4e Revised
I was originally writing this as a response to the 20th Anniversary of 4e thread; but I realized that I was getting off track.
I'd love to get a 4e Revised to commemorate the occasion, retroactively updating the core material with lessons learned over the last two decades while still (mostly) maintaining compatibility with existing 4e supplements: start with implementing Kromm's "Ten for Ten" from Pyramid #3/70, then apply minor tweaks such as changing Off-Hand Weapon Training from a Technique to a Perk, adjust the Spirit template to incorporate Mute (an oversight that 4e supplements have been trying to work around ever since), and possibly reorganizing existing material: Basic Set already provides alphabetical lists of Advantages, Disadvantages, and Skills; so how about incorporating Skill Categories directly into Characters and at least attempting to organize all Advantages and Disadvantages in the same manner that the various Social traits are organized? Lump Advantages, Disadvantages, Perks, Quirks, and Features together into a single section, but group them into thematically related Categories similar to Skill Categories. In my wildest dreams, I'd split the Basic Set into at least three books, with the third book featuring Exotic and Superhuman Traits as well as the Magic and Psionics chapters and the Meta-Traits and Racial Templates from Characters (because, let's face it, Meta-Traits are nearly always used to provide components for Racial Templates rather than Professional Templates), and splitting the Creating Templates chapter in Campaigns between Characters (for advice on creating Professional Templates) and the new book (for creating Racial Templates). The idea would be for each of the three core books to be roughly 200 pages each, with the first book dealing with normal human characters, the second book dealing with inhuman and empowered characters, and the third book being mostly game rules and GM advice. Thoughts? |
Re: 4e Revised
OK, in my 4e revised Slave Mentality would be renamed No Initiative and a little note would be attached to it saying it used to be called Slave Mentality.
|
Re: 4e Revised
Divorce Per and Will from IQ.
|
Re: 4e Revised
Make Fast-Draw a skill-based Perk.
Improve the animal examples. Incorporate Powers into the core books. |
Re: 4e Revised
I think all I'd really like to see is Basic Set reorganized, new art, etc. If they wanted to add in some minor adjustments like the 10 for 10, I wouldn't be opposed. I also think that the skill list could be redone to make a lot of skills just a version of "Knowledge (X)".
But what I'd really like so see is a new version of Lite, adding some magic back in and making it a better tool to sell people on the system. |
Re: 4e Revised
Quote:
Quote:
Which is another reason to split Characters into two books. |
Re: 4e Revised
Quote:
Also, graphical improvements. Today's market wants shiny colors and glossy pages. I would also update to 4E the solo adventure "A Night's Work" from 3E and include it in the basic set. It helped me a lot to understand GURPS during the 3E era. At the end, a page with a link to Caravan to Ein Arris will help people GM and play a ready-to-go adventure. Include with it pre-gen 150-point characters. Those two "modules" would teach newcomers basic combat and social interaction. Create one more free adventure for the Dungeon Fantasy series to teach basic magic use and a little bit of powers. Also, include 150-point pre-gen characters. I emphasize 150 points instead of DF 250 because it is easier to manage 150 points than 250, and they can still act within their chosen niche. Link, in some way, all three "modules" with Infinite Worlds if it will continue to be GURPS default setting. Also, each of your three books must come with 50 to 250-point iconic characters. And more down-to-earth ones, instead of the "I have no idea how to play this C3IR07-guy". I would include a line of novels with iconic characters and settings, such as Dragonlance romances. But that is off-topic. |
Re: 4e Revised
Is it sad that 20+ years later, I'm still running 3e? Lol
If there were a 4eR, however, I'd prefer a one book presentation. I realize that's not optimal, but the three book format sounds intriguing. I can see that...players, GM, Special. |
Re: 4e Revised
Quote:
I'm also in favor of a line of supplements for GURPS Lite serving as "adapters" to appropriate sourcebooks: e.g., a GURPS Martial Arts Lite that has everything needed to use GURPS Martial Arts that isn't in GURPS Lite. But that would be a separate project. |
Re: 4e Revised
Quote:
Actually, I'd provide four or five Professional Templates, each with the aim of being as generic and universal as possible, corresponding loosely to That Other Game's archetypes: a fighter, a rogue, a scholar, a medic, and an entertainer; then I'd have each of the Characters book's sample characters being an example of one of those Templates in use, plus one "freeform" sample character to illustrate that you don't need to use the Professional Templates if you don't want to. Oh: I wouldn't include iconic characters in the Campaigns book,; I'd include All In a Night's Work and Caravan to Ein Arris instead.. |
Re: 4e Revised
To save space, I would drop the original magic system from the core books in favor of a brief explanation of how to make Advantages work like 'magic'.
