10-27-2009, 06:25 PM | #151 | |
Join Date: Jun 2009
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Re: GURPS Does It The Hard Way!
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10-27-2009, 06:28 PM | #152 | |
Join Date: Jun 2009
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Re: GURPS Does It The Hard Way!
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10-27-2009, 06:31 PM | #153 | |
Join Date: Jul 2009
Location: Oklahoma City
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Re: GURPS Does It The Hard Way!
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(1) Fantasy (2) Late TL3, maybe a bit of 4 (3) Middle (4) 150-ish—I'm guessing this is a typical starting point Addendum: In each of these cases, you'd need to provide some "scaling" help (specifically, I'm thinking of scaling to 250pts/cinematic, to work better w/ DF). If you decide to go through with this, PM me, and we can talk about getting you some illustrations, when you're ready for them.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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10-27-2009, 06:34 PM | #154 | |
Join Date: Jul 2007
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Re: GURPS Does It The Hard Way!
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Anyway, to answer your questions... right now I'm interested in Modern Horror or Fantasy campaigns, so about TL8. I like my games rather in the middle on the realism to cinematic spectrum. I find 150 points to be good for a CP level for the PCs, too. So that's what I take an interest in, right now. |
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10-27-2009, 06:43 PM | #155 | |
Join Date: Jun 2009
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Re: GURPS Does It The Hard Way!
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10-27-2009, 06:44 PM | #156 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Does It The Hard Way!
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But the nature of GURPS somewhat encourages this. Consider one of the best books I've ever run a campaign out of: Griffin Mountain for RuneQuest II. It was a series of linked adventures set in the world of Glorantha, which was the setting for RQII. If you bought the core book for RQII, a substantial part of it was a description of Glorantha. The genre was legendary/mythic fantasy (with a comedic subtext at times). And RQII as a game was written to serve the one genre of legendary/mythic fantasy, set in the one world of Glorantha. If you were going to run an RQII campaign, it was going to be a legendary/mythic fantasy campaign set in Glorantha. So there was absolutely zero risk that your adventure book would fail to appeal to the audience for RQII. You might lose sales because only GMs were buying it (a factor of a few) or because you did a crap job on it (fortunately they didn't), but not because it wasn't what people were looking for. Now with GURPS, you have no precommitment to any genre, and still less to any subgenre or any flavor within a genre. But okay, you could probably identify two or three genres that a lot of GURPS players like. And then you have no precommitment to any setting within a genre. GURPS has Banestorm for fantasy, and Traveller and THS for science fiction . . . and each of those has enough appeal to draw in some people who will buy all the new material. But you've narrowed your appeal. But then, each of those worlds is too big, and has no one central location where everything is happening, no natural starting place. If you write an adventure for players from Caithness, it's not a big help for campaigns based in, say, Megalos. And after publishing a Caithess scenario, if you next get a Tredroy scenario, there's not all that much cumulative usability between them. What you need is to have a book that creates a starting point, base of operations, and mission for a campaign set in that world. And than you need to write a series of adventures for that specific campaign. And you have to make the whole thing so cool and so exciting that people who were sort of thinking of playing GURPS, or GURPS fantasy, or an Yrth campaign, will decide that this is exactly what they want to be involved in. And, well, that book might be a challenging pitch to make. Steve Jackson Games has never really gone in for books that define a specific starting point, as opposed to a larger world within which you can choose your starting point. If they had such a "base of operations" book, or a "you have to go here and do this" book, it might give rise to the more specific adventure scenarios you're hoping for. Bill Stoddard |
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10-27-2009, 06:48 PM | #157 | |
Join Date: Jun 2009
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Re: GURPS Does It The Hard Way!
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lets modify this. lets not say what we want but what would most likely attract most new customers. 1.) any genre / world book that sells well according to e23 or other official sources. 2) default setting of whatever is decided under 1.) 3.) default setting of whatever is decided under 1.) 4.) 100 points. or 150 points. pretty standard stuff. |
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10-27-2009, 06:48 PM | #158 | ||
Join Date: Mar 2006
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Re: GURPS Does It The Hard Way!
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10-27-2009, 06:49 PM | #159 |
Join Date: Jun 2009
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Re: GURPS Does It The Hard Way!
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10-27-2009, 06:56 PM | #160 | |
Join Date: Mar 2006
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Re: GURPS Does It The Hard Way!
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Which of these things would you give an adventure? You have to go third down the list to even get a genre book. seventh to get a setting book. |
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