Quote:
Originally Posted by Fred Brackin
I've read it every time you've written it. That doesn't mean it makes sense.
You ask for people who know more about Gurps than you do to help you but you don't seem to want to hear what they say.
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On the contrary, I had very specific questions and through all of these comments very little was said that comes close to answering them. I have no interest in spending my days listening to people lecture me when I only had some very VERY specific mechanics related questions.
For example, so far, NO ONE has provided me information on how to convert monsters on the fly. Multiple people suggested I do that, and one link was shown where people have done it, but when I asked for specifics I just get a cop out so OF COURSE I'm going to pay less attention to people who give half suggestions with little or no relevant details.
Quote:
Originally Posted by zorg
If the magic system is made from scratch, Magery will not do what it says it does.
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As I explained, it would be treated as if Magery doesn't exist. In other words, no players would be allowed to select anything Magic related from the GURPS text. That's no different than running a character in a no magic campaign. If the setting has no magic, then there is no magic and you choose something else.
Quote:
Originally Posted by zorg
I think people feel that the answer to your questions is "Can't really be done, why not try another approach?" :)
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I have tweaked other systems in the past. It's nothing new to me. You guys are all trying to over complicate things way too much.
Honestly, I never should have given any details at all about what I plan to do and kept it to mechanic specifics.