08-06-2010, 11:47 AM | #31 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Dungeon Fantasy 11: Power-Ups
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Now Kromm has less time for editing Cabaret Chicks on Ice. There is no rejoicing. *Others must also do layout and stuff, but their time is less important.
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08-06-2010, 11:49 AM | #32 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: GURPS Dungeon Fantasy 11: Power-Ups
The amount of content is still a limitation, even if it's not as much of a limitation as it is for print books. The amount of time necessary to write and edit a longer book tends to increase geometrically, not in a linear fashion. Longer books are also more expensive and therefore can be less desirable to customers.
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08-06-2010, 11:55 AM | #33 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Dungeon Fantasy 11: Power-Ups
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This same logic is why PDFs aren't as dirt-cheap as some people want them to be. For very long items, the cost of creating a sensible, internally consistent, properly cross-referenced text is essentially the cost of producting the item. Putting a cover on it and shipping it certainly isn't free, but it isn't the major limiting factor in terms of expense. It is a gross drag on time and warehouse space, which is why small publishers with small margins and volumes might avoid physical books even where they could probably turn a profit on them once they finally reach customers.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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08-06-2010, 12:21 PM | #34 |
Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Re: GURPS Dungeon Fantasy 11: Power-Ups
Will any of this new fun stuff be available tomorrow at Gen Con as POD softcovers?
I own DUNGEON FANTASY 1 to 4 because of a past Gen Con where such softcover books were available. (And Sean, looking inside them - you autographed them for me!! majQa'!!) - Ed Charlton
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08-06-2010, 02:19 PM | #35 |
Join Date: Aug 2004
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Re: GURPS Dungeon Fantasy 11: Power-Ups
I did find this one bit odd... "Exceptions are superhero gadgets – which don’t apply here –".
Funny, I don't remember reading in Basic that the Gadget limitations (Breakable, Can Be Stolen, Unique) were meant only for the superhero genre, and couldn't be used for magical artifacts in fantasy games, or even Dungeon Fantasy ones. I guess I've been doing Bracers of Defense, Girdles of Giant Strength, and such all wrong... |
08-06-2010, 02:26 PM | #36 |
Join Date: Feb 2008
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Re: GURPS Dungeon Fantasy 11: Power-Ups
I think that means superhero gadgets don't apply in that sidebar because they aren't really gear in the same way that the +1 sword you took of the ork chief is gear.
Superhero gadgets are part of your character constructed with points and don't need special rules about whether or not you can lose them. |
08-06-2010, 03:03 PM | #37 | |
Join Date: Aug 2004
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Re: GURPS Dungeon Fantasy 11: Power-Ups
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08-06-2010, 03:29 PM | #38 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Dungeon Fantasy 11: Power-Ups
The DF series mostly does not use modifiers-based ability designs (although Power-Ups shows the math for GMs who like to tweak). It definitely doesn't use gadgets. It takes a strict approach to points – in keeping with the whole XPs-and-levels shtick it's riffing on – which isn't very compatible with the "easy come, easy go" approach to items found in the dungeon, especially since many artifacts would have different point values for different users. Canonically, at least, gadget limitations don't apply here. If they did, then power items would be ERs with gadget limitations and Special Recharge, which clearly they aren't . . .
As I often write, DF isn't always canonical GURPS. Any canonical concept that doesn't fit well or that would take too much space to describe gets turfed. Lots of complex concepts get simplified. It's 95% GURPS, but it does have its own assumptions. These are normally stated clearly. The statement about gadget limitations is one such example. Quote:
I should add that there's some designer fiat here, too. I'm the series designer, so I get to set the ground rules. I really dislike the gear-as-part-of-the-character approach to gaming, so it gets no cookie. Obviously, a GM could add that in. That's cool! However, Power-Ups is making the default assumptions clear, much as other books say, "You don't have to use templates, but you probably should, and this series is just going to assume that you do."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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08-06-2010, 03:39 PM | #39 | |
Join Date: Apr 2009
Location: Toronto, Canada
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Re: GURPS Dungeon Fantasy 11: Power-Ups
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08-06-2010, 03:50 PM | #40 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Dungeon Fantasy 11: Power-Ups
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It's not that they use different rulesets, it's that they use the ruleset differently.
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dungeon fantasy, kromm explanation |
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