Quote:
Originally Posted by Mailanka
You're totally right, man. There's this gaping hole in the GURPS line. We really need a book about fantasy games with a deep, rich discussion of what makes fantasy games work, how best to build your own, the themes found therein. Perhaps we could touch on monsters and alternate magics, the cycle of history, and put in some racial and occupational templates so you can hit the ground running, and maybe even have a pre-gen setting or two. Would it be so hard? Not sure what to call it, but I bet we can get Bill Stoddard to write it up. He's pretty good at thoughtful setting material.
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I second this.
My Majestic Wilderlands supplement is a polished version of my GURPS notes with the GURPS mechanics replaced by classic D&D mechanics. And my Scourge adventure was originally run using GURPS. And Blackmarsh reflects more my experience running GURPS Fantasy from the late 80s onward than it does my AD&D experience in the late 70s/early 80s.
I would not call my stuff a "hit" but it been well received. And based on the feedback there is a least a niche market for this kind of fantasy especially with a system with an excellent design and the mechanical details to back it up like GURPS.