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Old 01-14-2009, 02:24 PM   #31
Buzzardo
 
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Default Re: eGURPS (GURPS 5e)

Quote:
Originally Posted by hackbarth
What I would like:

To print my own GURPS Basic Set, with only the portions that will be relevant for the next campaign that'll GM. Only low-TL stuff plus magic for fantasy, only high-TL stuff plus ultra-tech for SF. Modified for technological path or magic systems of the settings.

So that I can take a guide like Dungeon Fantasy or Action, and turn it in my own specialized RPG using GURPS rules in a single book.

All that and Cheap. Waiting for the next TL to roll out.
Sure. That'd be great. The trouble is that, to do it, you'd have to have all the content chunked up into some kind of database and then properly (which means consistently, deeply, and meaningfully) tagged. And that has two obstacles: cost and policy. Converting all those Quark and Ventura (*waves at Fox*) files to a CMS-friendly format and then tagging them would cost a bunch. As for Policy, SJGames very likely doesn't want to put its intellectual property into that kind of arrangement and then make it available to the public, even on a subscription basis. On the other hand, they might love it for internal use (but again, they probably can't justify the cost).

So it's a nice vision of a great set of applications, but it's not likely to go anywhere.
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Old 01-14-2009, 09:07 PM   #32
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Default Re: eGURPS (GURPS 5e)

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Originally Posted by Kromm
I don't agree. I have no desire to create a new edition of the rules any time soon, but I don't believe that focusing on the delivery system or the wrapper as opposed to the content is likely to be profitable. Customers fundamentally want new stuff, not a new front end on old stuff. Nothing is as good for the spectacle as slaughtering a few sacred cows for the cause and giving things a good shake. Rewrapping the same old same old and calling it a "new edition" is a fine way to go out of business.
Yes. That's why I ended the post with the emphasis on combining content with the ability to use that content online.

It may be that SJ is too invested in its IP to do this radical thing. The Britannica folks couldn't do it, either. Doesn't mean GURPS definitely goes the way of Britannica, though. Might last beyond my lifetime.
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Old 01-15-2009, 12:22 AM   #33
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Default Re: eGURPS (GURPS 5e)

IMO, the idea here is fundamentally flawed. Even though much GURPS content is now available electronically, its still a pen and paper RPG. Making it an online-access-dependent system on a Web 2.0/Cloud/SaaS model without altering the content would be, to me, an insane step.

If you are going to build a game system product that is dependent on network access (and, hence, on computing resource), you shouldn't just take a pen & paper RPG and repackage it, you should build a system that leverages computing resources to enhance gameplay, as well as to organize content.
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Old 01-15-2009, 06:51 AM   #34
DeDiceManCometh
 
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Default Re: eGURPS (GURPS 5e)

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Originally Posted by cmdicely
If you are going to build a game system product that is dependent on network access (and, hence, on computing resource), you shouldn't just take a pen & paper RPG and repackage it, you should build a system that leverages computing resources to enhance gameplay, as well as to organize content.
This is very well said. Redesign or enhancement should definitely take technology into consideration. It is now the 800 lb. gorilla in the design room.
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Old 01-15-2009, 08:47 AM   #35
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Default Re: eGURPS (GURPS 5e)

For those interested in the campaign suite idea, I threw up something preliminary at http://planner.obrienscafe.com

Nothing GURPS specific, but a good set of tools for communicating with your group. And I must confess that I stole some concepts from Kromm's Livejournal, where he posts summaries of game sessions.
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Old 01-15-2009, 11:16 AM   #36
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Default Re: eGURPS (GURPS 5e)

Quote:
Originally Posted by cmdicely
IMO, the idea here is fundamentally flawed. Even though much GURPS content is now available electronically, its still a pen and paper RPG. Making it an online-access-dependent system on a Web 2.0/Cloud/SaaS model without altering the content would be, to me, an insane step.

If you are going to build a game system product that is dependent on network access (and, hence, on computing resource), you shouldn't just take a pen & paper RPG and repackage it, you should build a system that leverages computing resources to enhance gameplay, as well as to organize content.
Once more, one of the great insights I wish I'd had long ago :D

I really like the idea, and since I have trouble answering them myself, here are two questions I would love to see attempted here:

What would differentiate such a system from, say, GURPS (or other systems, from D&D to WoD)? In terms of the rules system, that is. Clearly, the physical/digital delivery form would be entirely different.

And how could all the wonderful, pre-existing GURPS material benefit it or be tied into it in whole or part??

I hope someone has ideas on this, because it seems like a brilliant concept all of a sudden! (as opposed to just interesting before)
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