10-27-2009, 04:46 AM | #41 | |
Join Date: Aug 2004
Location: Hannover - Germany
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Re: GURPS Does It The Hard Way!
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10-27-2009, 09:20 AM | #42 | |
Join Date: Apr 2005
Location: France
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Re: GURPS Does It The Hard Way!
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10-27-2009, 09:40 AM | #43 | |
Join Date: Apr 2005
Location: France
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Re: GURPS Does It The Hard Way!
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;-) More seriously... To my mind, there is a problem with the published adventures. They do not belong to the same campaign. They even do not belong to the same game world! This is an especially big problem with GURPS, because in GURPS, creating a character is quite long. So, if a player takes that much time to create a detailed and interesting character, he will expect to play this character in more than one adventure... But what will his game master find after running Caravan to Ein Arris? Or after running Lair of the Fat Man? Nothing. These are just one shots... I think this is the main problem with GURPS adventures. Either you create them yourself, either you create the continuation yourself. No matter what you choose, you will have a lot of work to do. Too my mind, adventures taking place in the same setting, a famous one, like Infinite World, for instance, and even making a campaign together, would attract much more buyers... But, here again, the problem is not the fact that SJG don't want to publish this kind of adventures. It is the fact that nobody want to write them... Last edited by Gollum; 10-27-2009 at 09:58 AM. |
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10-27-2009, 09:55 AM | #44 | |
Join Date: Apr 2005
Location: France
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Re: GURPS Does It The Hard Way!
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Another solution is to buy adventures from another publisher, for another game. Since GURPS works very well with any "clealy written adventure" (as said in the Basic Set, third edition), it is the solution I use. It works very well. But, of course, this make me buy less SJG's books and more books from other companies. |
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10-27-2009, 10:03 AM | #45 | |
Join Date: Sep 2006
Location: Chatham, Kent, England
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Re: GURPS Does It The Hard Way!
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Adapting an old SF short-story to make a whole campaign based on a set of planet=to=planet teleport boxes? Check. Took about an hour. Character creation took longer. Conflating Dune, Star Wars and the Cordwainer Smith animal-folk into Knights of the Star? Check. Took a few days work, spread over a month. Using all of our ADnD scenarios (the hole in the head gang) to GURPS? Check. Took no time at all, as character generation was all that was needed. A Scooby-Doo / Cthulu / Jason Voorhees crossover? Check. Took no time at all; it was improvised on the spot, mostly from player's memories. I have never needed to convert a monster, named or otherwise. Nor have I ever needed to stat a mook, orc or dragon. They do not need stats, or they can be eyeballed / winged based on perceived difficulty. I hope this helps. |
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10-27-2009, 10:15 AM | #46 | |
Join Date: Apr 2005
Location: France
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Re: GURPS Does It The Hard Way!
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In D&D, for instance, a Dragonborn Paladin can work with a Tieflin thief? These two characters are very different and wouldn't normally agree to take part in the same mission. But D&D adventures still works very well. In Call of Cthulhu, players can choose to create an old university teacher, a prostitute, a rich dilettante or a hobo... characters who are not used to work together. Call of Cthulhu adventures still work very well. It just requires a few imagination... But much less than creating a whole adventure when you don't have the time to do it decently. |
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10-27-2009, 10:27 AM | #47 |
Join Date: Sep 2006
Location: Chatham, Kent, England
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Re: GURPS Does It The Hard Way!
No-one wants to write game scenarios?
A Meeting on the Road: TL3+, magic as to your taste. Your group are travelling from the last job to a town to get needed supplies. The number of your group + two mooks appear in clumsy ambush (IQ, ST, DX, all 10; weapons skills 9 or 10; low-quality swords and spears, leather armour jacks showing signs of being repaired), attacking from trees at narrowest part of path a mile outside town. Survivors can tell that they heard / were told you wanted to attack their town. In town: A single fighter (Leadership-12, Bard-13, weapon skill 13, better armour (by one type-level) than most of the group) has got villagers in spear-groups, defending against all outsiders. He does not want you coming in to see the defences. Time for role-playing, as the next town is three days away. Complications: No-one wants to sell the group anything but simplest foodstuffs. You are expected to stay and defend the town against a vague threat. Several townies refuse to speak with or aid the group as their relatives have been killed/injured by them. Some young people are insisting on learning how to fight, and want to come with you when you leave. Guards disappear in the night, leaving weapons behind. Threat revealed: Mercenary group wish to recruit cheaply some new blood. They are living in the nearby woods and kidnapping people. There is currently no war, but they run short on food and may have to sack the town anyway. Charismatic merc: Stats 12, Charisma, Leadership 13, weapon skill 14, good chain armour suit, sword and shield. Mercs: (your group size times 1.5) Stats 10 to 11, weapon skill 12 to 13, Tactics -12. 3 have quality crossbows, skill 13. Treasure: Leather, chain armour, plate helms and breastplates. Silver coins x15 to 20 in each merc's pouches. Some food, tents, wine in kegs, useful items for travellers and adventurers. |
10-27-2009, 10:30 AM | #48 | |
Join Date: Jun 2009
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Re: GURPS Does It The Hard Way!
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When i look at other systems, i go to my friendly local game store, pick an adventure, read through it a couple of times and run it. When Gurps is concerned, i read a world book, get an idea, do some npcs, critters, dungeons, intrigue, post various questions about rules most concerning abilites, enhancements, limitations... . and after months i can sit down and play. this is not good and i totally understand new players complaining. the lack of support of ready-to-use material is staggering. i dont want another game world, just more material for existing ones that spare me all the work. the idea of the GM sitting in his room by himself preparing most of the time is not what roleplaying is about. i even thought about polishing up one or two scenarios and sending them in, but (lets put issues of the english language aside) after downloading the writing guidelines with their forms i didnt want to continue. they dont suit me. |
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10-27-2009, 10:40 AM | #49 | |
Join Date: Jun 2009
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Re: GURPS Does It The Hard Way!
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why is there no support for adventures for these worlds? there is an audience (potentially all the people who purchased these books), but they are on their own. if on the other hand there would be more support for these worlds i am pretty sure that sales of those world books would also increase. personally i have no interest in yet another world book when i have to write all the scenarios myself anyway. better to use a detailed background from another system with detailed scenarios and do tedious conversions. if however there would be Gurps support for actual roleplaying (and not just GM preparation) i would be persuaded to dive into a new world. |
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10-27-2009, 10:56 AM | #50 | |
Join Date: Aug 2004
Location: Hannover - Germany
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Re: GURPS Does It The Hard Way!
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