Also I would rationalze the way exotic skills (Power Blow etc.) work and work Imbuements into that. It would also be nice to have a section combining core parts of How to Be a GURPS GM and Action 2. |
Re: 4e Revised
I think that a new 4e GURPS Lite or GURPS 4e Update with a series of changes to make the most common changes/upgrades official will do.
We already have GURPS in 3 books, Characters, Campaign and Powers (or any mix of your 3 favorite GURPS books for that matter)... and no matter how you rearrange the books you will end with some people that will think of better ways of rearranging it. I like the way advantages are separate from disadvantages for example, I would't like mixing them in categories, forcing me to look at multiple categories in search of a -5 pointer. |
Re: 4e Revised
Quote:
That said, I'd also take the opportunity to publish a GURPS Magic 4e Revised, adding Magery and Magical Resistance to the book to make it truly self-contained, and applying the numerous corrections to its spells that were the result of Magic being a rushed project coming out before 4e had properly settled. Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: 4e Revised
Quote:
So I recommend that they all be revisited by someone with more subject matter knowledge and more attention to detail. |
Re: 4e Revised
Also, animals need some kind of tweak to deal with "mental stun."
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Almost everyone plays fantasy. Stripping out magic would lose a large portion of the player base.
|
Re: 4e Revised
Quote:
I don't know, but I don't expect the answer to either is "lots of people"... I appreciate what BS accomplishes in presenting the "classic" magic system in 20 or so pages, but the Psionics chapter does its job in just 4 pages by taking the "use advantages, with Power Modifiers and Talents" approach. A 4e Revised treatment of magic could do pretty much the same (while of course pointing to Magic and other books for alternate takes). Might make sense to just roll short treatments of magic, psi, maybe superpowers, etc. into the Advantages chapter as applied examples. Just enough to get players going, with pointers to the full treatments in other books. Interesting to consider, anyway, for a hypothetical revision. |
Re: 4e Revised
I think there are disadvantages that should really be Self-Control but are not. Examples are Stubbornness (which is a SC disadvantage in DFRPG), Paranoia (roll whenever you have to trust someone) and Shyness (roll whenever you have to go on stage).
|
Re: 4e Revised
I'd like the GURPS Magic system to have a well-defined name, just so that one can talk about magic systems without confusion.
|
Re: 4e Revised
That's a case where precision would reduce clarity. The initiated know that GURPS Magic means one specific system of GURPS magic, and GURPS Default Magic System, for example, would just add yet more words without really being more newbie-friendly.
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
But I'd also take the opportunity to correct a 4e blunder, by renaming Ritual Magic as Path Magic and noting that what GURPS Thaumatology calls Path/Book Magic shall henceforth be called Ritual Magic. |
Re: 4e Revised
Quote:
Quote:
That said: if there's page count for it, I'd want to provide trimmed-down versions of Psionic Powers and Divine Favor in order to show how you can do different things with the Powers rules. But I'd also keep the Magic chapter, not replacing it with Sorcery, because it's important that GURPS dispel the image of being a Hero System knockoff — which is what it becomes if you try to do everything through the Powers system. Heck, there's even a Pyramid article called Chi Sorcery that shows how you can scrap the bulk of the exotic skills and replace them with Powers — something I would not want 4eR to do. |
Re: 4e Revised
The first level of the Costs Fatigue limitation should be worth -15%, with 5% per increment after that. If the character has enhanced ways of recovering FP the initial discount should remain at -5% or the limitation should be excluded for them by the GM on grounds it does not actually limit.
