08-06-2017, 12:36 PM | #931 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What GURPS needs... now
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KAP talks about "solos" in Winter Phase. Are those adventures? How do they differ from other adventures? What are knights doing in spring and fall? I get that during winter they're mostly maintaining their lands, but if adventures happen mainly in summer, what are the other two seasons for? If C is playing a woman, I get that she could be a warrior (at least in 4/e) or a sorceress; but are there things in KAP for courtly ladies to do? Or is that something that's not supported by the official rules, or not much?
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Bill Stoddard I don't think we're in Oz any more. |
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08-06-2017, 12:38 PM | #932 | ||
Join Date: Aug 2004
Location: U.K.
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Re: What GURPS needs... now
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Sure, there are fantasy problems that can't be solved by violence, and countless SF problems that are. But the very basic default problem-solving team in heroic fantasy is a bunch of fantasy heroes, with swords and spells and stuff. Solving diplomatic crises or memetic attacks or smart-matter virus infestations requires something a little more refined. Quote:
How can people not see how to run Madness Dossier when the gaming world is full of groups playing Delta Green and other Call of Cthulhu variants? It's just a difference in furniture!
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-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
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08-06-2017, 01:09 PM | #933 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What GURPS needs... now
Well, it may not be "people"; it may be me. I've no more than glanced at Delta Green a couple of times; what I saw of it didn't give me any sense of "Wow, I could run a campaign in this!" so I haven't looked at it closely. When I ran CoC the campaign ended up based in a New Orleans sporting house; when I ran Laundry Files I focused on a team of super-powered agents (and not the maskirovka superteam in The Annihilation Score). I've never run a spy campaign, either Bond-style or Smiley-style; I played in one, but it self-destructed due to the inability of many of the players to make any sense of what was going on, including me. So let's say I don't think I have a good mental model of what's supposed to be going on.
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Bill Stoddard I don't think we're in Oz any more. |
08-06-2017, 01:18 PM | #934 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What GURPS needs... now
At least two other posters said they wanted an adventure other than "Iraqi Irruptor Blues" so they could get an understanding of how to run it.
Although I have to say at that point we are getting into the "I don't know what I want but it isn't that" territory, that makes it very difficult to satisfy people. |
08-06-2017, 01:31 PM | #935 | |
Join Date: Sep 2008
Location: near London, UK
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Re: What GURPS needs... now
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Broadly "summer phase" is the full group, "winter phase" is bookkeeping. This is off-topic so I'll send you email.
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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08-06-2017, 01:42 PM | #936 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What GURPS needs... now
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Except i'm less likely to try to run something cold and instead try to get into a game being run by someone that other people claim "run a great [INSERT RPG SETTING] game". So I can get a feel as a Player. Upon reflection this is probably why I run so many Fallout and Gamma World style games (both sci-fi and fantasy takes). I know the setting/genre so well I know where to keep things and where to make changes to fit what I want to run but still be true to the feel of the core concept of the setting/genre. Or to completely subvert it. Whichever I'm doing. Quote:
OMG! Me too! |
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08-06-2017, 01:54 PM | #937 | |
Join Date: Aug 2004
Location: U.K.
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Re: What GURPS needs... now
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But then, I guess I don't sweat it much about making scenarios overly "appropriate" to a game world. I just find that encouraging PCs either to poke things curiously with sticks, or prod things hard with pointy sticks, keeps most players happy.
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-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
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08-06-2017, 02:30 PM | #938 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What GURPS needs... now
"What if the Hundred Acre Wood was a dark fantasy setting?" strikes me as a much more inspired premise than "How can the most generic tropes common to 80s FRPG settings be rationalized?"
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08-06-2017, 03:05 PM | #939 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What GURPS needs... now
Thanks! I look forward to hearing what you have to say. John has also PMed me with some helpful further explanation.
I have to say that I'm probably not going to invest in 5/e or The Great Pendragon Campaign at this point. For one thing this is a tryout; for another it may be only a few sessions—once the school year starts C's time will be scarce. Maybe sometime later on if it lives up to its reputation.
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Bill Stoddard I don't think we're in Oz any more. |
08-06-2017, 08:33 PM | #940 | |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: What GURPS needs... now
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I just hope you are managing your players' expectations accordingly. I would be upset if I signed up for a specific game, and got something completely different instead. But I assume you're doing fine there. Ah yeah but it's probably tricky to find a group for a lot of those games, and besides I like playing a GM a lot more than as a character. |
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