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#51 | |
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Join Date: Sep 2004
Location: Canada
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If it's not appropriate, well then no Ninjas, on template or off, bought me the PDF or not, I don't care if you payed super buxx to get your copy printed in leather-bound hardcover with gold-leaf, your financial investment does not relate to my campaign. And if you're not a young man, substitute whatever sort of "hail and well met" kind of thing you prefer.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#52 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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Unfortunately there's a trend even among GURPS aficionados to treat the rules as the game. (When you hear someone describe parts of the rules as 'fluff' vs the more presumably meritorious 'crunch', for example.) |
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#53 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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The problem isn't actually seperating the fluff from the crunch. The problem letting the crunch drive the fluff. Building a character (or a world, for that matter) in Gurps is like painting a picture. The crunch is the paint, while the fluff is the actual concept you're trying to make. Gurps has a wonderful variety of 'paints' with various thicknesses, bright colors, tints, brushes, little metal paint appliers, sponges, and so forth. You can make beautiful paintings. But if you let the brightness of the paint drive what you put on the canvas, and allow any color that looks 'cool' by itself, you end up with a garish mess. Even in supers, whose point is to be a little garish (bright and all over the place) If you let just anything into a game, you will end up with something ugly. On the other hand, some of the crunch fans are all about improving the capabilities of the tool set. I often prefer crunch in books because I use it to improve my worlds, and to model them even better. I set aside fluff surrounding a piece of crunch to replace it with another piece of fluff that needs a rule-set and those rules look like the original rule Powerful effects are a great goal for some games. But they should be described in the game world first and the rules second.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#54 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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For example, I'm rather proud of Worminghall, which is over 90% fluff, with a little modest crunch in the redesigned magic system to support the medieval worldview. But it isn't a big seller. I have two or three other "magical city" concepts that could be turned into books—but they wouldn't be in high demand. And that's why my last three books were a new system of magical abilities, a treatment of supersenses, and a guide to learning and teaching. I'm proud of those books, too, and they were interesting to write . . . but I also recognize that working in that end of the gaming spectrum will result in a higher return on time invested. But also, I'd note that it's a specific kind of crunch. In Enhanced Senses, for example, there were a lot of pages of abilities with stats. There were a few pages that analyzed, extended, or modified existing rules, often in text boxes. There were only a coupld of pages of new fundamental crunch—things like advantages, disadvantages, skills, perks, quirks, and techniques. A new GURPS crunch book may get away with one new advantage; two is pushing it. In other words, crunch is carefully prevented from causing system bloat; instead it shows more ways to build things using already existing concepts.
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Bill Stoddard I don't think we're in Oz any more. |
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#55 | |
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Join Date: Sep 2004
Location: Medford, MA
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"Fluff" implies something valueless, weightless, disposable, and not necessary. It isn't the "real" thing. "Crunch" has weight, has complexity...it is a "real" thing. If different terms were used: concepts and implementations, for example--or flesh and bone...or I don't know...there would be different implied values. |
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#56 |
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Banned
Join Date: Jun 2005
Location: Bristol
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It's sad but i would not allow cosmic, if it cannot be gmed then don't have it... Moreover i'm not here to recreate comics.
I have had many players go all paranoid over other characters because they could not defend against 'x'. Pain in the arse they are and then one comes in with a silly way of upsetting the game table and too whose amusement... only themselves which is quite sad really. Reminds me of a spoof called BMX Bandit and Angel Summoner just let mega powered dude do all the work and get into all the trouble. Just clear up after him. |
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#57 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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It's easier to do that in GURPS DF than it is in generic GURPS Fantasy, for example. It's more complete, and more "plug and play" than the average GURPS line.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#58 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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#59 | ||
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Join Date: Aug 2009
Location: OK
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It's a part of the system that isn't balanced well and leads to these sorts of problems where one player ends up with essentially the same thing as another, but at a wildly different point cost.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#60 | |
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Join Date: Sep 2004
Location: Medford, MA
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Car bought with cash has no protection and isn't special. Car bought with Sig Gear still has to be something buyable...in other words not Kitt from Knight Rider. So it isn't going to be crazy special, but doesn't have any drawbacks. Car bought as an Ally is going to have to sentient in some way because allies are NPCs played by the GM. Allies are also going to want things from the PC and will leave them if they are treated badly. That is going to result in a really different dynamic than just some Sig Gear car. And car as gear from a Patron? Well, if you upset your Patron, your Patron is going to take the car back from you. You have strings on that gear. As a GM, I would make sure that each version felt different in play. |
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