Autohypnosis and Meditation skills should be combined under the name Autohypnosis. One way to do Autohypnosis could be the practice of meditation, but the game effects should all come from success on an Autohypnosis skill roll. The 'Limited Use' limitation should go back to the 3e rule of 1 hour per 'use' for Advantages that are usually always on. Observation skill should be only about noticing relevant things. References to the surreptitious quality of the effort should be deleted. Being surreptitious while Observing should use Stealth and Camoflage for outdoor environments and Shadowing or Savoir Faire for being unnoticed in plain-sight, public settings. A number of Disads should have their descriptive text rewritten to make them playable rather than being campaign-derailing nightmares (e.g. Trickster). Tactics and Strategy skill should have compulsory specializations: Tactics (Land, Low-Tech), Tactics (Land, High-Tech), Tactics (Naval, Low-Tech), Tactics (Naval, High-Tech), and possibly Ultra-Tech versions also, as well as others if the GM decides the setting needs them. Strategy (Naval), Strategy (Land), and Strategy (Enterprise) for non-military purposes. Hobby, Professional and Expert skills should be reworked as a continuum. |
Re: 4e Revised
A streamlined or simplified approach for some of the rules and systems in chapter 10 and 14 would be nice. At the very least, things like the simplified falling damage from Action could be included as an option.
|
Re: 4e Revised
Quote:
I was going to suggest the idea of some guidelines to turn Advantages into Skills for setting makers to create their own skill-based magic/psionics/ninjutsu/whatever, then it occurred to me that, with Kromm's guidelines on doing the opposite being a thing, someone had probably already tried to work something like that out. Lo and Behold! It was you! |
Re: 4e Revised
Quote:
|
Re: 4e Revised
If I were to do a 4th edition Revised (vs. a full 5E), retaining backwards compatibility is key. So I'd limit changes to things that streamline, tweak, and clarify. So like:
- Incorporating DF slam rules - Modernizing language (similar to Girl Genius did with Appearance, I'm sure there are lots of other examples of things that haven't aged well in the last 20 years) - Pulling in some of the streamlined rules options from GURPS Action (especially range bands, but also BAD) - Incorporating some of the key options from Power-Ups (e.g., the off-hand weapon one) - Tuning some templates - New art! Ideally, you'd also fix some of the most obnoxious point cost issues by tweaking the trait vs. the point cost (therefore not making point costs wrong in older products), but that might be too tricky. |
Re: 4e Revised
Rationalize/standardize all the damage types, to include things like control (from wrestling, whips, binding attacks, &c.)
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
I'd also make Fast Draw (Ammunition) an improvable technique for combat (but not sport or art) versions of weapon skills that take ammunition. |
Re: 4e Revised
Quote:
Tactics sort of already does, but it should be changed in line with your suggestion. B224. "...in small-unit or personal combat". The inference is that it's small unit, land, but really tactics can be on varying scales and modes of combat. |
Re: 4e Revised
Quote:
http://www.fastdraw.org/fd_trying.html |
Re: 4e Revised
Quote:
|
Re: 4e Revised
Turn some of the "background skills" like Speed Reading and Typing into Perks.
