06-06-2009, 04:15 PM | #51 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Fantasy Setting for GURPS
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If you can't imagine being way high-powered in Yrth, you have to think a bit more. |
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06-06-2009, 04:31 PM | #52 |
Join Date: Sep 2007
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Re: Fantasy Setting for GURPS
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06-06-2009, 04:55 PM | #53 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Fantasy Setting for GURPS
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Why wouldn't it? Frost Giants are easily placed in the Northlands...which is all Conan-esque anyway. Throw some dragons up there, then have your A-Team go off and kill them. QED |
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06-06-2009, 05:06 PM | #54 | |
Join Date: Sep 2007
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Re: Fantasy Setting for GURPS
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06-06-2009, 05:18 PM | #55 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Fantasy Setting for GURPS
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Wasn't there a knight in Caithness that had killed several before finally being downed by the last he tried to slay? I mean, it's unlikely unless that's your shtick, you know, like if you're an intrepid bunch of daring adventurers off to save princesses, delve dungeons, and other assorted badassery. |
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06-06-2009, 05:20 PM | #56 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Fantasy Setting for GURPS
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If you want there to be hundreds of giants to slaughter just say there are, they live in the mountains of Zarak and in the Northlands...then the PCs go and kill them all day long. How many dragons do you want the players to kill? Put them in. If you want a dungeon fantasy-ish version of Yrth just place the Dragons, Giants, and Dungeons there...and start killing them. It would be easiest to do it in the Northlands because there is very little civilization, but you can do it wherever you want. You are the GM, you just say that is the way it is. |
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06-06-2009, 05:54 PM | #57 |
Join Date: Sep 2007
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Re: Fantasy Setting for GURPS
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06-06-2009, 06:10 PM | #58 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Fantasy Setting for GURPS
Sure you are. Yrth is meant to be flexible. It is a place to play in, not a straightjacket. There are no continuity police going to come and arrest you. There aren't going to be flamewars because you have Giant Armies threatening mankind. This isn't Traveller! :)
Last edited by trooper6; 06-06-2009 at 06:14 PM. |
06-06-2009, 06:17 PM | #59 | |
Join Date: Sep 2007
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Re: Fantasy Setting for GURPS
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06-06-2009, 06:28 PM | #60 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Fantasy Setting for GURPS
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Change the name of the planet? Why not? It is exactly the same as in the Banestorm book, but everyone calls the planet Susan. Okay. Whatever. Eliminate Orcs? Why not, that is what the Dark Elves have been trying to do for ages now. So they succeed. What does everyone think about that? ... How about the Half-Orc PCs? Or where there never Orcs? You'd have to decide about the Banestorm...but the Dark Elves could have been trying to get rid of Lizard Men...or the Banestorm could be a naturally occuring phenomenon on this world. Just make the tweaks you like to make the world the one you want to play. ETA: The only time you have to worry about continuity is if you are wanting to publish a Banestorm adventure with SJGames. Though, maybe you just finished playing the videogame Too Human and you really want to do some sort of Techno Medieval Fantasy...maybe if you did a really interesting thing it could be published in Pyramid as an Alternate Yrth. As GM you can do whatever the heck you want. Even without big obvious tweaks my Yrth and your Yrth aren't going to be the same just because of our different GM tastes and due to the results of player actions (if you are a GM that allows player actions to make a difference in the world). I mean, my idea of fun times would be to create a political wheeling-dealing war campaign in Caithness where the players wage that civil war. And they would want to solve that. So over the course of the campaign, I bet the Civil War would end. That would be a huge difference from what is in the book. So what? Last edited by trooper6; 06-06-2009 at 06:32 PM. |
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Tags |
fantasy, setting, yrth |
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