06-07-2008, 07:12 AM | #21 | |
Join Date: Jul 2005
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Re: Does GURPS need original-setting world books?
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Case in point - Black Ops. Vampires in the setting are mindless killers. The cool factor has been totally destroyed for vampires. Technomancer - billed as "Shadowrun for adults" - but saddled with killer penguins. Early iterations of Banestorm setting (Yrth/Ytarria) and to a leser extent the current setting has Sahud as it's achillies heel with the silly interpretation of Sahud asian culture. This is excessively pointed out in the adventure "Sahudese Fire Drill". What GURPS needs is a killer cinematic setting. Something more akin the White Wolf World of Darkness setting, what R. Talsorian Games did back in it's prime with Cyberpunk 2020, or FASA's Shadowrun. Steve Jackson Games has a stated goal of getting their games done as video/computer games. That will not happen with GURPS based on the rules set. What needs to be done is to come up with a compelling setting. Only then will a company want to expend the major investment need to publish an electronic version of a GURPS powered setting. For electronic gaming, the rules set takes a back seat to compelling setting. The key is to tie into popular culture, make the game fun, and cool. Resist the temptation to be silly or overly realistic.
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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06-07-2008, 07:27 AM | #22 |
Join Date: Feb 2006
Location: St-Basile-Le-Grand, Qc
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Re: Does GURPS need original-setting world books?
SJG gives us a lots of settings inside the Infinite: Azoth-7, Nergal, Lucifer-5... We have an official supplement at e23 with Britannica-6 (and I hope more supplements will come soon).
I agree with Mgellis: having a pyramid article every month for (exemple) Yrth (Timeline stop at 2005... we are in 2008 right now... I'll like to know what officially happen in the setting story) with e23 supplements. We could have a pyramid section for released setting (right now, Yrth and Britannica-6) and updating them. For my part, what I like about "the other system" was the evolution of the timeline. I take Ravenloft for example: In this supplement, we learn that Azalin disappear, two months later, the story evolve with another supplement and we know what happen.. etc. SJG tell us they want to release the "Core" books first. Now the Core is build, what we expect? Supplement for Munckins? PDF from the 3e?? :/ |
06-07-2008, 07:31 AM | #23 | |
Join Date: Aug 2004
Location: Germany
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Re: Does GURPS need original-setting world books?
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I think this setting also needs to be something that's not already been done - and we already had high-powered cinematic horror (oWoD), Cyberpunk with or without paranormal (SR, 2020), or SF (Star Wars, WH40k, Riddick, etc.). So what should be done? Cinematic bloody cool post-apocalyptic gaming with lots of KEWL POWRZ for mutants! Reign of Steel + Fallout + Bioshock + Wild Cards + Y2K + AFMBE + Hiero's Journey!!! |
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06-07-2008, 08:11 AM | #24 | |
Join Date: Jul 2005
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Re: Does GURPS need original-setting world books?
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Also a focus on action would help - as with some of the vignettes.
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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06-07-2008, 08:16 AM | #25 | |
Join Date: Nov 2004
Location: Flushing, Michigan
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Re: Does GURPS need original-setting world books?
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I suggested it would be about 20%-25% of what gets published for the GURPS line. But I may have underestimated that. By itself, the market research (to make sure that you're backing the right horse--i.e., setting), planning, negotiations with writers, etc. would probably take months. The project could easily consume 40%-50% of the GURPS line, in terms of the time and energy needed. So it's a huge investment, not only of cash, but resources, time, etc.; we might actually see fewer hardcovers if SJG went with a project like this. Frankly, the whole thing is a big risk, although the payoff could be big, too. So, again, I just don't know if it is feasible. Of course, other companies seem to manage it. The question is...how? Mark |
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06-07-2008, 08:16 AM | #26 | |
Join Date: Jan 2005
Location: Charlotte, NC, United States
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Re: Does GURPS need original-setting world books?
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Tim Harris The Seeker Time Lord Saving the universe one planet at a time. Occasionally from my own mistakes. Oops. |
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06-07-2008, 08:17 AM | #27 | |
Join Date: Jul 2005
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Re: Does GURPS need original-setting world books?
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I'd love to see a 4e Pyramid article on the PP setting. If it got great response, which I'm sure it would, perhaps it could lead to an e23 book, and if all goes well a real hardcover. BTW, I realize it's a hard sell to management to have Kromm writing Pyramid articles, but I think if it aligns easily with products you are going to develop anyway which can later incorporate into books that will sell, this would work wonders in boosting Pyramid subscriber base.
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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06-07-2008, 08:33 AM | #28 |
Join Date: May 2006
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Re: Does GURPS need original-setting world books?
I just think a setting just needs to be compelling, detailed and internally consistent. Pick a cosmology that informs the history, politics, and philosophy of the worlds NPC's. Give a bulleted overview of the worlds history with short narratives of improtant people places and events.
Of these considerations I think that the cosmology/metaphysics is probably the most improtant. For example in the Silent Hill video game series the underlying metaphysics is a type of gestalt-subjective idealism: reality is what the mind perceives.
It is by committing to the idea that the underlying cosmology/metaphysics is real and then detailing with people places and things that compelling settings are made. The problem I see with most of GURPS settings to date is that the underlying cosmology is always the same (Einstein Universe) with minor tweaks to allow for fantastic powers. Last edited by Caleban; 06-07-2008 at 09:00 AM. |
06-07-2008, 11:36 AM | #29 |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: Does GURPS need original-setting world books?
I'm one of those GURPS fans that definitely loves genre books (Fantasy 4th ed. is a masterpiece IMO). On the other hand, I have to say that the many, many settings of Savage Worlds, has me quite compelled.
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06-07-2008, 12:00 PM | #30 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Does GURPS need original-setting world books?
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Give me the setting core book. Give me supplements (like people, places, and things). Give me adventures. But please don't make your setting basically a novel that we GMs and Players get to peek in on every once in a while, but never effect. |
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