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#81 |
Join Date: Jul 2009
Location: Oklahoma City
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There's a lot of back-and-forth about D&D scenarios selling, and GURPS scenarios not selling—pretty obvious that both statements are true. So, perhaps a more constructive enquiry would be why? Is it really that the GURPS adventures are poor quality?—I doubt that; SJG has been pretty consistent over the years about putting out quality material. But when some wet-behind-the-ears GM-wannabe decides he wants to run next week, and needs some pre-fab material, why go to D&D instead of GURPS (excepting system bias)? Why is there a discussion here about converting D&D modules to GURPS in the first place?
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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#82 | ||||
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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To be clear here, I'm not saying "don't publish adventures!" It would be good if there were more. I'm saying "don't be so foolish as to think that adventures are the obvious answer." Because they're not.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#83 |
Join Date: Jul 2007
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Maybe. I have no evidence to the contrary, just that GURPS adventures don't sell well. What is it about these other companies' products that sell well, then?
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#84 | |
Join Date: Oct 2009
Location: United Kingdom
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Maybe its not the quality thats the issue. Maybe its the subject matter. The rpg industry is infamously fickle in its tastes. I think licencing may be the answer, to be honest. As long as SJG maintain quality control, what would be the problem?
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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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#85 | |
Join Date: Jun 2009
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the point i want to make is that there is a certain number of people who stick with Gurps because it is nice and cool (people like me, i buy their stuff even if i hate their policy, even if it is something i will most likely never play). but i guess there are only very few new players. are there any statistics? how many people started Gurps with 4th edition and still stick with it? the things that sell right now sell to their hardcore customers. people who buy this stuff to read it and put it in their shelves. But i am pretty sure that they dont get new customers with their current policy. |
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#86 |
Join Date: Aug 2004
Location: North Yorkshire, UK
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We should probably reflect on what does exist while we're complaining about the lack of GURPS adventures. GURPS 3e scenarios are perfectly playable straight off the page under 4e; you don't need to spend ages laboriously converting them beforehand. If you're a complete novice with GURPS 4e you probably want to start with a 4e scenario like 'Caravan to Ein Arris', but you certainly shouldn't be worried about buying and using the 3e material.
On e23 we have: 4e Caravan to Ein Arris Lair of the Fat Man Britannica 6: The Decorations on the Channel Bridge Pyramid 3: Survivor's Moon Pyramid 5: A Very Cold War Pyramid 8: Air Devils of the South Seas Pyramid 8: Into the Temple of the Hungry Star! THS: Personnel Files 2: The Shalimar Slanders THS: Personnel Files 3: Construction and Chaos THS: Personnel Files 4: A Concert in Zulia THS: Personnel Files 5: Field Trip 3e Arabian Nights: The Tale of the Poet That Never Was Black Ops: A Minor Emergency Cyberpunk Adventures: The Medusa Sanction Cyberpunk Adventures: Jericho Blackout Cyberpunk Adventures: Jigsaw Incomplete Fantasy: Fighters of the Purple Rage Fantasy: Harkwood Fantasy: Lost Inheritance Fantasy: Mordag's Little Finger Fantasy: Sahudese Fire Drill Horror: Chaos in Kansas: The Dire Dreamer Horror: Chaos in Kansas: The Cement Works Horror: The Old Stone Fort Horror: Zombietown, U.S.A. IOU: It's Not Just a Game Mars: Grendel Mars: Rescue Mission Martial Arts Adventures: Pawns of the CloneMaster Martial Arts Adventures: Dark Arena Martial Arts Adventures: Rightful Possession Operation Endgame: Operation Endgame Operation Endgame: Operation Loose Ends Operation Endgame: Watching the Dragon Operation Endgame: Sons of the Bear Space Adventures: Rebirth Space Adventures: Raid on Sterling Space Adventures: Beware of the Health Police Space: Stardemon Supers Adventures: Jupiter Blues Supers Adventures: Mark of the Kraken Part I Supers Adventures: Mark of the Kraken Part II Supers Adventures: Web of the Zyrani Supers: School of Hard Knocks Technomancer: Funny New Guys THS: Polyhymnia THS: Singapore Sling In Nomine: A Very Nybbas Christmas In Nomine: City On Fire In Nomine: Feast of Blades In Nomine: Strange Bedfellows In Nomine: The Rats' Revenge Weird War II: The Secret of the Gneisenau That's 53 adventures. And I'm bound to have missed some. Now, I'm an old hand, and I want some new ones, but for people new to GURPS there is really quite a lot already there. Graham
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Free GURPS tools for Fantasy Grounds at www.spyke.me. Last edited by Graham; 12-04-2009 at 08:09 AM. Reason: Added "Funny New Guys", which I'd missed. |
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#87 | |
Join Date: Oct 2009
Location: United Kingdom
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Pinnacle have proven that you can do adventure supplements for a generic rpg, right? Paizo have proven that you can make money out of scenario supplements too, right? The thinking in the post is a bit wonky, then, right?
