08-30-2016, 08:01 PM | #1 |
Join Date: May 2008
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dependant files
I'm building from a sourcebook that doesn't explicitly require powers, but uses advantages from it. When making a GDF in this scenario, should I reimplement the advantage from powers, or require that book to load?
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
08-31-2016, 06:23 AM | #2 |
Join Date: Mar 2008
Location: Mission Tx
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Re: dependant files
I would recommend requiring base GDF files that have the stuff you need to be loaded. Using traits from the main sources can save you work as well. If you need to make changes, you can do it in your derived GDF file.
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Thank You, Torg Smith |
09-07-2016, 11:30 AM | #3 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: dependant files
I'm not sure in these cases exactly what the best practice is.
To avoid rewriting things, requiring the other data file solves that problem, and means changes needed to such a shared advantage can be made in just one place. On the other hand, requiring a file with lots of unused stuff in it can add a lot of extraneous stuff to the program that might confuse the issue for players. In the end, I think I agree with TorgSmith. If it uses advantages from Powers, then it uses Powers, and you should probably require Powers. Of course, finally, for your games, do it however works best for you and your players.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
09-07-2016, 12:46 PM | #4 |
Join Date: May 2008
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Re: dependant files
Thanks. I'm writing a GDF I hope will get rolled into the rest of the data files one day, so best practice is of particular interest to me. For the one advantage in question, it ended up being a little better to modify it from the outset and declare it early.
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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