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#1 |
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Join Date: Nov 2008
Location: Yukon, OK
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I think it was much better done then the first one or any of the other Powered by GURPS offerings I have bought.
I liked the skill clusters for example. And the dueling system for magic is the best I have seen for GURPS.
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#2 | |
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Join Date: Aug 2004
Location: U.K.
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Quote:
To be truthful, the first edition of Discworld was written initially as a standard GURPS supplement of the time; assume that the reader has the Basic Set, write this as an add-on. I always wished that I'd known that Lite was going to be tagged on the end, so I could have tweaked things accordingly, but that was a late decision. This time round, I was able to get it right.
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-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
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#3 |
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Join Date: Feb 2005
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I have to admit I didn't read all the way through the physical book in detail. It was just too big, physically speaking, to be easy to read through for me. I'm now going back and enjoying all the little details you worked in that I originally skipped or skimmed over in the rules due to book weight.
Being able to take it to work to read on breaks is going to help with that too. |
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#4 |
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Join Date: Jun 2010
Location: Germany
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Had been waiting for this for ages!^^
Contrary to what some people were saying, it is NOT easy to get hold of it outside the states unless you have a stroke of luck (or if you want to mistakenly buy the original GURPS Discworld), thus this really is nice for the European customers. I only think it is a bit of a shame the map of the Discworld ends up split over two pages, it would have been nice to maybe have a full color version of it included (both in the hardcover and PDF), but the same map is luckily easily available online. I think it is overall a good choice to simplify modifiers to advantages into flat values added or subtracted, especially since it is fully compatible with the full GURPS rules. I do like the slightly simplified / freeform style ritual magic and appreciate that there has been quite some attention to detail to keep certain Discworld conventions. Admittedly, I think it fits how Witch magic is presented better than how WIzard magic is presented, but to be fair, WIzard magic was never very consistent and this is much more fun.
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#5 |
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Join Date: Aug 2004
Location: U.K.
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Once again, thanks to everyone for the kind words on this. And do please spread the word about it to gamers and Discworld fans of your acquaintance; now that SJGames have been persuaded to put things like this out in PDF, I'd hate to see them disappointed by the results. Plus, yes, it's a way of making the book available in regions of the world where distribution is being quite so hopeless.
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-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
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#6 |
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Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Sorry for resuscitating this thread. Is just a question. A months ago, when Discworld RPG was released, there was some tread or notes from talking about how some advantages, skill and other details changed and how to use with "normal GURPS". Where is it? I just can't find it anymore!
By the way, I bought the book and I'm loving it!
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” |
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#7 |
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Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Ok, ignore the previews post. I found it.
It was this: https://www.philmasters.org.uk/RPGs/UnderTheBonnet.pdf Anyway, thanks for the great book! I'm loving it!
__________________
“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” |
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| Tags |
| discworld, discworld rpg, gurps |
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