06-27-2015, 12:34 AM | #61 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS supplements that you'll like read
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06-27-2015, 12:56 AM | #62 |
Join Date: Jan 2015
Location: Madrid, Spain
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Re: GURPS supplements that you'll like read
I would love to see a Gurps: Power of the Magic where every spell of Magic is reconstructed as a Power.
A pure DF continent that is not Yrth. Maybe it can be implemented with a chain of Pyramid Articles! A new look on old advantages, maybe changing its name adding some limitations / enhancements and explaining the advantage in a interesting way. Some games uses the concept of "tree of feats" that could be interesting also to see implemented in Gurps. Any supplement to help model Naruto / Dragon Ball / Saint Seiya fantasy martial arts techniques and the "animesque" touch will also be very appreciated.
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06-27-2015, 01:29 AM | #63 | ||||
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS supplements that you'll like read
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Though I'm still hoping for GURPS Furries.
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06-27-2015, 01:51 AM | #64 |
Join Date: May 2015
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Re: GURPS supplements that you'll like read
1) GURPS Basic Medieval - Like the Basic set, minus anything above TL 3 or maybe 4, and with a few added nice bits added in (more weapons, armor, maneuvers, and combat and injury rules), so it's a stand-alone sourcebook for doing TL2-4 campaigns, with no noise from other genres, with everything compiled and easily learned in one context. So new players who know they want to play GURPS in a TL2-4 setting can learn the core rules without having to read around all the stuff about Psi and Supers and Sci Fi and so on. And so veterans such as myself can have a reference to learn and find the 4e versions of rules without having getting distracted.
2) GURPS Realism - So Kromm's said GURPS is just realism-based... what if we do want to be more realistic and detailed? I'd like tweaks and rules to go further in that direction. Particularly, again, for TL2-4. We already have High Tech and Tactical Shooting for TL5-7. 3) GURPS Vehicle Combat - It'd be nice to have the equivalent of GURPS Advanced Tacical Combat (which I consider to be the very best system for doing detailed fairly realistic TL2-4 tactical combat) for various types of vehicles. I'd even prefer multiple books (GURPS Dogfights, GURPS Naval Combat, GURPS (ground) Vehicle Mayhem) if they were well done and resulted in good detailed tactical games. GURPS Autoduel did not let me reproduce the first chase scenes in Mad Max and The Road Warrior - I still want that. I want to be able to run a GURPS Red Baron campaign, or GURPS Starfighters, where the dogfights are as good as a sword & axe melee. Similarly, GURPS Vehicles was insanely detailed for building everything, but gave me no really comparably good way to play out a tank battle. |
06-27-2015, 02:24 AM | #65 | |
Join Date: Mar 2013
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Re: GURPS supplements that you'll like read
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Um, what? DF is already not set on Yrth |
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06-27-2015, 03:43 AM | #66 | |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS supplements that you'll like read
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06-27-2015, 08:58 AM | #67 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS supplements that you'll like read
Post-Apocalypse. It's a pretty important setting, and yes you can argue that it exists already in various pieces, but I really want it. And it should include a gritty realism setting, too, not just Gamma-World over-the-topness.
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. And frankly I think this would benefit SJG. I'm convinced that GURPS and Banestorm don't sell as well as they might because a lot of gamers can find much more well-developed fantasy settings elsewhere. This may surprise a lot of you but many gamers aren't like us. They want a neat little adventure module that's pre-made. The Basic Set/Low-Tech/Martial Arts/Banestorm set should be pushed harder as a complete game setting. You probably don't even need to include Martial Arts, there, either- perhaps list it as the "first big upgrade." A gritty realism version of Monster Hunters. I have long proposed re-publishing Black Ops as a more gritty realism setting (i.e. without superhuman PCs), since Monster Hunters now exists for the over-the-top fanboys. Madness Dossier is awesome, but it's more of a cosmic horror setting. Last edited by acrosome; 06-27-2015 at 09:06 AM. |
06-27-2015, 09:15 AM | #68 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS supplements that you'll like read
None of the above. I assume the OP wanted a generic listing of characters that make up a weird circus. The two characters in GURPS Villains are from a Christine Morgan short story whose title I can't remember for the life of me.I was just very surprised by the fact that something I read on the internet got included in a GURPS book.
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06-27-2015, 09:18 AM | #69 | |
Join Date: Dec 2006
Location: Houston
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Re: GURPS supplements that you'll like read
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If you DID take EVERY spell in Magic and break it into tiny bits and reconstruct it with Powers, then at the end you'd have the same spells that you already have. Someone was kind enough to explain this to me in PM not to long ago and Im actually grateful for it. Whatever the reason that you would WANT such a thing (for me it was wanting a Spell Design System) that thing is already available to you, you just have to do the work. Having converted a few spells, I can tell you its no small task. Theres what 850 spells in Magic? Thats a lot of work and what you end up with is those same 850 spells. The bonus that you would get in extensibility doesnt really make up for the effort. Now that said, If someone were to develop another magic system (including Alchemy and Enchantment) that was based on powers that might be interesting, but it would have to be amazingly different and amazingly good. See the problem (I think) with replacing GURPS:Magic, even if its not quite your cuppa, is that it has a slew of great strengths not the least of which are:
For somethng REALLY unique and different (Frex RPM) there will always be room, but if all you want to do is re-invent or even re-edit the wheel, that may not be the most fertile ground to plow. Nymdok |
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06-27-2015, 10:19 AM | #70 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS supplements that you'll like read
What he wants is a fleshed out DF setting that isn't lifted from some other game's rules.
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Even though I can run Fallout in my sleep, I'd still like to see how PK would do it. Quote:
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