06-21-2017, 06:02 AM | #1 |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Alternate Realities: GURPS 1E
So SJG went bankrupt or chose to focus on something else, and all you've got is Man to Man: How would you turn it in a full RPG?
The obvious missing piece is magic. Now, the more boring choice would be adapting TFT's Wizard, but then we might just stick with TFT altogether. D&D's spells would seem like another popular choice, and let's not forget that for a time Rolemaster's Spell Law was sold as a universal magic system. Any other games a divergent timeline in the mid 80s might steal from? Then how to integrate them in the basic setup. We only have 4 advantages, so putting something there might be a start. For added "old school" restrictions, one could rule that you can't take a fighting ad if you also take a magic ad... And where do we steal our skill list from? Last edited by mhd; 06-21-2017 at 06:03 AM. Reason: Broke arm. Typing bad. |
06-21-2017, 01:16 PM | #2 | |
Join Date: Dec 2012
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Re: Alternate Realities: GURPS 1E
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As is often the case, Wikipedia has a page that can help: Timeline of pen and paper role-playing games. The Basic Role-Playing system from Chaosium has a kind of decent skill system, IIRC, but it's certainly not the only option.
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