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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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#88 | |
Join Date: Jul 2007
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#89 | ||
Join Date: Jun 2009
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#90 | |
Join Date: Oct 2009
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So I pulled out my old Dark-Eye starter kit and played through that tiny dungeon crawl that came with it with my (very patient) girlfriend (who hadn't even read Lite). Now you can imagine that this was not the haute-cuisine of GMing with extravagantly creative narration or whatever. So let's focus on the mechanical part, please. ;) I learned from these forums to not overdo the conversion and not to worry about full character sheets for NPCs, and it was extremely painless! I fixed ST/DX/IQ/HT on the fly, added some weapon skill, a suitable DR value, calculated defenses. Done. All monsters became unconcious below 0 HP or outright died. Most likely I will give that orc combat reflexes next time, but so what. So ... really, I thought it was awesome how one can pull this off. What would be the point to give me fixed GURPS stats for my encounters anyway, if my party isn't fixed in stone? That adventure was written for a group of 3 to 4 fighters, but instead a lonely sneaky thief with a garotte was running rampant in that old cellar. I had to adjust the encounters anyway. But what I need is not stats from certain NPCs/critters (and that's the only system-specific part in an adventure, I believe), but descriptions of them, how they live, react and fight. Beastiaries are also cool, but without the fluff, they seem pretty pointless, even if they include GURPS stats. Precise stats might be important for a system with XP, so you can say "A dragon gives 37 times as much XP as a goblin, and check it out, it is exactly 37 times as strong as a goblin." but that is such a stupid idea even there ... So I really don't see why adventures or entire worlds from other systems shouldn't work with little conversion effort. It also seems like I could spent a fortune on adventure seeds on e23, plus the rules/settings books from GURPS. Besides, I'm sure I could convince my coworkers to give GURPS Firefly a try, and I don't expect any adventures for that from anyone anytime soon, so why should I be sad that GURPS makes it easy to play exactly this setting I would love? So ... while premade GURPS adventures with stats for exactly my needs would be awesome, this would never be possible if it was more than a general idea of the story. But then it's not GURPS specific anymore. (And the heros' first wacky idea will not be covered by the book anyway.) Setting books are a different thing, because settings let you share your world with other groups and other players, and that "common knowledge" certainly helps, I would think. But then again, settings can come from any shared source, including literature/arts/TV. So, maybe I missed the point, but how can conversion be so annoying? Unless you're trying to convert the _rules_ of some other system exactly to GURPS, it seems straight-forward. Regards, Ts *) Huge coincidence: I harassed my nerdy coworkers until they agreed to try out role-playing and then I bought the Basic Set from that large book-selling internet corporation. A few days later, we excitedly talked about GURPS at work and someone from a different group walks by, hears us and turns out to be a long-time GURPS player and agreed to GM for us. Awesome! |
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