11-23-2017, 10:41 AM | #1371 | |
I do stuff and things.
Join Date: Aug 2004
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Re: What GURPS needs... now
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11-22-2018, 03:14 PM | #1372 |
Join Date: Nov 2018
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Re: What GURPS needs... now
My, this is a long thread. If my points have probably been repeated ad nauseam somewhere else in this, forgive me.
But Ill add my drei-pfennig anyway; Many people have mentioned 'out-of-the-box-playablity' as something missing in GURPS and I have to agree somewhat. I started my interest in gaming (and got others into gaming, so as to have a group to play with!) on the back of the DnD 3.0 corebooks and a single adventure; however thats not what hooked teenage me, but the art. Art gives you an instant hit of creativity which gets your creative juices flowing, and in the game itself it gives you some gnarly graphic which can shown to players as indicative or explicative of places, objects, (former-) people or what have you. Those DnD books have been in storage for a long time now, but I still remember the artists signatures, let alone their funky monsters. Unfortunately I cant say the same about most of the art in GURPS books, though it is perfectly functional (with the exception of Magic, which I find actively repellent I'm afraid), it simply lacks je ne sais quoi. I understand though, that this is a feature of finance limitations, and of producing lots of generic and rules heavy books rather than setting books. In many ways I respect SJGames for strongly favoring crunch over fluff; when I first encountered nWoD books I was horrified at the amount of space they devoted to derivative fluff and collage art. After all it wasn't for the fluff that I bought the GURPS Basic Set, and continued buying GURPS products since.... [Pipedream] One final comment. What has really killed me during my time rigging-up settings with GURPS is the fine tuning the system requires you to do make the most of it, since its main strength (and the pleasure of its use) is its great customizability. I would quite possibly kill to be able to buy a 'custom basic set' drawn from the rule-sets already published as PDFs and selectable via checkbox/toggle, including the optional rules and switches that are often squirreled away in one supplement or another. I know its silly, I Own the PDF's, why don't I just print and splice to my hearts content? I feel somehow that having all the rules right there in one place for easy reference is just reassuring. Further, its a task that is begging for automation, so long as your tolerant of white spaces and strike throughs. [/Pipedream] |
11-22-2018, 04:30 PM | #1373 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: What GURPS needs... now
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But a nice editable PDF with a set of pages and advice? So Martial Arts with a Gritty, Realistic, Cinematic, Over The Top sections and the rules switches that fit into each mode with check boxes and page references. I'd buy that
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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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11-22-2018, 05:05 PM | #1374 |
Join Date: Jun 2017
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Re: What GURPS needs... now
I combined and edited my pdfs of the Basic set into one document so the "go to page" function would work through both of them. So I'd definitely support something like this.
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11-22-2018, 06:47 PM | #1375 |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What GURPS needs... now
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11-22-2018, 07:17 PM | #1376 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: What GURPS needs... now
I have seen a trait sorter somewhere, maybe Tbones site?
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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 |
11-22-2018, 07:40 PM | #1377 | |
Join Date: Aug 2004
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Re: What GURPS needs... now
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These things do their job by adding books, and may still leave lots of choices for GMs to make. So they're not really what you describe. There's nothing like an automated, select-just-the-parts-that-you-want tool that pares down pages into your own custom Basic Set. Then again, there is DFRPG! Pared down by SJG, not the user, and through hard manual labor, not automation. But it is a lovely example of GURPS reworked into a smaller, focused product. The idea of a "create and download your own custom GURPS" tool pops up now and then. I don't know how hard that would be for SJG to build (very hard, I imagine!), but out of curiosity: Is there any game system out there that does offer this sort of tool for its books? I don't think I've heard of any. No, not me. SJG has a trait sorter; is this what you're thinking of? http://www.sjgames.com/gameaids/gurps/sorter/ (Note the links for a disad sorter and skill sorter, too. Useful!)
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
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11-23-2018, 04:51 AM | #1378 |
Join Date: Jun 2017
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Re: What GURPS needs... now
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11-23-2018, 10:06 AM | #1379 | |
Join Date: Nov 2018
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Re: What GURPS needs... now
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Ultimately though, [Pipedream] is Pipedream; Whatever I might want I dont think SJGames is in a position to do much about this, if there is manpower available for pipedreams like mine, they really should use it for supporting existing lines like DF, MH, TS etc. first. Which seems to be exactly what they are doing (Im looking at you, second print DF). I dont want to sound ungrateful, though, because GURPS really is very well supported by SJ and the community, and to a pretty consistently high standard. |
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11-23-2018, 01:02 PM | #1380 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What GURPS needs... now
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When I do character creation, I sit down with the players, discuss the campaign theme with them, and ask them to agree on which characters each of them will play, so I get a congenial set. Then I talk with them about how to choose characteristics, advantages, disadvantages, skills, and so on. My goal is to have a sheet with a rough sketch for each character. I have my books, and they're welcome to look through them, and I may also show them specific traits that seem relevant; but I don't ask them to learn the system before they create the character. And then I take away the character sheets, go through them, check the math, check the rules legality, think about what traits are needed for the character to be in that role, or will make the character a better designed adherent of their profession, or might be interesting and entertaining given what we already know, and I do a couple rounds of e-mail about it. I never treat character creation as a mandatory test for the player. I treat it as a collaborative process where the player and I try to come up with a character concept that (a) makes them happy and (b) suits the campaign and setting. The other thing I want to say is that before I hold that session, I write a few pages of "campaign protocols" that discuss, among other things, the variant rules; the allowed and encouraged traits; and the likely options for character creation. I hope this is some help.
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