07-31-2017, 09:16 PM | #571 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: What GURPS needs... now
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-31-2017 at 09:27 PM. |
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07-31-2017, 10:15 PM | #572 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: What GURPS needs... now
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A Psionic Campaign setting to take advantage of those books. A SteamPunk setting to take similar advantage to those recent books, including one coming out soon. Maddness Dossier seems like a winner. We need a Fantasy one too.
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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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07-31-2017, 11:01 PM | #573 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What GURPS needs... now
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They will need to focus in on one area. When that takes off, maybe open another, and so on. |
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08-01-2017, 01:07 AM | #574 | |
Join Date: Sep 2004
Location: Lancashire, UK
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Re: What GURPS needs... now
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Contrast that against taking a 3rd party module or mega-module and re-stating it for GURPS. Having an easily portable, high quality, play-rich product would be a great way to get over the hurdle that people who are not already using GURPS have about 'what do it do with this toolkit to produce a great gaming experience?' IMO, naturally. I am not a marketeer. |
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08-01-2017, 01:47 AM | #575 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What GURPS needs... now
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08-01-2017, 02:30 AM | #576 |
Join Date: Feb 2005
Location: Somewhere outside London, UK
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Re: What GURPS needs... now
Phew! This thread has consistently been growing beyond my ability to read it, but I'm just about caught up.
I'm going to go back to some older points: Other online RPG stores: I get the impression this won't happen, but if I've got my sums right, SJG could release a core set of about a dozen books, then release a GURPS PDF once a week for 5-7 years for what looks like a minimal investment(?). Even if they don't sell, this is a constant flow of advertising to a huge group of gamers that otherwise wouldn't know GURPS (still) exists. OK, maybe one PDF once a week isn't the best approach and mini-bundles would be better, but there's a huge back-catalogue, and I imagine many of them are barely selling in the single-figures, so why not open up to lower-margin sales with bonus exposure? Open rules - Even if we'll never get the full (or partial) rules as an open license, SJGs blessing for authors to include stat blocks (with some 'How to' advice) might encourage indie publishers to include GURPS stats alongside other systems. For stronger support, add a requirement to include a link to a review thread in a SJG 'community' forum, where the existing GURPS community can review and suggest improvements in support of indie releases. Settings - A good, fun, kitchen-sink Action setting would be interesting. It'll never happen, but I've been watching some of the Lego animated series (Ninjago, Nexo Kights) - these have a mix of Martial Arts, Magic, Chi powers, Tech, etc. and have potential to show-off the flexibility of GURPS (yes, I know - not a realistic proposal, and probably the wrong age group, but hey, I can dream).
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Hy twegen sceolon tæfle ymbsittan þenden him hyra torn toglide. [Two should sit at a game together, until their troubles slip away - old English maxim] |
08-01-2017, 02:57 AM | #577 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: What GURPS needs... now
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Reign of Steel just popped to mind because of the possibilities it offered, including some cross-genre expansion and the relative popularity of the setting. Quote:
This actually has some basic parallels in concept with the World of Darkness where you have Vampire, Werewolf, and Mage societies sharing the same world, all doing their own things amongst themselves, but also with the occasional overlap where a Werewolf runs into a coterie of Vampires or some-such.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 08-01-2017 at 03:07 AM. |
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08-01-2017, 04:24 AM | #578 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: What GURPS needs... now
Taking off on that idea, here's my "proposal" for how I would do a multi-book series release, were I put in charge of such a thing. I know this will never happen, but I can dream.
GURPS CORE The Basic Set boiled down to approximately 128 pages. Maybe a little more, but the shorter the better while incorporating all of the important rules (certainly no more than 240 pages; I'd have to start with my axe before figuring this out for sure). GURPS Core will be a subset of the Basic Set, should be geared towards modern day/sci-fi and mundane. All Exotic and Paranormal abilities are removed. Almost all enhancements and limitations would be removed. Combat rules would include just the basic Combat Chapter. The idea here is to get a fully functional rules set which other books can rely on in a slimmed down and easier to digest format. If customers want more there will be the current two-volume Basic Set. GURPS Core: Adventurers A book of modern day adventurers. 32 pages. About 12-15 templates built on approximately 125 points, -20 in Disads. Plus a dozen Motivational Lenses built on 25 point with -15 points in Disads. This will cover your standard swath of modern and basic sci-fi character types, the Soldier, Doctor, Police Officer, Pilot, Driver, Techy, etc. They would be built entirely with traits from GURPS Core, and should be flexible enough that, for example, the Techy can double as a ships mechanic or a starter Gadgeteer while the Soldier doubles a Mercenary, all depending on what choices are made. Core and Core: Adventurers could be sold together as a modern day RPG all on their own (indeed, they may as well be printed as one book). Core: Adventurers would be sold separately as well, for people who already own the Basic Set. SHADOW WARS CYCLE This is not a book, it's a game world framework and campaign setting. Set in a "modern day" Earth evil powers abound, hidden in the shadows just out of sight of the media and just beyond the psyche of the average person. They manipulate and try to control us. They use and abuse us. Each book in the Shadow Wars Cycle will detail different groups struggling to control and win the Shadow Wars. Each book will include their own character creation rules additions as well as a world description for that aspect of the Shadow War. Possible expansion books would include: Secret Psi, Modern Magik,Madness Dossier, Tiger and the Dragon, Men in Black, Character Templates in each book would be a Power Lens to be added to an Adventurer template from Core: Adventurers. Of course, if necessary new Adventurer templates and Motivational lenses can be added in the expansion books. These should be written in such a way . New and different Powers can be added in each expansion book. THE STARDUST CYCLE This would start out with a worldbook release. A nice, fluffy open-world galaxy spanning Space Opera setting. A great war is looming, but great things are happening in the background. Most of that will be detailed in expansions (e.g. the machinations of the Evil Empire might be covered in an appropriate expansion book). Character creation would basically be using the Core: Adventurer templates, possibly with some extra lenses. The basic game could be played using Core+Adventurers. Spaceships combat would use a subset of the GURPS Spaceships rules, and ships would be built using the construction rules from Spaceships, but if you want to build your own spaceships buy and use GURPS Spaceships. Weapons and armor can be grabbed from Ultra-Tech. Possible expansions would include: Cyber-Tech, Bug Hunters, Aliens Races, Psionic Institute, Evil Empire, Corporate State, The Great War, etc. These are just my mad scribbling's based on a couple hours of thinking. The basic idea here, however, is to take the "toolkit" approach that GURPS currently has and turn it more into a ready to grab toolbox, with everything you'll need to play one particular game.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 08-01-2017 at 04:45 AM. |
08-01-2017, 05:10 AM | #579 | ||
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: What GURPS needs... now
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08-01-2017, 07:27 AM | #580 | |
Join Date: Jul 2006
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Re: What GURPS needs... now
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With Wizards it is a little different than Paizo. Some of their adventure books are basically a super module like Ravenloft and the Yawning Portal. Because of the single book (or two in case of the first one) format they always present a hybrid format. With a mix of adventures sites, mini settings, and side quests. The point for GURPS is that it diversified to the point that there are dozens of examples of different ways of writing adventures. In the past 17 there is no stereotypical format for every bad example there is a good example and dozens of others in-between with different strengths and weaknesses. |
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