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Old 03-09-2012, 08:15 AM   #1
David Johansen
 
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Default GURPS Lite Supplements

Well, now that I've openned a game store I'm wanting to do something more to promote GURPS than my irregular (funny how bi-weekly always turns into rarely) Friday night game.

In particular I'd like to do some genre support for GURPS Lite. I recognize this would have to be entirely a fan project and would need to artfully dance around the edges of copyright and trademark. It wouldn't be the first time I've been slapped down by a game company for writing what I saw as harmless fan support to promote a game and thus improve sales.

So obviously generic fantasy would be the first thing to do. Eventually I'd like to do a book for supers and space opera as well. I want to do about 16 pages. Maybe 4 for characters, 4 for monsters, 4 for magic, and 4 for a bit of a world and an adventure.

I lean towards a cut down version of Magic. Yes I know Magic is unpopular with some, but it's what people will get when they buy the book. I probably wouldn't be doing this at all if I wasn't running a store and trying to sell the book as I generally write things I want or need.

Any thoughts?
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Old 03-09-2012, 08:30 AM   #2
vierasmarius
 
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Default Re: GURPS Lite Supplements

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Originally Posted by David Johansen View Post
Any thoughts?
Sounds like a fun and useful project.

Hawthorne Magic is a big web of spells and prerequisistes. Even the "short form" presented in Basic is a dozen pages. For something that will fit in 4 I'd basically drop the Collges and prereqs (apart from Magery at least), and instead give a simple list of adventure-useful spells. A few utilities, a couple each healing and attack, buffs and afflictions, some information-gathering and movement, etc. Definitely include a note that the full system is more complicated and will introduce special requirements for learning spells.
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Old 03-09-2012, 08:45 AM   #3
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Default Re: GURPS Lite Supplements

There was a Magic chapter in GURPS Lite for 3rd ed, and given the few changes in this subsystem in 4E, it would be trivial to update it to 4e
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Old 03-09-2012, 08:54 AM   #4
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Default Re: GURPS Lite Supplements

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Originally Posted by Kuroshima View Post
There was a Magic chapter in GURPS Lite for 3rd ed, and given the few changes in this subsystem in 4E, it would be trivial to update it to 4e
You can still get GURPS Lite 3rd Edition from e23. The Magic system takes up about a page and a half, and contains 14 spells. Note that several of these spells require a bit of a rewrite for 4e - Lend Health becomes Lend Vitality, Lend Strength becomes Lend Energy, and Shield needs to replace PD with DB, ST needs to get changed to FP and HT to HP in quite a few places.

I've also suggested printing out the 20 pages from the Basic Set Characters to use as a GURPS Magic Lite for a handout. Obviously, distributing this as a freebie is a no-no, but allowing people to use it as a reference at the gaming table is probably fair. It's bigger than the 4-page goal the OP desires, but if used properly I think it could work. Hand out the two-pages from 3e Lite for the initial rules; let them look over the Magic chapter from the Basic Set if they want something fuller; let them browse Magic if they're really curious.
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Old 03-09-2012, 11:19 AM   #5
mehrkat
 
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Default Re: GURPS Lite Supplements

I've been periodically working on this for my personal use for a while.

I decided to highlight the basic system and its simplicity and add just enough for a standard fantasy world. I threw the flexibility to the winds though of course I mentioned that the regular system was incredibly flexible.

I went with
Racial Templates
Basic Adventurer Templates

And magic created as powers in 5 levels (like world of darkness vampiric disciplines). The player to play a mage would pick several magic areas and get a level maybe two in those areas. Maybe 10 or 15 magic areas.

The game play that I was shooting for was epic DnD novel like Dragonlance or Icewind Dale.

It would seem like you could do the same thing with Supers create "super" powers and in Space Opera add in "mind powers"

I know it goes against the concept of flexibility but truthfully the flexibility seems to overwhelm most new players and you can always suggest how to add to the game later.
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Old 03-09-2012, 02:41 PM   #6
Beoferret
 
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Default Re: GURPS Lite Supplements

What about a Banestorm Lite? It'd even offer an opportunity to include some sort of "magic lite" as well. For anyone who'd be interested in how GURPS can do fantasy (aside from hack 'n slash), it'd provide a brief intro into the use of racial templates, occupational templates, lists of acceptable skills (and advantages, disadvantages, etc.), etc. all within a coherent setting. If folks didn't like the setting, they could still use the meat and taters to start their own very basic fantasy campaign.
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Old 03-10-2012, 02:19 PM   #7
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Default Re: GURPS Lite Supplements

Quote:
Originally Posted by vierasmarius View Post
Sounds like a fun and useful project.

Hawthorne Magic is a big web of spells and prerequisistes. Even the "short form" presented in Basic is a dozen pages. For something that will fit in 4 I'd basically drop the Collges and prereqs (apart from Magery at least), and instead give a simple list of adventure-useful spells. A few utilities, a couple each healing and attack, buffs and afflictions, some information-gathering and movement, etc. Definitely include a note that the full system is more complicated and will introduce special requirements for learning spells.
maybe just a small tweaking making a straight prerequisite chain. You could use the grimorium of the character sheets and list the spells and stats saying that all spells above a spell are prerequisites of the spells below. One with 6 or 9 spells for each college with 6 to 9 colleges. Could be simple enough and without violating rules as only what would be in a character sheet would be there.

And it would be interesting to use only simple spells so you don't have to take the book to remember what the spell does.
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Old 03-10-2012, 02:48 PM   #8
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Default Re: GURPS Lite Supplements

I've often though about a bunch of 5ish page GLite 'setting templates' that would provide the extreme basics for common adventuring genera

Old West
Supers
Modern Zombies
Victorian Cabal (Mummy, Vampire, Jekyl & Hyde stuff)
Space Trader (Firefly, Traveller)
Spec-Ops
etc.

All with page references to the real books so when a group is ready to move into full GURPS it easy to translate, and to serve as constant reminders that the good crunch is right around the corner.
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