09-21-2006, 07:18 PM | #21 | |
Join Date: Aug 2004
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Re: 4e GIN?
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One of the more unexpected problems, by the way, in the In Nomine mechanics was figuring out how vessels worked. I had thought that one or another of the existing multi-form schemes would be adaptable, but they all turned out to work poorly. Finally, Kromm and I cooked up the GIN vessel scheme so it worked properly, but it took a fair amount of effort. I suspect 4e probably fixed or expanded the multi-form mechanics to account for the IN type, but I haven't yet looked at what's been done in that area in 4e. ---Walter |
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09-21-2006, 07:31 PM | #22 | |
Join Date: Aug 2004
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Re: 4e GIN?
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- your players already play and like GURPS a lot, and don't like other systems, especially ones where the rules are "squishy" - you want detailed combat rules (or just detailed rules in general) - you want to do historical stuff, and mine the various GURPS historical books for NPCs - you want some semblance of play balance between the PCs - you want to intermix humans with celestials a lot (human PCs are very disadvantaged in regular IN, not so much in GIN) - you want to intermix IN with "regular" magic, psi, or other non-mundane genre stuff, or use it in a genre cross-over campaign The regular IN is best if: - your players are more interested in roleplaying and character over rules, and like "rules-light" systems - players won't care if one character is much more powerful than another - you'll gloss combat a lot (the IN combat rules aren't much faster than the GURPS ones, just less detailed) - you plan to stick strictly within the IN background, and not introduce supernatural stuff from other backgrounds (though it's not all that hard to add "house rules" for things created within the IN framework) Note that I actually like and use both systems (well, if I ever have time enough to actually play again), but prefer to play the IN background in In Nomine. I'd definitely use the GURPS version if I wanted to do a mix-and-match game -- Elizabeth did an In Nomine/Yrth game in GURPS IN, for example, and it worked fairly well. It would have been very hard to do in regular IN. I strongly recommend the e23 version of the core rules over a hardcopy from eBay or the like -- this is in large part because the core rules started out badly organized, especially for character creation, but the addition of the PDF bookmarks and searching capability pretty much alleviates the problems with finding things quickly. ---Walter |
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09-21-2006, 09:10 PM | #23 | |
Join Date: Sep 2004
Location: U.S.
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Re: 4e GIN?
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'Powers' addresses taking things to the cosmic level, as mentioned in the discussion above, so it may Modify some things, too. RH
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09-22-2006, 07:44 AM | #24 | |
Join Date: Sep 2005
Location: Atlanta GA
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Re: 4e GIN?
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09-22-2006, 12:58 PM | #25 | |
Join Date: Jun 2006
Location: Manchester, UK
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Re: 4e GIN?
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Simon*
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09-22-2006, 01:07 PM | #26 | |
Join Date: Jun 2006
Location: Manchester, UK
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Re: 4e GIN?
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As it stands I've purchased the e23 Core. Postage to the UK is sufficiently prohibitive to make me hold off from getting the periphery stuff, especially when I'm promised on the product page "The future of In Nomine is with e23". Also with every bookshelf in the house double parked I'm liking eRules more and more! But as I'm gearing up for GURPS 4e anyhow, I might hold out for GIN 4e - ebay pending. Simon*
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"I was born in a water moon..." The Algebraist by Iain M. Banks |
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09-22-2006, 02:10 PM | #27 | |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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Re: 4e GIN?
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09-22-2006, 03:15 PM | #28 | |
Join Date: Aug 2004
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Re: 4e GIN?
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---Walter |
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09-22-2006, 03:27 PM | #29 | |
Join Date: Aug 2004
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Re: 4e GIN?
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What you're talking about, I would classify more as a meta-system. The two most notable of those are Hero (which I find to have many of the same issues as GURPS when stressed to model things outside its original design parameters), and FUDGE. One of the problems with this type of system, though, is that you wind up designing the game system along with the campaign -- and the results are not necessarily compatible with anyone else's campaign. The general rules are familiar, but each campaign can have different attribute sets, for example. So I'm not sure total coverage of all possible systems is either possible, or even a good idea. Genre coverage, on the other hand, is much easier, but works better in some systems than others. I would argue that D&D is a fantasy-only game, since its classes cover only that genre. Yes, you can use the mechanics to do others, but you'll wind up designing new classes in many cases. The skill-based RPGs are generally more flexible, though I'd be dubious about using Trav, for example, for a fantasy campaign. Possible, but probably not very pretty -- Trav's weapon mechanics are centered around ranged projectile weapons. Which is all probably far enough off-topic that we should probably drop it, unless it gets into the whys and wherefores of the IN design.... ---Walter |
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09-22-2006, 03:32 PM | #30 | ||
Join Date: Aug 2004
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Re: 4e GIN?
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---Walter |
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gurps in nomine |
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