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#31 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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I think that b-dog needed a sarcasm tag.
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Online Campaign Planning |
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#32 | |
Join Date: May 2005
Location: Oz
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Most GMs want adventures. But
Result: no actual adventure is going to sell to more than about 5% of the GURPS market. A majority wants adventures, but hardly anyone wants any adventure. If your name is Ken Hite, David Pulver, Sean Punch, William Stoddard, Phil Masters, Lisa J. Steele, or Jason Levine then you can probably write an adventure that will sell three times as well as if your name is Brett Evill and your selling points are genre, setting, and SJ Games' editorial standards. But if you are one of those luminaries you could spend your time writing GURPS Horror, GURPS Spaceships 8, GURPS Action! 3, GURPS Dungeon Fantasy 7, GURPS Low Tech, and other things that will sell even to people who like to make up their own settings and adventures. The best-selling adventure on e23's Hot List is Singapore Sling, which has sold 487 copies at $4.99, doing business worth $2,430. What do you suppose David Morgan-Marr's commission was on that? $600, maybe. Not much of a pay-rate for about 18,000 words. And most of us will sell much worse. Last edited by Agemegos; 10-26-2009 at 08:47 PM. |
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#33 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Just to make it clear: I'm not some kind of super-genius that can come up with brilliant worlds on his own. I read the basic set books and found the materials for my campaign sitting right there. It's like Sean Punch and David Pulver and Steve Jackson were thinking of exactly the game I wanted to play when they wrote out the sample templtes in the basic set.
The latest installment from my campaign is A Walk on the Night Side. There's no great genius involved. We took the wizard and man at arms templates from basic set to make characters. I made the villain of the piece out of the vampire racial template. The adventure was simply me riffing on what would make good scenes in a vampire story with my teenage daughter. So you don't have to be some kind of genius, or have any particular talent. Just be willing to do a little bit of the work, and let your imagination run loose for a bit.
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Online Campaign Planning |
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#34 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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#35 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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I like GURPS because SJG and the rules treat me like an intelligent peer capable of exercising my imagination. Not all games are like that. And frankly, I have no interest in the arguments over "canon" that plague the various D&D settings. So just go and make stuff up. You won't run out of material. And in making everything up, you, the GM who is supposedly too busy to make your own setting, will eventually have made your own setting. |
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#36 |
Join Date: Mar 2006
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http://e23.sjgames.com/wish_list.html#gurps
Unless they haven't updated it, they do seem interested in getting adventure submissions. |
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#37 |
Join Date: Jun 2005
Location: Lawrence, KS
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For me, at least, the difficulty with writing conventional adventures is that I don't think of my scenarios as "adventures." I don't have a standard plot with a standard resolution; that depends on what the players have the PCs do. And I don't even try to come up with one-size-fits-all adventures or situations. Rather, I come up with adventures tailored to the individual PCs and their situations.
Oh, at the start of a campaign, I often have a list of situations to present. But they're short items, two or three lines long; they don't get filled out till I'm ready to run them, and the details get adjusted. In much the same way, I haven't a great inclination to run a "campaign" out of a single book, or out of a series of published scenarios. I've used Griffin Mountain, which I have a lot of respect for; but it's notable for not having a plot—it has a bunch of settings, situations, and people, with many different interconnections among them. And that would be a much, much bigger project than an "adventure," and one I don't know if I could do, not having tried it. Bill Stoddard |
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#38 |
Join Date: May 2005
Location: Oz
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#39 |
Join Date: Jun 2005
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Scenarios?
One of the attractive things about GURPS for me is I can use other systems adventures and scenarios. OTOH, GURPS Space Atlas 1 was very useful in my Star Wars campaign, and likewise GURPS Super Scum in my Supers game.
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#40 |
Join Date: Oct 2004
Location: Philippines, Makati
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I guess it depends on the attitude and approach. The Basic Set is pretty huge, but it does the All-in-One better than any other RPG. You can have entire campaigns in multiple genres and settings with JUST the Basic Set and an Infinite more if you look at the material online.
The hard way can be interpreted as the path least taken. With such great forum support, wonder why would the OP be frustrated? Really? |
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gurps revival |
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