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Old 08-17-2012, 07:50 AM   #31
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Originally Posted by Sunrunners_Fire View Post
On the tangential sub-thread about "Dungeon Fantasy: The Compilation So Far!", I have a couple questions for y'all who keep saying you want it: What price do you expect it to be? And how many units do you expect they'll sell at that price?
it obviously depends on the format.
I'm willing to pay $50 for a PoD quality 256 page softcover. That is, I'm willing to pay more than current price of a hardcover, given that it will have a small print run. Of course, currently, that would not cover the whole DF line... not unless there was some massive space savings due to putting everything together.
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Old 08-17-2012, 07:54 AM   #32
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Main advantage of this, is that it is quite risk free for SJG. If it doesn't generate enough interest, then no harm done, other than having a failed kickstarter campaign...
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I have a couple questions for y'all who keep saying you want it: What price do you expect it to be? And how many units do you expect they'll sell at that price?
Well, assuming they have the man hours to actually produce it - there is only a small team and most are likely working on other projects currently. Plus, it actually has to be a viable investment, to the kickstarter would have to cover the costs of production plus the potential profit margin each pledger would have generated if they had bought the compilation after the fact.

Otherwise they'll have a useful new book but diminished revenue actually generated by it as the main target audience have already obtained copies through the kickstarter event (assuming they do it that way, although as that seems the be the standard for this sort of project it would be highly usual if they didn't).

As for how much I'd pay? I dunno, it would be handy to have them all together, but I have almost all of them already. So it would very much depend on if I see it as cost effective for me as the customer to have a more concise compilation. Having a consistent format for each profession (read: expanding the Power-Ups for those missing them etc) and bringing the Pyramid professions into the fold would help a lot... but that's new content in addition to recomposing the old content. Which may not actually be at all covered by such a project.
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Old 08-17-2012, 02:44 PM   #33
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Default Re: Dungeon Fantasy: Print compilation?

Okay, I moved all of these posts out of the DF15 thread. Please, continue to discuss!
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Old 08-17-2012, 03:10 PM   #34
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Default Re: Dungeon Fantasy: Print compilation?

As GURPS has encouraged me to make my peace with E-Books, I dont know that I would buy a dead tree version, but I can see some merit in compiling the lot of it together. I dont know if anyone ever planned to see 15 volumes of DF but it appears to be doing well and the books keep coming. While that is great news, there has been a bit of digital sprawling of the rules.

Re indexing it, although apeal for print, doesnt really interest me. My PDF reader will search the doc for me (HUGE E-vantage). Having them all in one PDF so I can just search the one for what Im looking for, THATS convenient.

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Old 08-17-2012, 03:16 PM   #35
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Default Re: Dungeon Fantasy: Print compilation?

I agree with Nymdok. I have come to love my PDFs. I'd buy the print version, mostly as I'm more comfortable loaning out a printed book, but having everything compiled would be very convenient.
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Old 08-17-2012, 03:23 PM   #36
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Default Re: Dungeon Fantasy: Print compilation?

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Originally Posted by Nymdok View Post
As GURPS has encouraged me to make my peace with E-Books, I dont know that I would buy a dead tree version, but I can see some merit in compiling the lot of it together. I dont know if anyone ever planned to see 15 volumes of DF but it appears to be doing well and the books keep coming. While that is great news, there has been a bit of digital sprawling of the rules.

Re indexing it, although apeal for print, doesnt really interest me. My PDF reader will search the doc for me (HUGE E-vantage). Having them all in one PDF so I can just search the one for what Im looking for, THATS convenient.

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I agree with Nymdok. I have come to love my PDFs. I'd buy the print version, mostly as I'm more comfortable loaning out a printed book, but having everything compiled would be very convenient.
You can easily build a franken-PDF using PDFSaM. I've done that, for exactly that reason (being able to search it all at once). It's easy, and it's all Free software
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Old 08-17-2012, 03:36 PM   #37
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Default Re: Dungeon Fantasy: Print compilation?

Many PDF readers will search through all the PDF files in a directory (etc), not just one at a time. Both Adobe Reader X and Foxit Reader can do so. You don't have to merge the files before searching.
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Old 08-17-2012, 03:43 PM   #38
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Originally Posted by Kuroshima View Post
it obviously depends on the format.
I'm willing to pay $50 for a PoD quality 256 page softcover. That is, I'm willing to pay more than current price of a hardcover, given that it will have a small print run. Of course, currently, that would not cover the whole DF line... not unless there was some massive space savings due to putting everything together.
Me, I'd like two DF products: A box set and a big fat compilation book. Call it the Dungeon Fantasy Cyclopedia or something...
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Old 08-17-2012, 05:42 PM   #39
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Default Re: Dungeon Fantasy: Print compilation?

If there was a compilation I would like there to be some notes on how to keep low point characters on track with their classes. If PCs start out as say a 62 point wizard the how to keep them wizards as they gain points. Otherwise PCs will just end up a jumble of many different classes instead of staying in one class. Maybe there could be a point limit on the amount of off-class skills and powers a PC can have?
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Old 08-17-2012, 08:44 PM   #40
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Default Re: Dungeon Fantasy: Print compilation?

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If there was a compilation I would like there to be some notes on how to keep low point characters on track with their classes. If PCs start out as say a 62 point wizard the how to keep them wizards as they gain points. Otherwise PCs will just end up a jumble of many different classes instead of staying in one class. Maybe there could be a point limit on the amount of off-class skills and powers a PC can have?
Isn't that already in DF? By default, you can only improve by selecting options from your template or available as a Power-Up for your template.
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