| Kromm |
05-27-2009 10:56 AM |
Re: Dungeon Fantasy: Good or Bad for GURPS?
Quote:
Originally Posted by whswhs
(Post 795867)
On the other hand, I can get "not my thing." I can't imagine ever wanting to play Vampire: The Masquerade or its successor species.
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I hear you!
I can't imagine ever wanting to play in a hard-SF game where I had to track delta-V and worry about radiation . . . or in a historical campaign where my ability to warp real events was constrained . . . or in a purely mercantile campaign or anything else without fightin'. I game mainly for social reasons, but inasmuch as the gaming itself matters, I value escapism and tactics. For me, the first demands one or more of high power levels, impossible abilities, and fast-and-loose physics. The second calls for the occasional scuffle, and leaves me prone to seeing all groups of PCs as squads or teams made up of people whose skills and equipment let them fill a set of vital combat roles.
I recognize that those views aren't universal, though. Thus, when I run the line and counsel writers, I try to set aside my biases. This is why GURPS supports many things that aren't my personal interests.
That is, when I wear my editorial hat. When I switch hats and operate as a writer, I can't get inspired to create material that falls outside my areas of personal interest. This is why I work on stuff like GURPS Action (high power, loose physics, squad-based, violent) and GURPS Dungeon Fantasy (high power, impossible abilities, squad-based, violent), and not some putative GURPS Academia or GURPS Canada (both of which I'd be quite qualified to write).
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