06-08-2009, 10:35 AM | #91 | |
Join Date: Apr 2009
Location: South Shore-ish, MA
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Re: Fantasy Setting for GURPS
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What *I* think would be cool, would be a "template" for both Modules and Settings. If it was something that aided you in making Modules or Settings (Campaigns), it could also provide a nice format to provide a way of sharing them. You Know: Tomb of the Forbidden Terror of Mystery A "GURPS FANTASY" Module For Characters of Skill Level 13* (200 points*) Orientation rating (1-10): Story - 2, Combat - 7, Horror - 9, Puzzles - 10, Continuity - 1 Skill Level - 5 Plot Hook Option 1: "A Dwarf, a cleric and a Minotaur walk into a bar...." Option 2: "One of the players relatives send them an urgent missive..." Skill Level: 5 Skill Level 5 suggests * point characters or characters with main skills in the * range etc, etc. etc.. What would be cool would be suggestions for adjusting the Skill ratings up or down (If your party is above/under the suggested skill level, use these alternative NPC's or extra encounters) Anyways, just a crazy thought... *arbitrary numbers. |
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06-08-2009, 11:08 AM | #92 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Fantasy Setting for GURPS
There is already a template for making GURPS adventures, you can find it on the e23 "Writing for us" page. Though, the template puts me off and it is the reason why I haven't submitted any adventures to e23. Though, once I get some more free time, I'll probably start submitting to Pyramid again, precisely because they don't have the template requirement.
Last edited by trooper6; 06-08-2009 at 11:21 AM. |
06-08-2009, 05:36 PM | #93 | |
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: Fantasy Setting for GURPS
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Can't help you with the others; sorry.
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06-08-2009, 06:38 PM | #94 | |
Join Date: Aug 2004
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Re: Fantasy Setting for GURPS
For the record, Banestorm doesn't do it for me. It is a good attempt at classic fantasy but for the love of me I just cannot stand the "historical-people-displaced-with-their-real-world-religion" stuff. That being said, the old Harkwood and Tredroy supplement were really well done so...
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06-08-2009, 08:23 PM | #95 |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Fantasy Setting for GURPS
Just to help the arguments, I decided to throw in a (shudder) fact.
List of Fantasy Worlds (defined as "any reality where supernatural or fantastic forces completely dominate the setting") of GURPS (My own personal stash, you may have a more complete stash than mine) ... "Seas of Dread" from GURPS Horror "Judgment Day" from GURPS Y2K "Yrth" from GURPS Banestorm (4e) "Roma Arcana" from GURPS Fantasy (4e) "World of Darkness" covered in GURPS Werewolf, Vampire, and Mage "The Orichalcum Age" from GURPS Atlantis "Mythic Camelot" and "Cinematic Camelot" from GURPS Camelot "The Hyborian Age" from GURPS Conan "Madlands" from GURPS Fantasy II "Age of the Autarch" from GURPS New Sun "Voodoo World" from GURPS Voodoo "Reality Wyvern" from GURPS Dragons GURPS Cabal GURPS Technomancer Castle Falkenstein Deadlands Discworld Riverworld Witchworld And there are a few others which might be considered fantasy, such as Conspiracy X and Hellboy and the world of Cthulhupunk. Looking over this list, I can't imagine anyone being starved for a fantasy rpg milieu in GURPS. I think something could be found for everyone.
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06-08-2009, 09:45 PM | #96 | |
Join Date: Apr 2009
Location: South Shore-ish, MA
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Re: Fantasy Setting for GURPS
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Wow, I think any urge I had to submit an adventure to e23 just got sucked out of me by that template. That sucker must have cost 25cp right there. That thing is like the opposite of what I want. I mean, I see why they need it, it' so they can easily turn it into a PDF/Print thang, with the SJ Games graphics inserted here and there, etc. But still, yeah, major buzzkill. Maybe I'll tinker with that half-assed template I posted and come up with some options and put it up on one of the GURPS wiki or something - I think I'd like to have the template for myself anyways, as a GM aid. |
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06-09-2009, 12:23 AM | #97 | ||
Join Date: Nov 2005
Location: Seattle, Washington
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Re: Fantasy Setting for GURPS
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Whether due to time or imagination constraints, all those settings, frames and adventure seeds mean nothing to this camp, because they are essentially "consumers and resellers of world product" (as I put it in another thread). The "create your own from scratch" and "expand an outline" groups are just talking past the "complete off-the-shelf" group.
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06-09-2009, 01:44 AM | #98 | |
Join Date: Aug 2004
Location: Canada
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Re: Fantasy Setting for GURPS
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I never run an adventure or location exactly as written either. QM
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06-09-2009, 07:11 AM | #99 |
Join Date: Jan 2006
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Re: Fantasy Setting for GURPS
If that is a reason, then maybe something has to be changed in how returns are computed? (I have no suggestions, though.) Of course material that GMs buy tend to sell less than material that players tend to buy, but could help boost sale of related items. Like a series of ready-to-use DF adventures could increase the number of players increasing sales of all the other DF material as well, etc., right?
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06-09-2009, 07:28 AM | #100 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Fantasy Setting for GURPS
It's not a matter of accounting or other business tricks. It's a matter of raw sales. I spend the same amount of time writing and get the same percentage of royalties from GURPS Women's Clothing of the Late Victorian Era and GURPS Adventures: Milliner! However, history shows that a lot more people are going to buy WCotLVE because it's got the Bonnet Design System in it, which people can adapt to their own hat-making adventures, than the single adventure. Ergo, if I've made the unwise choice to make game-writing the thing that puts food on my table and a roof over my head, I'm going to go with the first one. If more people could be convinced to buy adventures, thereby convincing writers that it's financially safe to write them, that'd help, but you do have a bit of a chicken-and-egg scenario (can't prove adventures sell until people write them; people won't write adventures until it's proven they'll sell).
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fantasy, setting, yrth |
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