Re: What GURPS needs... now
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The latter takes some work but more doable in that compared to the former, it doesn't rely as much on having people who are good in front of a camera. The point to make something that informs people about GURPS. |
Re: What GURPS needs... now
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I say to potential posters: Speak your mind to the rest of us. Be fearless. And don't try to hedge your posts with apologies. |
Re: What GURPS needs... now
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Of course, that lack of game choices was a reason for preferring games, like GURPS, where those things are actually integrated rather than being somebody's free narration... |
Re: What GURPS needs... now
I don't usually find watching Actual Plays very entertaining, but I do see their value to the hobby at large and try to keep an eye out for GURPS ones, such as:
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Re: What GURPS needs... now
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Or if it was a round a specific product like DFRPG. Then it works at least in my mind because it shows people a product, how it works, and gives next steps for the listener to go out and follow: hit your FLGS and buy this box. It's why G&S works so well with board games. I watch the game and then have a leg up when I buy the boxed game at Target. I don't get the blow back about how awful and closed minded this community is when we have disagreements. I think that's an unfair and quite frankly a lazy criticism. Just look at this thread. We've had disagreements but into the last few posts they have been reasonable and constructive. I think there is even a consensus of what we, generally, think will help the game. But it's not fair when people disagree with you to start saying things like: look how conservative and out of touch this community is because they disagree with me. I don't even know why I try. All I want is to get GURPS in the top 5. News flash: GURPS doesn't have the retail precense that the other games have so they won't get into the top 5 until then. No matter how much money is put into anything. Until DFRPG is released GURPS doesn't have an easy single point of entry, outside of Discworld and comedy gaming is really hard to model outside of your own group. |
Re: What GURPS needs... now
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There was a lot of folks that said that classic D&D couldn't be used to do X or Y until it was shown otherwise by people putting in the sweat to make usable material. GURPS is no less or more special than classic D&D as far as this goes. Another thing to consider that with GURPS is that anything is to be done either has to go through the SJ Games submission process or follow the fan policy. Which for adventures and settings and other ready to run material shouldn't be to onerous as long as it is strictly non-commercial. While I got my own ideas for when the DF RPG Boxed set comes out. If somebody needs maps drawn or a review for something before then just PM me. Most worthwhile projects are going to need folks working together. |
Re: What GURPS needs... now
Another thing that would be a big help and cost very little: bring GURPS books to the cons SJ Games attends. Usually they just have Munchkin and other types of games and often never anything GURPS related.
Hard for people to know about GURPS if they never see it. |
Re: What GURPS needs... now
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Suppose you're attacked by a lion. You've got its Brawling-15 skill, good. Suppose you're clawed by the lion with its Sharp Claws; how much damage does it do? No damage in the listing. The "Animal and Monster Statistics" box says to see the "Damage for Animals" box. That box says Sharp Claws inflict Thrust-1 cutting damage. How much is the lion's Thrust? Its Strength is 16. Now look up Thrust for Strength 16 in Characters: it's 1d+1. So the lion does 1d cutting damage. Oh, wait! The "Damage for Animals" box says that predators often have Brawling at DX+2 or better, and this gives +1 per damage die. The lion's Dexterity is 13; it does indeed have Brawling at DX+2, so its actual damage is 1d+2 cutting. That's a bit involved compared to the expanded monster statistics in various books that pre-calculate all this for you: Sharp Claws (15): 1d+2 cut. |
Re: What GURPS needs... now
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Then as a follow up do a show that light on specifics but highlights how the universal aspects of GURPS work for other genres and cuts down on the amount of stuff a player or referee needs to learn to run something new. In terms of what being discussed in this thread any actual play video should focused like a laser on leaving the viewer with the thought Quote:
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Re: What GURPS needs... now
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Example 1 Player 1: " I think my arrow will bounce of the creatures hide, is that right?" GM:"Do you have any relevant skills like Hidden Lore?" "Hmm I dont recall any so make a Per roll at -5 for an educated guess" Player 1: "I roll a 6! Made it by 3" GM: "Great job. Your pretty sure it wont penetrate unless you go for a joint or something." Player 1: "Ok Ill try for the eyes. Thats what -8?" GM: " -5 total because of its size. Roll to hit" Example 2 Player 1: "I want to run up to the boss, do an acrobatic leap over its head and slice the head clean off!" GM: " Ok roll against the better of Jumping or Acrobatics, then your broadsword skill, and finally Jumping or Acrobatics to stick the landing. You know this move is going to lower your defenses if anyone was actually Waiting for you and until your next Turn right?" PLayer 1: "Sure thats ok, if I do this right the others will hopefully run or stunned in fear. Besides it will look cool so I do it anyway" GM: "Ok, roll those dice!" |
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