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#31 | |
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Join Date: Jul 2004
Location: Austin
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Paul Chapman |
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#32 | |
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Join Date: Nov 2004
Location: Switzerland
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I think one of the major problems is not the content of the books, but the lack of information on the SJGames website.
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I think they should add to that description that this is not a space setting (for that buy X) it contains no rules to build spaceships (even though this is a major part of most space settings) (for that buy Y) and also no equipment (for that buy Z)... I bought GURPS Fantasy and was very disappointed by the content, simply because its not what I need... In summary: A better description on what the book is on the website would help people make the right choice, would prevent disapointments (and loss of clients) At overlap: I personally think it is very annoying that I need both Basic and Power for every advantage I want to look up and would have preferred if they repeated the whole advantage section from Basic in Powers to have everything complete in one place (IMO they could have dropped the whole example part). On the other hand the small spell list in Basic is a waste of paper and would better have been left out.
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I'm not a Munchkin, I'm the Munchkin's Advocate |
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#33 | |
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Join Date: Aug 2004
Location: Y'know, around.
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#34 |
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Join Date: Jun 2005
Location: Cape Coral, FL
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So basically, Space 4e is an example of the philosophy behind Fantasy but without the weird Vehicles and extra stuff from GURPS Magic? I find this pretty nice in and of itself. I find space interesting as a genre, similar to Fantasy. I liked GURPS Fantasy quite a lot, it really was worth the money as it showed me a few things I'd not have considered myself.
I can understand the concern of some that without "more equipment and additional vehicles rules" the book is incomplete, but personally, it fits me just fine. I always found most of that stuff in games wasted space. I don't need any more detail than whats in the basic set, and if I do, a small chapter in Space isn't going to tide me over. I'll want the Ultra Tech book. Having basic material in the basic set, more basic material in space, AND an exhaustive book entirely on ultra tech strikes me as somewhat unnecessarily. So, interesting. I also don't mind the larger hardbound glossy books. I prefer what SJG does as opposed to White Wolf (and no offense; I love WW), for instance. SJG's at least leave me feeling like I'm getting something for my money, since the books are hefty and filled with content. I'd rather feel like I've got too much info than not quite enough...
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BrandonQ, |
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#35 | |
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Join Date: Aug 2004
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Oh, wait... maybe it is *sg* |
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#36 | |
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Join Date: Aug 2004
Location: Pittsburgh, PA
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#37 |
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Join Date: Mar 2006
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I was looking forward to GURPS Space simply because I thought that it was.. well.. what I need to run a Space Campaign. Unfortunately this is not the case (this is not a criticism since there are many great things in there and a lot of work behind it, no doubt).
I think people react very badly to this title because this assumption that I made up there is made by many. As a Science Fiction fan I love a Space System generation system.. but that would be a classic candidate for the use of Software! Most people I know don't use it (Star system generation) for gaming anyway- its mostly just a backdrop in the story somewhere. I understand the argument of not wanting to repeat content- but the same argument can be reverse engineered: Some people probably don't want to buy GURPS Martial Arts to find the (wild guess) 2 pages on Zero-G-Combat (assuming it is in there), or GURPS Vehicles for a few pages of Spaceships, GURPS ? for rules on Ship to ship combat, that could have been in the SPACE book, and therefore in context. |
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#38 | ||
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Join Date: Jun 2005
Location: Cape Coral, FL
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Space System Generation or Alien Generation -- well, you really have to put it in Space since that's just the best place for it. On the other hand, if your going to make a GURPS Vehicles book, it makes sense to put rules for Spaceships and Vehicle-based combat (including Spaceships) there. That's where it makes the most sense! Similarly, the best place for additional magic info is GURPS Magic. Yet there were a number of spells in GURPS Fantasy. I wasn't too thrown by that, as it really wasn't much, but it was a bit of a waste of space IMHO. Equipment, in my mind, is even more of a waste than magic spells would be. The stuff in the basic set for magic is pretty bare bones, but you can easily run a Space campaign with just the basic equipment from the corebook. Quote:
In the end, I think it ultimately comes down to "What's the best way to give the players this information?" In the end, I'm fairly happy. I can run pretty much anything with just the basic set, and I've mostly been happy with how the other books have arranged stuff. The one issue I've found is Interstellar Space, since Traveller is a world kind of all itself. Setting books should have at least a few "unique" things. Even Infinite Worlds had a few bits of equipment! :D Anyway. In the end, it comes down to this: No matter what you do, someone will be unhappy. That's just a fact of life.
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BrandonQ, |
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#39 | |
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Join Date: Aug 2004
Location: Upper Marlboro, MD
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What would surprise me is if the complains were to stop once it was released. |
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#40 | |
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Grim Reaper
Join Date: Aug 2004
Location: Italy
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__________________
bye! -- Lut God of the Cult of Stat Normalization |
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