Use the Hit Location rules from Low Tech Companion III which turn the "Groin" hit location into the Abdomen. Treat the Groin as an independent hit location targeted like the Vitals. Stop using different words to describe different levels of the same traits. For example, not "Cautious, Cowardice" or "Extra Flexibility, Double Jointed" just Cowardice [-1] to define it a Quirk or Extra Flexibility 2 [15]. Add extra levels of leveled traits where they make sense, like Bad Smell or Disturbing Voice with just a -1 Reaction or Voice with just a +1 Reaction. |
Re: 4e Revised
Quote:
There should also be different levels of the disadvantage to model different levels of volition. For example, being able to take care of basic needs without being ordered to do so. It could also be folded into Reprogrammable since the two traits tend to be linked. |
Re: 4e Revised
Quote:
Why? Because characters will want to sneak up on/past animals, keep them as pets or possess them and use their senses. Ditch mental disadvantages for animals unless they're actually documented. For example, a Lion should have something like Acute Hearing 2, Bad Sight (Motion Sensitive), Colorblindness (Red/Green), Combat Reflexes, Discriminatory Smell, Enhanced Move 0.5 (Ground, Limitation: Costs FP), Increased Consumption 1 (but with Cast Iron Stomach 1 as a limitation, since they can eat carrion, etc.), Parabolic Hearing 2, Restricted Diet (Carnivore), Sleepy 4 and Super Jump 1. They shouldn't have Laziness - being a wild lion is hard work and lying around when it's too hot to hunt is just a good survival strategy! They can be very active at night and can cover many miles in a day if required. They might have Compulsive Behavior (Hunting/Pouncing or Territoriality), however. Give them a full suite of skills. For example, the Basic Set Lion template lacks both Survival and Stealth skills! |
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
A minor quibble of mine since 4e first came out was thrown spear damage remaining unchanged from earlier editions. It should deal one-handed damage the same as any other thrown weapon does.
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
There's always been a dual use of "Ritual Magic", with one of those uses being the skill of that name. What changed in 4e was what the other use was: in 3e, it referred to an entire magic system which included as one of its features a learning system where you picked up entire Paths as skills while learning individual rituals (the system's equivalent of spells) as Maneuvers — the 3e term for what 4e calls Techniques. The other part of 3e Ritual Magic was rules about how to perform magic, referred to as Effect-Shaping. To add to the confusion, GURPS Castle Falkenstein introduced a different magic system called Ritual Magick, which featured a minor variation on Paths (called Books) as the learning model, and an entirely new "working magic" system patterned loosely after the origins game's "accumulate cards until you achieve the effect" system. What both systems had in common was that they felt like "performing rituals" rather than "casting spells". In the 4e Basic Set, Ritual Magic was used to refer specifically to the Paths-as-Skills/spells-as-Techniques learning system, in anticipation of the Effect-Shaping model eventually being introduced in a later supplement. It was, in effect, a placeholder for the full Ritual Magic system, grafting the learning model into the Basic Set magic system. But when that supplement (Thaumatology) finally came out, the Effect-Shaping and Energy-Accumulating models for working magic appeared under the "Path/Book Magic" chapter. Which I find to be weird, as Paths and Books have to do with the "learning magic" side of things, but Effect-Shaping and Energy-Accumulation have to do with the "working magic" side of things. There's nothing inherently ritualistic about Paths and Books, as can be seen by how easily Paths can be applied to the classical magic system instead of its traditional Skill Tree learning model; but Effect-Shaping and Energy-Accumulating are inherently ritualistic, to the extent that you need to introduce the Ritual Adept Advantage in order to approximate the instant gratification nature of the default spellcasting system. And, while I've never seen anyone actually do this, there's nothing fundamental about using Paths and Books in conjunction with the Effect-Shaping or Energy-Accumulating models: they could be paired with a Skill Tree model, perhaps using the guidelines in Magic Styles to turn the default penalties given for use with Effect-Shaping into prerequisite trees. But the thing that's all about Paths gets