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#291 | |
Join Date: Apr 2005
Location: France
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The problem comes from finding authors. Writing an adventure for some friends, when you are the GM, is easy. Writing a campaign for other GM - who wont ever see you and talk is you - is far much harder. Writing a good, original and interesting campaign ready to be published is even much harder. And, of course, you want to know the author that will do it before spending a lot of time reading what he wrote. Thus, he will have to begin with good one shots... |
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#292 |
Join Date: Aug 2004
Location: Austin, TX
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The problem with your suggestion is that you're suggesting SJGames spend a lot of money to implement. 5 genre books of the type you propose are going to cost them several tens of thousands of dollars. There is no real evidence from SJGames' internal numbers that spending that money would bring back tens of thousands of dollars. You say it would, they say it wouldn't. Since it's their money, it's a little frustrating for you to suggest you know how better to spend it.
I made a proposal to you that, if you're right, would both demonstrate that you're right and make you a pile of money. Why aren't you jumping on it? It's not even a lot of buy in for you. And if you're not willing to wager a little of your own money, why should SJGames wager a lot of their own? |
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#293 | |
Join Date: Jul 2008
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Because, you know, 4th edition exists. There are major releases not out yet, to be sure, but I don't think they're looking for new big ideas on how to totally change the line. Also, your proposal seems to misunderstand the purpose of GURPS genre books. Fantasy is not there to hand you a campaign (it does give you the Roma Arcana setting). If it were there to hand you a campaign, it would be worthless for what it's actually for, because there wouldn't be room to cover that. If newbies looking for a pre-cooked scenario to run out of the box buy the Basic Set and Fantasy, they're doing it wrong, and should pay more attention. If they could buy the Basic Set and some book and have a pre-cooked campaign to run, well, that certainly wouldn't bother me. But demolishing the genre books is not a good idea.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#294 | |
Join Date: Jun 2005
Location: Lawrence, KS
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If you look at GURPS Fantasy or GURPS Supers, both of them have sections that discuss core stories for those genres. GURPS Fantasy starts out with the Dungeon Crawl; GURPS Supers starts out with the short supers adventure centered on a fight. Conversely, one of the big obstacles for selling Transhuman Space has been players and GMs wondering, "What do I do with this?" It's a great setting, with incredible and imaginative detail. But it doesn't jump right out at the reader what characters in that setting are going to be doing that will be interesting to roleplay, or why they will be doing it as a cooperative group, or what resources they'll use in doing it. I had to think about the setting for a long time before I hit on "private investigators dealing with informational crimes in a Fifth Wave milieu." The problem there was precisely the lack of a prototype THS adventure . . . and my solution involved coming up with such a prototype. Classic episodic television shows have prototype stories in this sense. It was true of Dragnet; it was largely true of Star Trek; it's still true of House. Conversely, Joss Whedon's current project, Dollhouse, set up a prototype adventure in the second pilot episode . . . and then proceded to sabotage the prototype in the episodes that followed, more and more drastically. And there are also television series without an episodic rhythm, where the storyline continues through an entire season . . . for example, The Wire or Mad Men. (The Wire is an interesting example, because it started out as a police procedural, in exactly the same territory as Dragnet.) Does this help any? Bill Stoddard |
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#295 | ||
Join Date: Apr 2005
Location: France
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So, the best way would be to publish something that other game companies can't produce. Something that implies jumping from one universe to the other for instance... Brief something for Infinite World. Most of us love jumping from one game world to the other from time to time (that is why we bought a universal system after all). Infinite World is definitely the GURPS typical and original universal. So typical that he is now in the Basic Set! So, to my mind, it would be the best choice... The problem is to find a good author. Someone ready to do a hard job, because writing a good adventure for others is a hard job. And someone who would agree with begining by writing little one shots, to learn to work with SJG. Last edited by Gollum; 10-28-2009 at 10:13 AM. |
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#296 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Historically, GURPS was designed with "adapting other company's adventures and settings, written for other game systems" as one of its core goals. Steve actually stated this in the intro to the first edition of the game. From 1986 on, then, GURPS focused heavily on giving gamers the tools to adapt third-party material – those tools being things like genre advice, rules, and stats. This was a deliberate design decision, and SJ Games preferentially hired writers capable of supporting it. Fast-forward to 2009, and the core of the game's writing talent are people adept at writing genre advice, rules, and stats. SJ Games isn't opposed to adventures, campaigns, settings, etc. at all. But it won't lower its writing standards to let "newbies" create these things. Since our established writing pool leans heavily toward mechanics over fluff and setting, this tends to select for yet more mechanics. If a respectable, well-known writer of campaigns or adventures wanted to be paid to write an extended series for GURPS, we would probably jump at the chance. To date, nobody has shown even a little interest.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#297 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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#298 | |
Join Date: Nov 2008
Location: Pennsylvania
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#299 | |
Join Date: Oct 2009
Location: United Kingdom
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Yeah ok. SJG should stick to what theyre doing, I dont know what came over me. Lets all sing songs in the bunker whilst the bombs whistle overhead. Sounds like a plan, huh?
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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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#300 | |
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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gurps revival |
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