05-03-2021, 04:04 PM | #51 |
Join Date: Apr 2019
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Re: How to Be a GURPS GM: Managing Expectations
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05-03-2021, 04:10 PM | #52 | |||||
Join Date: Dec 2020
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Re: How to Be a GURPS GM: Managing Expectations
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Anyway I would have offered long ago to translate GURPS Ultra lite for free, since covid there is enough time. The BIG problem is germany had several spelling reforms after me leaving school, and my german grammar is not much better than my english one now, ok that is a exaggaration, but the core is sadly right. What about VTT? By the way you should add paymant possibilities, at least paysafe would be a good add to the actual possibilitys, a good deal of people donīt like pr use normally the given options. Anyway there is a need for doing something, what better should work, because if not GURPS is very dead. I search since month the web for GURPS ideas, links etc and a whole bunch of sites is down, some recently, and often a reason for this is no new stuff, not enough support by SJG and all that. To make it clear I donīt found a newly created Fansite which was newer than a year, but a lot of shutdown old ones. Last edited by Willy; 05-03-2021 at 04:17 PM. Reason: added quote |
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05-03-2021, 04:26 PM | #53 |
Join Date: Jan 2011
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Re: How to Be a GURPS GM: Managing Expectations
If I understand correctly, Kromm is literally the only person left doing GURPS full-time. He doesn't have time to edit submissions, run fan sites, search for links, translate games into foreign languages, and so on. Fan pages are literally that; pages run by fans. If the base is dropping, the sites will go away due to lack of support. If the fan base wants GURPS to prosper (and I, for one, do very much want that), then they need to promote it, link sites, volunteer to run tournaments, translate documents for fans, and support the game actively in their communities. If we all wait for GURPS to publish only the number-crunchy wildest dream supplements, we will be left without a game at all.
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05-03-2021, 04:50 PM | #54 | |
Join Date: Aug 2004
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Re: How to Be a GURPS GM: Managing Expectations
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But, I'm actually really interested in hear Kromm's take on this, because his ear is to the ground. Last edited by kenclary; 05-03-2021 at 07:10 PM. |
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05-03-2021, 05:52 PM | #55 | |
Join Date: Jan 2014
Location: Calgary
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Re: How to Be a GURPS GM: Managing Expectations
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That said, there has been something of a resurgence with modern tactics games like Doorkickers, etc. So while it's possible there's a market for something like a DFRPG for High or Ultra tech, I can see why the potential market wouldn't be anywhere near as large as Dungeon Fantasy. |
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05-03-2021, 06:25 PM | #56 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: How to Be a GURPS GM: Managing Expectations
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Go to the GURPS Discord. Almost every conversation ON THE NEWCOMER'S CHANNEL is dominated by a few ever-present denizens talking about finding just the right combination of advantages, enhancements, and limitations to reproduce power X. Or else it's about how the regular magic system is crap and broken. The main GURPS-1 and GURPS-2 channels are even worse. The very structure of the Discord channels shows up the problem well. If you're a newcomer, go play in this sectioned off area where Real GURPS won't scare you. You can come out when you've grown a thick enough skin. Reddit and RPG.net seems a little more open to discussion of GURPS as a game, but r/GURPS posters seem very critical of GURPS in general, and the insane RPG.net mods will ban you at the slightest sign that you don't agree with their politics as expressed in your gaming. (Got evil orcs in your game? Say so and you're banned for being a racist. I'm not kidding.) Back a number of years ago, I remember playing GURPS at a game store, and people gave you two looks. The first one was awe: you can wrap your head around GURPS? The second was distaste: why would you do that in GURPS when you can do it Simple System X? These discussions on this forum always end up with the same voices declaring that they know why SJG is getting GURPS wrong, and if only they'd do this one thing that they happen to really want them to do, everything would turn around. Well, forget about magic products and lateral strategies; here's what will REALLY help GURPS: go out and play it. A lot. The more it's seen as a FUN GAME, rather than a complicated source of math and rules-arguments, the more people will be interested in it. Stop telling people why you think the magic system is broken. Stop telling people that Powers (or Martial Arts, or Thaumatology) is kind of really the third book in the Basic Set that everyone really should buy. Stop telling people who express interest in GURPS to buy ten thousand books just in case they're interested in one little part of it. And for goodness sake, everyone please stop pretending you're an expert on everything who knows where GURPS has it wrong. DO assume that new players are only using the Basic Set until they tell you otherwise. DO suggest supplements when interested persons clearly want just about everything that supplement provides, not just when one or two paragraphs might answer one of their specific questions. DO answer questions of "How do I convert this from D&D" with answers that find the GURPS way of doing the same thing, rather than trying to program GURPS to reproduce D&D's mechanics. I do hope people take my comments here the right way. I'm not trying to hurl accusations, but what Kromm has said above is very, very much what I've been seeing in GURPS discussions for years, and it's nice to know that I'm not just a grumpy old gamer who's out of touch with the new GURPS hotness. |
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05-03-2021, 08:11 PM | #57 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: How to Be a GURPS GM: Managing Expectations
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My plan is: Delvers to Grow (launches Friday) Nordlondr Ovinabokin (Nordlond Bestiary, hopefully in folks' hands by the end of 2021) Mission X (um...sometime in 2022) I will have other things that are not-GURPS or Powered by GURPS adjacent (some of my character collections volumes converted to Delvers to Grow, maybe a few other things, but not crowdfunded) in between now and then because bills must be paid! But definitely Mission X is The Big Thing for 2022.
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05-03-2021, 08:15 PM | #58 | ||||
Join Date: Dec 2020
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Re: How to Be a GURPS GM: Managing Expectations
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Because all members in this forum have something in common, we all enjoy playing GURPS and want it to stay healthy for a long time, there may be differences about the right way but the goal is clear. Quote:
Question there was a tactical shooting which I didnīt own, has it ideas for this, or can it be used as a base for such a product ? |
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05-03-2021, 08:17 PM | #59 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: How to Be a GURPS GM: Managing Expectations
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If that goes nutso and sees 1,500 or 2,000 backers that will tell us something. If it goes bonkers and sees 4,000 (slightly larger than TFT) that will say even more. If it goes "thud" and gets my usual 500-600, that will tell us something too [1]. So we'll see! [1] For a new, full game, "only" my usual sales numbers will not indicate a break-out of the fantasy genre. It will be "The same 500-650 people like Doug, but that's that." That's not "there's clearly a hole that's been identified that hard work and good ideas will fill!" That's "GB is a 600-backer company at best."
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 05-03-2021 at 08:20 PM. |
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05-03-2021, 08:56 PM | #60 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: How to Be a GURPS GM: Managing Expectations
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The thing is one must ask why does GURPS have this reputation for being complicated? Is it really the rules or perhaps they way they are organized?
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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