called "Ritual Magic", and the thing that's all about ritualistic casting gets called "Path/Book Magic". That's backwards. Finally, there's "Ceremonial Magic Made Easy" from Pyramid #3/28, which is a bit of a misnomer: rather than being about making it easy, what that article does is to make Ceremonial Magic more like Effect-Shaping magic, bringing ritual spaces, symbols, magical materials, and Sympathy, Contagion, and Naming into the mix. If this was a GURPS 5e thread, I'd look into merging the Effect-Shaping and Energy-Accumulating models into the standard magic system as variations on or alternatives to the Ceremonial Magic rules; and then say that he's Ritual Magic is Ceremonial-Only Magic using the Effect-Shaping variant (for the Voodoo-derived version) or the Energy-Accumulating alternative (for the Castle Falkenstein version), and replacing the College Magic system of skill trees with either Path Magic (for Voodoo) or its Book Magic variant (for Castle Falkenstein). For 4eR, though, I'd be happy with just getting the name-switch between Path Magic vs. Ritual Magic implemented. |
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
Quote:
Granted, that's arguably more heroic/cinematic than reality, where the ability to draw your weapon quickly and the ability to use it are fairly divorced from each other (of course, for Harsh Realism, those who are untrained or otherwise have low skill may have difficulty drawing their weapon in a single Ready maneuver as well). Options to let an attack be traded for a Feint (as introduced in Martial Arts) or a Ready (as seen with Fast-Firing Bows, also introduced in Martial Arts) would also be welcome; note the latter case would call for a roll against weapon skill to ready the weapon. That would also allow for the as-written Fast Draw to still exist but also allow highly-skilled characters to make use of their weapon skill instead, via a Rapid Strike. But I'm probably getting a little too far afield here... |
Re: 4e Revised
I'm curious how many people would want 4eR to feature a Control Points system instead of the existing Success Rolls system as the default grappling rules. I tend to like the latter due to the lower amount of bookkeeping involved; but I do see the argument for making the rules for grapples more consistent with the rules for strikes.
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
I keep thinking some sort of formatting change to very obviously mark optional rules/levels of detail would be a major benefit, especially since a lot of problems for new players seem to come from not just being overwhelmed by options they don't want/need but also not really getting when something is an option in the first place.
Using that to integrate streamlined rules like Action's BAD or more detailed rules like some of the stuff High-Tech does with guns could go a long way, I think, to demonstrate that GURPS is a toolkit and you need to (or get to) set all the dials and levers yourself. |
Re: 4e Revised
Quote:
Quote:
Quote:
Yes Absent-Minded, I am looking at you. Quote:
Quote:
Quote:
But yes, also making Options and Advanced rules more differentiated from "and this side box is a regular rule just better described but this identical one on this other page is an optional rule" is not really useful. |
Re: 4e Revised
I guess I'd just say "Use all of my house rules!", of course! I haven't read through all of this thread, so I'm sure these have been mentioned:
We probably actually need four books in the 4eR Basic Set: My greatest recommendation would be not to split the game books into Characters and Campaigns. Instead have a Basic and an Advanced book, and make Magic completely separate. The Advanced book would for instance include Tactical Combat and all of the ten thousand situation-specific rules, but character generation would be in Basic with the Basic Combat rules, along with the chapter on success rolls. The Basic book should not include all of the detailed hit locations from Martial Arts- those would be in the Advanced book. This Basic/Advanced split is to make it clear that GURPS is a toolbox. The greatest criticism heard about GURPS is that it is "too complicated"- which is not entirely unfounded- and that's why it needs a Basic rules book. This is also why the basic magic system should be retained in the new Basic Set- sorcery and RPM require too much work and/or too many judgement calls from the GM for beginning players/GMs. By all means include them but sorcery, psionics, and superpowers should be in the (fourth) 4eR Powers book. Quote:
|
Re: 4e Revised
Adding All the Things is how we got to where we are with 4e in the first place.
