01-14-2013, 06:57 AM | #91 | ||
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Releases seem to be slow?
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Hero 6th comes to mind, maybe BRP |
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01-14-2013, 07:02 AM | #92 |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: GURPS Releases seem to be slow?
My point is, how can it be a valid criticism of GURPS (as opposed to RPG systems in general), if None of the rules systems have much in the way of vehicles support?
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01-14-2013, 07:17 AM | #93 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Releases seem to be slow?
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GURPS DF and GURPS Mecha are pretty cut and dried. Vehicles have almost no place in the former, while vehicles are pretty front and center in the latter. But what about GURPS Action? In some examples of GURPS Action, vehicles will play a central role. Who can imagine an example of the Italian Job or Fast Furious 5 without extremely detailed, highly specific rules and stats for the vehicles? The same is true of most military-oriented Action games featuring tanks and helicopters. But I can think of many Action games where vehicles amount to a way of getting from point A to point B. Shoot-em-up featured no vehicles that I could remember, for example, and Kill Bill had a single motorcycle. Vehicles is ideal for a game where you have a gearhead in charge. It's a game where players care about horsepower and torque, or where they want each starfighter to be unique. But you can just as easily run these genres with "The spaceship just gets you there" (Mass Effect), or "The car goes, what more do you need?" So it's more than genre. You and I would use vehicles for an endless number of genres. I'd probably even find a way to put detailed ships into a fantasy game. But I know quite a few people who just can't be bothered with the details of vehicles, even in genres that you would think would demand them.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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01-14-2013, 07:23 AM | #94 | |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Releases seem to be slow?
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Or rather I tend to judge a system on it's own merits (and how it meets my needs) than compared to other system's merits & flaws. You jump your own hurdles, not anyone else's. Also i'd argue that generic systems have more of need for such rules as by definition they have to provide a far a wider range of options. There are differing ways of doing this of course and the applicability of each is also dependent on the nature of the system in question. A detailed 'realistic' system will benefit more from a tool box creation system than a rules lite one would. A system tied to a specific setting only really needs to provide vehicles found in that setting and rules for their use as it pertains to the setting. e.g Airship pirates has plenty on airships and what happens when you shoot them with the weapons commonly found in that setting, but doesn't need to worry too much about tanks and the details of the progression of C20th anti tank rounds (or the effect of such rounds on C22nd century airships). Last edited by Tomsdad; 01-14-2013 at 07:32 AM. |
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01-14-2013, 07:24 AM | #95 | |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Releases seem to be slow?
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Last edited by Tomsdad; 01-14-2013 at 07:31 AM. |
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01-14-2013, 07:35 AM | #96 | ||
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: GURPS Releases seem to be slow?
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It's kind of amusing that an often quoted criticism of GURPS 3e was that it was too complex, requiring 'advanced maths' (or something similar), which is often attributed to the 'maths' in the 3e GURPS Vehicles. (Damned if they do, and damned if they don't!) From a gaming perspective, I don't really need or particularly want complex vehicle design rules; as a maths junkie, I'll probably buy it, play with it, build spreadsheets and programs, just for fun! |
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01-14-2013, 07:43 AM | #97 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Releases seem to be slow?
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Otherwise its mostly Space and Battle Mech type games.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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01-14-2013, 07:49 AM | #98 | |
Join Date: Aug 2004
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Re: GURPS Releases seem to be slow?
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Action can get away with something much simpler: a variety of stats to put a +1 in, from Fine and Very Fine; some A-Team-style "weld on some makeshift armor" rules; Equipment Bond; stuff like that. |
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01-14-2013, 07:50 AM | #99 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: GURPS Releases seem to be slow?
Hero System has a simulatative vehicle design system? And BRP does too?
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01-14-2013, 07:51 AM | #100 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Releases seem to be slow?
True, though by and large there are things people care more about than others. Spells and powers are a fixture to many genres and unlikely to get a handwaved response from the GM. The same is true of guns, blades and armor. Martial Arts is a little more niche, as is biotech (which, I'd bet, didn't sell like crazy).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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