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#71 | ||
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Join Date: Jan 2010
Location: Brighton
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I think the problem will always be for a generic version of pre-existing setting/system you are relying on the existence of two customer groups. Group one: Those who are already predisposed to like the generic system over the specific and who's first choice will be the generic. Group two: Those who didn't like the specific setting's system enough to try an alternative system for the setting they did like. They probably exists but they are by their nature again sub divisions of the hobby (i.e automatically limiting potential sales). Additionally Group one can already use the generic system without a setting specific generic book using the specific's fluff (it's a generic system) how much of factor this will be will of course depend on how quickly the generic version is available after the original. That said even my limited knowledge of IP control and licensing tells me not many are keen to allow rivals soon after release of their own new product, they like to enjoy a significant period of being the only published option in the market. And group two will have to not only want the generic version, they'll have to want it enough to re purchase material (you'll need both to compare). More over if they are new to the generic, they'll need to buy the generic system as well (if it's not included the 2nd parties setting book). Quote:
To answer the now redundant question, it's not that I think GURPS can't do discworld, it's that I think as a system it would be overkill. We know that GURPS can be light and fluffy, but I think the reality is in general the pre-existing GURPS fanbase, and therefore GURPS played "in the wild' so to speak is in relative terms pretty heavy and crunchy! More over GURPS has established a reputation as such in the wider hobby for a couple of decades. Now maybe there's an opportunity in re branding to be had here led by a lighter Disc world system as a potential introduction to the fact that GURPS doesn't have to be full on tactical crunch despite the reputation it enjoys/suffers. Maybe some kind of Discworld system - GURPS conversion. And if nothing else a successful game is a successful game! I have my own questions about the choice of discworld anyway (don't get me wrong I'm a fan from CoM) but this probably isn't the place for that. Cheers TD |
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#72 |
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Join Date: May 2011
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My experience has been that if I invite non-rpg people to play, 75% stick with it, at least until the end of a campaign. If I had more time, I could run another campaign, for sure. We can be insular, as a community, but people will try this out. I could have just gotten my old group of friends from college to play online via roll20 or MapTool, I guess, but the key part of the experience, for me, is the face-to-face interaction with friends.
I will feel like I have succeeded in growing the hobby when one of my players runs a game. I look at this as something of a missionary minigame, and I hope to get to just play one day. Of course, I make my preference for GURPS plain, and encourage people to buy the stuff they want to use. I know that a few members of my group have picked up GCA, and I know that a few have bought Characters and Campaigns. One guy bought DF 12. It has always been my experience that one dude owns most of the books, but others will buy stuff, too, if it interests them specifically, and then it can snowball. A nice thing about some sort of central app is that if there is a benefit to having it for each person, and we can get new players in, the market will grow. The ideal, from my perspective, would be an app that is nice to have, but not completely necessary for each player. |
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#73 | ||
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Join Date: Oct 2005
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GURPS already has switches and dials that must be set in advance and which guide or even predetermine the outcomes of many (most?) of the judgement calls or "fuzzy" concepts. It's just that a program may require many more of them, may need them to be set or reset on the fly and may require oversight by a real, live person. Armin has already automated character creation. I (and others) have automated combat and physical feats (in my case to the point where combats that previously took upwards of three hours now take 20 to 30 minutes). Granted, both of those examples are the easy ones. Apply the Unix philosophy to handling rules and things become much, much easier.
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#74 |
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Join Date: Jul 2007
Location: Ann Arbor, MI
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Philomath, could you provide pointers to your combat automation? Looking at some heavy combat in my next session, and I'd love to streamline it. The faster I can move combat, the faster it flows into the story and stops breaking suspension of disbelief.
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#75 | |||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Many people here will be unhappy to read this next bit coming from the person who has been the system's custodian for the past 19 years, but I can word things very simply: Reaching a larger market depends on reducing the perceived complexity. That doesn't just mean automating the complicated parts or making them optional; that means not having them in the first place, for anyone, so there's no danger of running into a group or a situation where they ambush someone who dislikes them. However, existing fans drawn to the game's current structure have their interests at heart (namely, having access to optional complexity) rather than the publisher's bottom line (which would be better served by setting the intricacy dial about three or four notches lower). As both a GURPS fan and an employee of said publisher, you can imagine how conflicted that leaves me. Quote:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#76 | |
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Join Date: Mar 2006
Location: Iceland*
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The Discworld books are not light and fluffy, even if the first few may have been. By now, they are stealth literature, featuring grit, complex morality, deep and textured motivations, violence with real consequences and villains with unsettling yet plausible characterisation. I doubt I could run a good Discworld game, though I've run a session during the playtest that was fairly well received. But if I tried, I can't imagine doing it with anything other than GURPS.* Light-and-fluffy systems like Toon or BESM would be right out. *Though I might end up using some books with GURPS Discworld that weren't incorporated into the stand-alone supplement because they weren't available at the time, like Ritual Path Magic.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#77 | |
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Join Date: Oct 2005
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Pointers, sure. Release? Not so much. Especially in time for your next session (depending on when that is). I'm also not sure it passes the SJGames Policy which is why I haven't posted it anywhere else. I'm more than happy to discuss architecture and implementation details however.
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#78 | ||
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Join Date: Oct 2005
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#79 | |||
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Join Date: Jan 2010
Location: Brighton
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The ideal is of course to persuade a larger section of the market that your niche is not as dark and scary as they may think, but actually lovely and warm and just what they are looking for. Expensive! Quote:
Last edited by Tomsdad; 01-09-2014 at 06:06 AM. |
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#80 | |
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Join Date: Mar 2006
Location: Iceland*
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Given how gritty the various stories are, elements in them are such points as 'non-lethal' subdual methods being either less than effective or very dangerous; medical skills having inter-species defaults; a clear distinction between Combat Sport and Combat skills, not to mention Brawling vs. Boxing or Karate; a wealth of different academic skills existing, interdefaulting or not; and other nods to realism which are easily modelled in GURPS, less easily in a more abstract system. One of the conceits of the Discworld is that the stories are often founded on taking fantastic tropes or situations and then not abstracting away little details of realism as is done in simplistic fantasy stories, and by extension RPGs designed to emulate such stories. This means that my first thought for emulating Discoworld stories is having a fairly robust system for simulating something much closer to reality than BESM, Toon or pretty much any simple RPG I've seen. Of course, it needn't be GURPS, but a purpose designed system for Discworld wouldn't necessarily be any simpler than GURPS, at least not if the stand-alone product reproduces only the parts of GURPS that are necessary for the setting.
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