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Old 04-21-2010, 04:08 PM   #11
MadWombat
 
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Default Re: Some reflections on themes in Pyramid.

Considering our own SMarsh had an issue of Shadis done for him it might not be out of the realm of possibility.
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Old 04-22-2010, 11:02 AM   #12
Not another shrubbery
 
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Default Re: Some reflections on themes in Pyramid.

Quote:
Originally Posted by Archangel Beth
*beth has the very silly idea of having a lottery/voting scheme; GMs sketch out their homebrew campaign, and every now and then (once a year?), there's an issue that includes an adventure at least theoretically suitable for that homebrew....*
I wouldn't call it silly at all... Back in the day, when the market was bustling, it could have been pretty cool. Nowadays, I don't know how much support there would be for it :\
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Old 04-23-2010, 03:00 PM   #13
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Default Re: Some reflections on themes in Pyramid.

Quote:
Originally Posted by Archangel Beth View Post
*beth has the very silly idea of having a lottery/voting scheme; GMs sketch out their homebrew campaign, and every now and then (once a year?), there's an issue that includes an adventure at least theoretically suitable for that homebrew....*
What about an adventure-design contest? The Dragon used to have these back in the day. It'd probably be more work for the editors than it's worth, though...
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Old 04-25-2010, 10:21 AM   #14
TheThingFromOuterSpace
 
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Default Re: Some reflections on themes in Pyramid.

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Originally Posted by Kelly Pedersen View Post
Oh, definitely. I'm not saying it's impossible to write adventures for GURPS, just that it's more difficult than for more focused games, which is why we see fewer of them.
Hi,

the thing IMO is: It's not more difficult to write adventures for GURPS. It's more difficult to write everyone-suits generic adventures (that's a not problem specific to GURPS). I can produce adventures for Gurps in about 3-4 hours, especially with a computer based character program, but they are quite specific to my tastes and my setting of choice.

The challenge is to write to the suits of everyone. If you look in most of the published adventures: They have a very narrow focus and are nearly all customized to a specific setting.
But it should be easy to follow the same path as savage worlds and bring adventures for a specific genre (pulp, horror, dungeon fantasy) and give hints about how to customize.
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Old 04-25-2010, 12:05 PM   #15
Langy
 
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Default Re: Some reflections on themes in Pyramid.

Balancing combat encounters is significantly more difficult in GURPS than it is in most other game systems, though. It's not so bad for Dungeon Fantasy or Action, where everyone is assumed to be competent at fighting, but it's damned near impossible in other genres, especially if you don't know any specifics about the characters involved. Same with non-combat encounters, really, except they generally aren't life-or-death.
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