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Old 06-27-2015, 12:29 PM   #71
robkelk
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Default Re: GURPS supplements that you'll like read

Quote:
Originally Posted by vicky_molokh View Post
IMHO UT is troubled to a large extend by it coming out before HT. So now much of its stuff is obsolete and relatively weak. This is not normal. UT stuff shouldn't be so inferior to HT stuff, otherwise what's the point?
Zeerust. Some people like playing retro-SF.


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Originally Posted by lvalero View Post
...
Any supplement to help model Naruto / Dragon Ball / Saint Seiya fantasy martial arts techniques and the "animesque" touch will also be very appreciated.
Appearance is a special effect. Look at what the techniques do, and model them using GURPS Powers.


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Originally Posted by Blind Mapmaker View Post
... I was just very surprised by the fact that something I read on the internet got included in a GURPS book.
You should see some of the stuff that gets cut from the manuscripts.

(For example, "Sir Bruce of Gotham, a dark knight" didn't make the final cut for GURPS Camelot...)
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Old 06-27-2015, 12:39 PM   #72
simply Nathan
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Default Re: GURPS supplements that you'll like read

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Originally Posted by scc View Post
Um, what? DF is already not set on Yrth
But we don't have a published fantasy world map on which DF does take place, is the point.

Me, I don't want a continent; I just want some ready-to-use dungeons with GURPS-appropriate monster and treasure stats.

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Originally Posted by acrosome View Post
Banestorm map set. Nice ones. I know the official position of SJG is to keep the geography somewhat vague to allow GMs freedom to impose their own visions upon the setting, but I personally would like something more Harn like.
Banestorm frustrated me because Yrth is pretty fully packed when it comes to the details I don't care about (large nations and their laws/cultures) but doesn't give very specific maps for like, a generic farming village, a dungeon to ransack, and the like. Not at all familiar with Harn so I have no clue if that'd actually be preferable.
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Old 06-27-2015, 01:05 PM   #73
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Default Re: GURPS supplements that you'll like read

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Originally Posted by robkelk View Post
Zeerust. Some people like playing retro-SF.
Zeerust is its own thing. I'm talking about the generic progress as opposed to narrow specialised progress. UT is generally a menu to be cut down, not a specialised single-path mini-catalogue to be extended.
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Old 06-27-2015, 01:46 PM   #74
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Default Re: GURPS supplements that you'll like read

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Banestorm frustrated me because Yrth is pretty fully packed when it comes to the details I don't care about (large nations and their laws/cultures) but doesn't give very specific maps for like, a generic farming village, a dungeon to ransack, and the like.
True, but there is at least one location described in great detail: Tredroy, a great setting if you like urban adventures with thieves and assassins guilds, espionage, treachery and the like.
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Old 06-27-2015, 02:13 PM   #75
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Default Re: GURPS supplements that you'll like read

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Originally Posted by robkelk View Post
(For example, "Sir Bruce of Gotham, a dark knight" didn't make the final cut for GURPS Camelot...)
If anyone has that section of the playtest files, and assuming permission to share them could be obtained, I'd be very interested and amused to see the relevant page(s).
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Old 06-27-2015, 04:48 PM   #76
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Default Re: GURPS supplements that you'll like read

While the earlier suggestion by Ivalero of converting all spells into powers is not likely to be feasible, as others have noted, I'd certainly enjoy seeing some smaller manner of GURPS Powers: Magic or whatever you wish to call it. At least some basics on covering more difficult spell concepts as advantages, various ways of mimicking spellcasting with Modular Abilities, etc.

I'll also umpteenth the vote for some post-apocalyptic GURPS supplement, even though it's at this point a pie in the sky hope to see one any time soon.

Certain items on the Warehouse 23 Digital Wishlist definitely perk my interests fairly high, too...more Martial Arts, Vehicles, Disasters, and the revival of Who's Who in particular.

And to end things off on an idea from me rather than seconding everyone else, how about GURPS Environmental Adventures?. More of the smaller titles in the vein of Underground Adventures, such as Desert Adventures, Swamp Adventures, Mountain Adventures, etc., that combine new looks at character traits, fresh equipment and vehicles, character templates, and creature archetypes that are fitting for that environment.
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Old 06-27-2015, 07:03 PM   #77
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Default Re: GURPS supplements that you'll like read

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Originally Posted by robkelk View Post
Zeerust. Some people like playing retro-SF.
VILLAINY! Posting an unlabeled TV Tropes link like that! Don't you realize people have fallen in there and have never been seen again?!?!
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Old 06-27-2015, 07:27 PM   #78
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Default Re: GURPS supplements that you'll like read

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Originally Posted by RobKamm View Post
If anyone has that section of the playtest files, and assuming permission to share them could be obtained, I'd be very interested and amused to see the relevant page(s).
Bob says that was pretty much it, actually. Sir Bruce would have been in the big list of knights, as an "easter egg".


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Originally Posted by evileeyore View Post
VILLAINY! Posting an unlabeled TV Tropes link like that! Don't you realize people have fallen in there and have never been seen again?!?!
That wasn't TV Tropes ... that was All The Tropes. Completely different, except where it isn't. <g>
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