|
Re: 4e Revised
Quote:
Quote:
|
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
In any case: back to the start. TG isn't the right benchmark for inclusion; Fantastic Dungeon Grappling is. |
Re: 4e Revised
I'll say it again:
A 4e Revised should pull the Infinite Worlds stuff out of the Basic Set - that includes redoing building Dai as the example to make him a DF-esque Thief or such - and changing many of the iconics to fit their home genres without tying them into IW (the vampire makes for a good MH antagonist, actually) - and replace the IW chapter with a few short 2- to 4-page adventures (possibly solo ones, like All In A Night's Work!) in different genres in order to showcase what GURPS is capable of. |
Re: 4e Revised
Quote:
|
Re: 4e Revised
Well, they are; but I don't think this is an example of that. I would like to see huge chunks of the Power-Ups line integrated directly into 4eR — in particular, the comprehensive lists in Perks, Talents, Enhancements, Quirks, Wildcard Skills, and Limitations — but not everything from Power-Ups deserves core book status, and PU9 is almost exclusively this. It's even in its name: Alternate Attributes.
|
Re: 4e Revised
Quote:
That's simultaneously more PC and more descriptive. It also makes a number of other tweaks that could be added to the standard rules. |
Re: 4e Revised
Quote:
Making viably sized Basic 4e(Rev) books will need trade offs. Some existing Basic Set content can be repurposed to supplements to make room for more appropriate material developed later. The room to add things will still be constrained, however, so among the contents of the PU 2-8, these are the priorities I would identify to include in a Basic Set books: 1. All canonical Enhancements and Limitations 2. Key improvements and implementation concepts for Enhancements and Limitations (hopefully, with reworked Powers content being added to Basic, skillful editorial could make all this more compact than in the original versions). 3. Perks are tricky. There are a lot of them, but they really are like Advantages, just low CP cost. My impression is that people really like Perks. They also improve characterization, and help capture source-material features. On balance, I think it would be worth including the full list. 4. Elaboration on the concept and implementation of Talents plus clear guidelines and explicit 'permission' for the GM to make them up should be in the new Basic, but only a couple of examples -- I think the space to list them all is not worth it. Talents should be made part of or adjacent to the chapter on Attributes. 5. For Wildcards, I think, like Talents, the conceptual rules and a couple of examples are sufficient for Basic Set without a comprehensive list. 6. Regarding Impulse Buys, I think while the elaborative content in the book is good, it also doesn't all seem necessary, particularly if relevant general GM advice is being added already. If it can be explained with a page or two of text plus the list of options, I'd say to put it in the new Basic. If it needs more elaboration, it should go into a GURPS Enhanced volume. As for Quirks, I would remove the existing list of Quirks from Basic and replace it with a half-column-sized explanation that they cannot be advantageous, must be operationally role-playable, and should be role-played. Honestly, I don't see the need to complicate or list Quirks anywhere. Final notes: (1) Alternate Attributes belongs in a GURPS Enhanced type book that I mentioned earlyer. (2) In a previous post I already advocated including Imbuements in a general reworking of exotic skills. |
Re: 4e Revised
Quote:
|
Re: 4e Revised
I wouldn't be opposed to a 4eR that presents itself as a "Basic Set" that more or less follows the same overall structure as the earliest printings of 3e, and an "Advanced Set" that covers everything else in 4e. So
4eR Basic Set: character creation, limited to mundane traits (possibly reorganized to downplay the distinctions between Advantages, Perks, Features, Quirks, and Disadvantages, which could be a space- saving move as you only need to explain the concept behind a given set of Traits once instead of up to five times), regular Skills and Techniques (including rules for making your own) , Equipment, Character Development, Character Templates and Styles (with Dai Blackthorn, Robyn of the Meadows, Katrina, and Corwyn Bearclaw presented as sample characters, possibly along with one or two others); then Success Rolls, Basic Combat, Injury/Illness/Fatigue, Animals, Game Master advice, Game World design, charts and tables, All In A Night's Work, and Caravan to Ein Arris. 4eR Advanced Set: exotic Traits, skills, and Techniques, including the basics of Imbuements; Meta-Traits and Racial Templates; Powers, using starter sets of Psionics and Divine Favor to illustrate; Magic (using the standard system as a backbone but presenting Paths as an alternative to Skill Trees and Effect-Shaping and Energy-Accumulating as alternatives to Ceremonial Magic); Technology and Artifacts; Infinite Worlds; and 4e's signature characters (sans Dai). The page counts just might work. |
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
One thing I would not include a complete list of is perks like those from Martial Arts. Many of those have the potential to be overpowered if not used in context. At the very least including them means a fair few words on how they are limited, etc. Another thing I'd like to see in any revised work - a bit of a rework of the section on techniques. If nothing else, explaining that a skill should really only have one or two techniques attached to it. |
Re: 4e Revised
Quote:
|
Re: 4e Revised
An age ago, someone at SJG, maybe Kromm, said that any new edition or revision would be vastly different. It wouldn't be books, they would prioritise a sort of modular online database, or words to that effect.
