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#3 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
Over the course of three decades in the GURPS-sphere, we've learned that staying true to The Old Ways is good for backward compatibility – for continuity – but that on occasion it's necessary to break new ground in the name of ease of use, evocativeness, and game balance . . . all of which are definitions of fun for various people. Nostalgia in itself is fun for a minority! To sell an RPG to a broader constituency, though, you need good answers to "Is this game straightforward to play?", "Does this game provoke interesting adventures and campaigns?", and "Does this game have built-in defenses against player abuse?" Personally, I see the proposed change as making the game less straightforward, more evocative, and probably more balanced – a net win. The big factor that drove the gamers I hung out with in the late 1970s through mid 1980s away from TFT and toward GURPS in 1985-1986 was "Wow, all the attributes matter equally!" I wouldn't overlook that as a selling point, even if you want to keep my GURPS out of your TFT.
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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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