11-15-2011, 08:12 AM | #41 | ||
Join Date: Sep 2008
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
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Similarly, I am more interested in the early stages of the Zombie Apocalypse than I am in what happens once everyone knows how things work. The first half of World War Z is pretty much ideal for me, whereas 28 Days Later is much less interesting; I'd rather skip forward from there to "how will we actually build a new society". Quote:
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11-15-2011, 11:36 AM | #42 | |||||||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
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I do think that a successful series would have to draw on what I would call "fun" influences. Were it mine to write, I would be influenced by movies like The Road Warrior and The Blood of Heroes, comics like Tank Girl and The Walking Dead, and video games like the Fallout series and to some extent Half-Life and even Brink. I would also give honorable mentions to "crap-world" settings like that of the movie Soldier and game Borderlands, which are counted out of post-apocalypse fiction on a technicality; all the tropes are in place. With apologies to their fans, I think that Twilight: 2000-style stuff isn't interesting enough to garner good sales in 2011, and that films like The Day After are downright dire and unmarketable to gamers. A really brief summary is that GURPS Post-Apocalypse isn't quite the same thing as GURPS Survivors and definitely isn't the same thing as GURPS Survivalism. And I believe I've listed the three concepts here in roughly descending order by reasonable sales expectations in the current market.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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11-15-2011, 12:19 PM | #43 | ||
Join Date: Apr 2010
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
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Alas, it is but a dream. Quote:
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11-15-2011, 12:22 PM | #44 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
*cough*ReignofSteel*cough*
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11-15-2011, 12:25 PM | #45 |
GURPS Line Editor
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Location: Montréal, Québec
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
A classic example of a stable, after-the-apocalypse setting with gonzo monsters and fighting. Quite seriously: The apocalypse is over and humanity lost. It isn't just over, either . . . it's been over for long enough for things to fall into patterns. And the fact that the killer robots aren't mutated or zombified doesn't take away from the fact that they're killer robots from the future ahhhhhh! You can play the setting straight, but it sure isn't about transformation and rebuilding. It's about fighting the killer robots.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-15-2011, 02:14 PM | #46 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
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1. Has to tackle a single sub-genre. A full genre (e.g., "fantasy," "survivalism") is too broad a topic for a grab-n-go, worked-genre series. Put simply, you can't have a worked-genre series that covers both "apocalyptic gaming" and "after-the-fact post-apocalyptic gaming" -- any more than you can have one that handles both "dungeon fantasy" and "courtly intrigue fantasy." 2. Has to be amenable to a simple, fun-before-detail approach. So, nothing that demands ultra-realistic contagion rules or a reworking of food in GURPS to calculate calories required per day. This has traditionally meant "cinematic gaming," if only because that is an easier mode for handwaving such details away -- but I think a worked-genre can handle non-cinematic play as well, just not ultra-detailed play. So, "a gritty game in which PCs explore the ruins of what used to be civilization, raid bandit camps, and avoid radiation" is doable, but "a gritty game in which PCs manage all the needs of a local community, track crops and harvest cycles, and deal with the infected" is too much detail. (It also lacks much general appeal, but that's #4.) 3. Has to support long-term gaming, not just one-shots or limited runs. This is simply a business requirement -- we want to generate a series with lasting appeal, so we can keep making more books in the series. This has worked great for DF, less so for Action and MH . . . but if we released a worked-genre series on (e.g.) "apocalypse now gaming" -- a genre which, by definition, can only support one adventure before it moves into the entirely different "immediate post-apocalyptic" genre -- we'd be giving up even the chance of long-term "GURPS Post-Apoc" gaming groups forming. 4. Has to have broad appeal. These series are designed to get new gamers into GURPS. To call back to #1 for a moment, I believe that there are definitely existing GURPS players who'd prefer courtly intrigue to dungeon delving -- but considering gamers as a whole, the latter is a far more popular genre. Similarly, given a choice between making a series inspired by Fallout (one of the most popular post-apoc video game series of all time) or The Road (one of the most critically acclaimed post-apoc novels of all time), I'll choose the former over the latter without hesitation.
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11-16-2011, 02:47 PM | #47 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
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So with the benefit of that hindsight, were I doing a worked-genre series now -- one that I wanted to cover everything from gritty and low-powered to gonzo and high-powered -- I'd default to "low-powered" (which would probably still mean 150 points or so) and offer lenses for powering-up. That way, it's all in one book. Of course, what I wouldn't do would be to try and capture both Twilight 2000 ("we all managed to survive a war, now let's rebuild") and Fallout/Gamma World ("long ago, there was another civilization, but that's all history now") in the same series. As I've said, "immediate post-apoc" (the war just happened and now we have to rebuild the world) and "after-the-fact post-apoc" (the war happened long ago and everyone accepts that this is the new world) are radically different genres. So again, were I writing such a series, I'd write for the latter, but design it to work for gritty or gonzo games -- Fallout is a great example of walking the line between the two, and it's hopefully clear how easy it is to play a "GURPS Fallout" game as gritter or more gonzo with just a few changes.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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11-16-2011, 02:52 PM | #48 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
That's too bad, I rather like the way MH was organized. I wonder if that's because there's less crunch in Sidekicks and crunch sells. At a guess whatever book had the rules for RPM and the expanded Wildcards would have sold best, regardless. You should have just hinted at them in the first three and then published both as an Appendix to Sidekicks. :)
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11-17-2011, 07:41 AM | #49 | |
Join Date: Aug 2004
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
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11-17-2011, 09:36 AM | #50 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Dungeon Fantasy, Action, Monster Hunters - and now...
Book n+1 of a series generally sells less strongly than books 1 through n. There are inevitably exceptions, but that's the overall trend. I wouldn't read very much into it. The interesting cases aren't the later books that don't sell as well but the later books that sell unusually well and break the pattern. Those tell me "Publish more stuff like this!"
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