Sounds a lot like D&D Beyond or Demiplane to me. I hold a tiny candle of hope that integrated tools will make it easy to combine Realm Management, Mass Combat, Boardrooms & Curia and City Stats. Or spark a wave of revision |
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
Quote:
Quote:
|
Re: 4e Revised
I would like to see a more modern player-facing take on self control/frequency of appearance and related "roleplaying" mechanics. Get an XP for giving in to a flaw, that sort of thing. A little more agency and choice rather than "this must be BALANCED like a WARGAME!" stuff.
For example, Dependents has this whole elaborate punishment system if they die, but losing and potentially losing your loved ones is a huge source of drama and not something you want players to avoid or feel punished for failing to stop, so I'd rework that somehow. |
Re: 4e Revised
Quote:
|
Re: 4e Revised
It was done because the signature characters in 4e are a "special missions" team in the Infinite Worlds setting; and you don't get to be on an elite unit like that if you're a common thief.
I don't need Dai to be an interdimensional troubleshooter. |
Re: 4e Revised
Quote:
So maybe I'll have a look at FDG, now. |
Re: 4e Revised
Quote:
My suggestion of several short adventures is to showcase "here's how you use GURPS for different genres which play differently". Also lets you set an adventure in a far-future setting with interstellar travel, which IW discourages with its "no timeline set in the future compared to the near-future Homeline" statement (at least in the Basic Set). |
Re: 4e Revised
Quote:
Quote:
4eR Basic System: All the stuff that it would be hard to play a mundane setting in GURPS without:
4eR Advanced Toolkit book: Basically, everything else in Basic Set 2: Campaigns not already listed, and a few other things:
GURPS is a Toolkit- use what you need, ignore what you don't. I am conflicted over whether basic Magic, Psionics, and Powers (including Sorcery) should be in the Advanced Toolkit book- that might all be better in a completely separate third book. (Three is a nice number.) But OTOH the Advanced Toolkit might need more pagecount. So I guess include the first two but Powers/Sorcery might still need it's own book- it's a big subject. |
Re: 4e Revised
Quote:
Quote:
But if you really wanted to showcase the flexibility of the system, you could include Caravan, then a series of sections that rapidly converts it to a cowboy game, a 20th century Middle East military zone mission, and a sword-and-planet fantasy. |
Re: 4e Revised
Quote:
But there's still a need for physical books in the TTRPG community; and a hypothetical GURPS VTT would need to be complementary to that, not a replacement of it. |
Re: 4e Revised
Quote:
|
Re: 4e Revised
Quote:
Jokes aside, that, sir, is genius! You would show the system's flexibility and teach new GMs how to adapt content from other sources. From a player's perspective, if they play the same scenario multiple times, they will know that certain things will/can happen and could focus on the new stuff they are playing. Like an all-martial artist Caravan, a space cowboys game where you fight with spaceships scouting for the Caravan. Start playing with mundane characters; add magic, psi, races, etc. I think I'll need to do that within my games. |
| All times are GMT -6. The time now is 01:26 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.