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#11 | |
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Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Quote:
I mean, I love 3E's historical books. I bought several in PDFs, and I intend to buy the physical ones when possible. But for the basic book, I think that the great difference between GURPS 4 and others is precisely that you have the freedom to make countless types of games with just it, without necessarily needing much more. Of course, there are supplements that improve or help, but the core book itself is quite robust and allows for a lot. As for ST losing value as technology advances, Power Ups 9 addresses this, and has optional rules for ST to cost less with higher TLs or Supers games. Now, when they were discussing Dungeon Fantasy RPG some years ago (not GURPS Dungeon Fantasy) and if it was successful, they could launch other similar modules for other genres (let's say, Action, Supers, Space Opera, Horror...). I liked the idea. Something parallel to normal GURPS, but closed and focused on a single style or theme. Then you could have the central spine of GURPS, but with specific rules and tweaks to better work such styles or themes. Like the Powered By GURPS books. But unfortunately it seems that the idea did not go ahead, because apparently at the time the result of the Dungeon Fantasy RPG sales was not so satisfactory (that I remember having read or heard about). But I still hope...
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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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| alternate attributes, talent costs |
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