02-18-2019, 12:48 PM | #11 |
Join Date: Dec 2009
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Re: Converting other games: What's your style?
I've done a Shadowrun and a World of Darkness adaptation, and I follow these rules:
Oh, and people tie themselves in absolute knots trying to make Astral Projection and Astral Perception work using Insubstantiality and a host of modifiers and other abilities, but I absolutely sidestep it all using Jumper (Spirit). I posted about it here.
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02-18-2019, 12:52 PM | #12 |
Join Date: Dec 2009
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Re: Converting other games: What's your style?
Yes, very much. A lot of the reason for adapting games is to benefit from the greater crunchiness and detail of GURPS!
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02-18-2019, 12:59 PM | #13 |
Join Date: Apr 2005
Location: Houston, TX
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Re: Converting other games: What's your style?
Though, in Shadowrun's case, the "push-your-luck" idea of random casting cost seems very much a part of the feel. I'm still not sure how to best emulate that.
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02-18-2019, 01:08 PM | #14 | |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Converting other games: What's your style?
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For me, I try to lock onto the feel of the game and emulate that through GURPS. Sometimes, it involves converting huge swaths of existing game material into GURPS mechanics (I'm looking at you Heavy Gear). Other times, it doesn't (Star Wars, Star Trek, the above-mentioned MechWarrior). For Heavy Gear, converting from an anime-inspired, abstract system into linear GURPS was a nightmare, hindered by the fact that the numbers they gave (in an attempt to ground it in reality) didn't work. When the numbers were converted into real-world values, weapons that would be so terribly destructive with real-world values, were no more frightening (in Heavy Gear) than weapons that would barely be expected to damage the listed amount of armor. MechWarrior, though, was simple when I sat down and did the maths. It's just inverting the BattleTech sign (+ becomes -, and vice versa) and applying them as skill penalties. Then, just playing BattleTech with the GURPS pilots. |
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02-18-2019, 01:25 PM | #15 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Converting other games: What's your style?
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My Star Wars, Rifts, and Marvel conversions are all based on "what does the fluff say?" rather than the oft-nigh-impossible "what do the numbers say?"
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02-18-2019, 04:02 PM | #16 | |
Join Date: Dec 2007
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Re: Converting other games: What's your style?
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02-18-2019, 04:12 PM | #17 |
Join Date: Feb 2016
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Re: Converting other games: What's your style?
The real problem with capability conversions is that what is balanced in one system may not be balanced in another. To take Shadowrun 4e as an example again, it was possible to create a beginning character who could punch for 16P elemental damage, the equivalent damage of an antitank missile (though with inferior penetrating power). The equivalent attack in GURPS would cost around 300 CP, but it was a beginning build in Shadowrun 4e. Converting magic, especially Astral Projection and Summoning, likewise ends up with massive CP investment. In order to make GURPS beginning characters functionally similar to beginning Shadowrun characters, you have to give them 500 CP.
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02-18-2019, 07:12 PM | #18 |
Join Date: Aug 2004
Location: Seattle, WA
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Re: Converting other games: What's your style?
95% of the time I've ported other RPG settings I've used vanilla GURPS and just the fluff over. I did a whole Forgotten Realms campaign for years using the standard GURPS Magic system, and it worked just fine and felt like the fiction we wanted to capture, even without Vancian magic, hard cleric/wizard separations, etc.
However, I think some settings do benefit from mechanical tweaks. There's precedence here too -- GURPS Horror, for example, includes new Fright Check and insanity rules for the sanity-blasting nature of seeing elder gods, or the slowly-going-insane feel that Call of Cthulhu brings. Those rules tweaks were simple and impacted my Lovecraftian horror games in a fun way. Similarly, the official 3e GURPS Vampire: The Masquerade rules had good, light rules for Humanity, which is so important to that angst-ridden setting (though if I remember right, by the time they got to GURPS Mage, all the rules additions were a mess). Short version, I'd be frugal and sparing on new rules, but wouldn't hesitate if I thought they add to the setting I'm trying to capture. I might create Turning to the Dark Side mechanics for a GURPS Star Wars game because I liked how that changed the feel of the game in the West End version. Or rules for crossing realities in GURPS Torg. Or steal (and adapt) some narrative starship rules from Star Trek Adventures. |
02-18-2019, 07:14 PM | #19 | |
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: Converting other games: What's your style?
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02-18-2019, 09:19 PM | #20 |
Join Date: Aug 2004
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Re: Converting other games: What's your style?
DF 3: The Next Level has Orcs. For a mere 15 points, you can join the Horde!
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