 AM   #8
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

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Originally Posted by Phoenix_Dragon View Post
Powers could work, though would likely be very expensive.
Well, in fact I think the others Magic system under priced instead of the advantage based be expensive. :)

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Originally Posted by Phoenix_Dragon View Post
Path/Book magic would probably work very well, and ties in well to the existing rules. Add in Assisting Spirits for aid from the other side of the Veil, and you should be good. Oh, and emphasis the bad side of magic, like how a mage could easily become targeted by demons just for drawing on your powers (Critical failures would probably be baaad).
While the mechanics of the rules on the Games (I talking about GURPS Games) can have flavors like Standart Magic is more to flashy stunts, Path/Book is for more brained games, etc. Represent the spells in the DA is somewhat hard work to make it with Path/Book. I am not a really fan of the standart GURPS magic, so I was inclined to use power based.

Anyway Path/Book is an option to consider, and a lot of things in Thaumatology can aproach the Dark Fantasy magic style.

Quote:
Originally Posted by Phoenix_Dragon View Post
But really, I think the main part of it would be the atmosphere, really. Tune the combat towards nasty, brutal violence, keep the feeling of dread and fear felt by the people, etc. My longest-persisting campaign is a dark-fantasy world, and the whole time I'm playing this game, I'm seeing things that I might be able to learn from, to improve it more. I like it.
Quote:
Originally Posted by Mailanka View Post
Really, this is less about mechanics and more about themes. Dragon Age is like someone's (awesome) D&D game ripped from the table top and put on my computer monitor. If I were running it in GURPS, I would just use Dungeon Fantasy and call it good, honestly.
To both Mailanka and Phoenix_Dragon, Indeed the atmosphere is more important than rules, I agree. But GURPS is a toolbox and decide what tools to use is part of the fun. ;-)

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... "Why not Mass Effect?"
Eh! I love Bioware. :-)
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Old 11-08-2009, 01:30 PM   #9
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

Quote:
Originally Posted by giganerds View Post
Like any good computer RPG Fan and GURPS fan, after start playing this game from Bioware and 2K, the ideas start tingling in my head...

So, anyone having the same idea?
Are you talking about the Game as in getting all the spells build as powers or using the world from Dragon Age using Gurps Rules?

I would love to play in the world using Gurps. Being High Fantasy setting I could see adapting DF into Dragon Age.

Magic. I would use the basic magic system, building magic staffs as gadgets with a attack power and build in extra energy for Spellcasters.

Most of the spells I have seen so far in DA (only played for 12 hours) I can find, or at least very similar, in Gurps Magic.

I could see me run a campaign in DA world after christmas.
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Old 11-08-2009, 01:34 PM   #10
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Default Re: Adapting Dragon Age for GURPS!!! Anyone?

Quote:
Originally Posted by giganerds View Post
Interesting, they not forgot the table style!!!

As soon this comes out I'll see if I can buy it.
It looks good but they have not changed that homepage for the game for almost 5 months. But 128 pages, is that enough.

I read the first tie in book, Stolen Throne, first tie in book that I have read that is actually good.
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