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#111 | ||
Join Date: May 2005
Location: Oz
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The evidence is in the e23 "What's Hot" list. Which I will link again: http://e23.sjgames.com/hot.cgi?lmt=1...-10-27&ord=qty
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And adventure is within a campaign scheme, and a campaign is within a setting, and a setting is within a genre, and a genre is only a fraction of the immensity of GURPS. Because GURPS covers a lot of genres, and each genre covers a lot of settings, and each setting covers a number of campaign schemes, each adventure is going to sell to only a fraction of a fraction of a fraction of a fraction of the GURPS market, and only to the GMs within that. Quote:
Adventures would be rain-makers. But most of the rain would fall in someone else's bucket. So writing adventures isn't an attractive prospect for writers. I have written adventures, some of them quite successful. I used to run events at games conventions, and I had a little reputation for doing a very good line in traditional, structured, face-to-face, over-the-table RPG adventures unlike the LARP and improv. theatre fare that tended to prevail. Such adventures are quite difficult to write. My last one took five months, required extensive feedback from a GMing group, and had to be playtested three times before it ran right. That's a lot of work to do for a measly few hundred bucks, which I could earn in a day as a consultant. Everyone wants to write the next Spaceships or Mysteries because they sold quite well (however, we recognise that we are not as good as David Pulver or Lisa J. Steele). Everyone wants to write a world book, because they are fun. Very few want to write adventures because they are difficult, not fun, and don't sell very well. SJ Games wants to publish them. But free-lance writers don't want to write them. A series of good adventures would be great for SJ Games, but not so good for the writers. |
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#112 |
Join Date: Sep 2004
Location: Medford, MA
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#113 | |
Join Date: Oct 2009
Location: United Kingdom
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''Yyrkoon,'' said Elric, ''this is unwise of you.'' ''I was never a cautious man, cousin, as well you know.'' |
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#114 | |
Join Date: Oct 2009
Location: United Kingdom
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Ah, ok, apologies.
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''Yyrkoon,'' said Elric, ''this is unwise of you.'' ''I was never a cautious man, cousin, as well you know.'' |
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#115 | |
Join Date: Sep 2004
Location: Medford, MA
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The radical variety of ways in which people on the ground are using GURPS makes the audience diffuse and therefore hard to make adventures that will please any critical mass of people. I'm pretty sure the Fantasy campaign that I would write would not be one you'd be happy with. Because it would: a) be gritty, not cinematic b) be low magic, not high magic--probably using some alternate magic system from Thaumatology c) be more talking than fighting d) be about politics e) be about a world of gray hats and compromised morality and difficult choices, many of which don't have any really good paths f) would not be about power fantasy Even if I create a "generic" fantasy campaign, you probably still like it. Others might fight it awesome...but I'm not going to get all of the fantasy audience...because the GURPS fantasy audience is much more diverse than the fantasy base of other more narrowly focused games. |
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#116 |
Join Date: Oct 2009
Location: United Kingdom
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Brett
I think you highlight the issue here. It is not in the interests of the writers to write scenario material with the structure presently used at SJG. Thing is, there is a percieved wisdom that scenario books sell less, and this is bourne out by the history. This shouldnt be an issue for writers, however. SJG should perhaps realise more that scenario material breathes life into the settings. So they can be a kind of lost leader in a way. They absolutely shouldnt be though. Theyre vital, in my opinion, for the longevity of the setting. What we have is a dearth of scenario material coupled with an excess of setting books. This cant be good for an rpg company. I know SJG has been around a long time, but I would be concerned about continuing this strategy.
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''Yyrkoon,'' said Elric, ''this is unwise of you.'' ''I was never a cautious man, cousin, as well you know.'' |
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#117 | |
Join Date: Jul 2009
Location: Oklahoma City
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Personally, I don't care who writes the campaign, or who publishes it—I just need something to start from. I'm planning to run GURPS Autoduel in the near-future, and once again, my mind is wandering back to my old Road Atlas series, and the adventures published there. There have been at least two campaign ideas of mine that used that old Trespasser's Isle adventure from Pyramid as a centerpiece. If there was something "bigger" out there, even if it was a genre or setting I'm not as familiar with (or like as much), I'd probably give it a shot—I'm getting tired of working from scratch.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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#118 | |
Join Date: Aug 2004
Location: North Yorkshire, UK
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Graham
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Free GURPS tools for Fantasy Grounds at www.spyke.me. |
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#119 |
Join Date: Oct 2009
Location: United Kingdom
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I disagree entirely here. SW started life as a wargame. It is pretty similar, in fact, to Gurps, with the way it treats and describes perks and quirks, if not in complexity or depth. I think this is detail, not a legitimate reason as to why Gurps cant offer the same in the way of scenario material.
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''Yyrkoon,'' said Elric, ''this is unwise of you.'' ''I was never a cautious man, cousin, as well you know.'' |
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#120 | |
Join Date: Aug 2004
Location: North Yorkshire, UK
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So, for example, you could release a Traveller conversion for Savage Worlds, but it really wouldn't feel like canon Traveller. It would have the dials turned up to cinematic Traveller. Graham
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Free GURPS tools for Fantasy Grounds at www.spyke.me. |
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