06-02-2023, 11:17 AM | #121 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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Changing the core rules or eliminating complex ones is not going to satisfy enough people over the people who would be unsatisfied. I think the best solution is an easier on ramp and I'll make an official pitch on that after TT:Spirits is through editing. Of course my ideas are out there in prior threads, maybe someone else has already pitched that idea. Quote:
With GURPS I know what I am getting and have lots of help with various genres.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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06-02-2023, 11:37 AM | #122 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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The purpose of point accounting is to produce balanced characters; if it doesn't do that, it doesn't really have a purpose. If we can't even define balanced characters, there's no way point accounting can actually work. |
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06-02-2023, 11:51 AM | #123 | |
Join Date: Jun 2017
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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06-02-2023, 12:23 PM | #124 | ||
Join Date: Aug 2006
Location: L.I., NY
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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Absolute mechanical 'balance' is an essentially impossible and meaningless goal in any game, once it hits the table, due to the different ways that players play and GMs run games. The other thing point accounting does is provide an agreed upon system, to avoid disagreements, discontent, and argument that often arise with homebrewing in games that don't allow that amount of flexibility and detail by RAW. I'm not arguing that GURPS shouldn't have a streamlined approach to character-building. I think things like Pointless Slaying and Looting, and Delvers to Grow are great, and should be used in more applications of GURPS that are offered. I just don't think throwing out the existing, detailed character creation system is necessary or helpful. It would turn off a lot of GURPS' player base, and it wouldn't really gain anything.
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I started a blog about how I GM GURPS. |
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06-02-2023, 12:30 PM | #125 |
Join Date: Aug 2007
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
I played a little OSR and it did not turn me into a teenager again or even get me wired out of my mind on Mountain Dew. So the actual old school experience was not achieved.
Using a simply bad rules system was somewhat like the original experience but it wasn't the part I wanted to revisit.
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Fred Brackin |
06-02-2023, 01:08 PM | #126 | ||
Join Date: Jun 2013
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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But if you take two characters of equal point value and build both for combat, they're both going to do well in combat. Take two characters of equal point value and build both for a medical or courtroom drama, they'll both do well in the situation they're designed for. Certainly, the one made by someone with a greater degree of system skill (and/or inclination to min/max) will be more effective, but that's typically the case for any system that has choices in it - plenty of newbie players of That Other Game have screwed up their skill and Feat selections to generate characters who simply aren't up to par while the veteran min/max'ers can create monstrosities like Pun-Pun the Kobold (particularly if they can Fast Talk the GM - sorry, I meant Bluff the DM - into letting the more questionable bits through). That said, GURPS could stand to have some housecleaning - the skill list alone is entirely too large (as we discussed in a previous 5e thread). But I feel you're overselling the problem a bit, here. Having worked templates to riff off of for each genre can certainly help, and GURPS does deliver such (albeit typically in genre-specific supplements, like DF, Action!, MH, AtE, etc). As already mentioned in this thread (and pretty much every other 5e/"How to get new players" thread since the relevant work came out), something like Delvers to Grow for each of several genres would be extremely useful for new players to learn effective character design from (and for less-new players to speed things up - Shigran was almost certainly my fastest character build, and I nonetheless find him an interesting character I'd certainly love to play if I had a group). Maybe have semi-lite versions of it for each of Fantasy (cribbing off the original DtG), Modern (cribbing off Action!), and Science Fiction / Space Opera (cribbing off Mission X, provided that gets to become a thing - which I'm really, really hoping for) in a Revised Basic Set or whatever (possibly even as a free download akin to GURPS Lite, although that would potentially be a lot of work invested for an indirect payout), then have dedicated versions available for purchase for those genres and others (and probably some Pyramid articles talking about how to modify them for specific campaigns, like Delvers to Grow + Operators to Grow - Fantasy + Modern - for a fantasy swashbuckling campaign, mundane Delvers to Grow for a non-fantasy LT campaign, etc). But I don't know if the payoff would ultimately be worth the sort of investment SJGames would have to put into it for something like that.
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GURPS Overhaul |
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06-02-2023, 01:47 PM | #127 | |
Join Date: May 2010
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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06-02-2023, 08:25 PM | #128 |
Join Date: Aug 2007
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
OSR nostalgia appears to center on AD&D1e or occaisionally the red box/blue box "Basic". The Castles & Crusades I played in was almost unchanged from 1e and they didn't fix _anything_ that I remember. Not the "roll 3D6 in order chargen" or the uselessness of the Fighter class.
My character was so dull that I named him "Lump" and he spent most of the session eating cheese in the back of a wagon. Cheese was about the only thing I could afford at the market. So my answer is mostly "Bad compared to everything else that has come after 1e.". This includes 2e. I've played a couple of long AD&D2e campaigns in this millennium and 2e is enough like a real game system in comparison to be .....let's call it "usable". In contrast I've played a single session of 1e that was fun but the DM totally broke chargen and started us at 2nd level too. We spent all session fighting kopbolds anyway and they were even more feeble than we were. One of the 2e DMs totally broke chargen too to let us have "good" characters and it was a low combat/low magic game anyway. So if you have nostalgia for the days of 1e I would suggest checking it for youth and caffienated soft drinks.
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Fred Brackin |
06-02-2023, 10:37 PM | #129 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
Modern-style d20 games have the drawback that each class has to be built all the way to the level cap, and these days they're expected to have special moves and powers and to get an improvement or something new most levels. It's a lot of work to build a decent class unless you make minor changes to an existing one (and then you're not really making a new class). Some OSR games trend this way too. It's yet another way in which d20 games hide complexity and 'weight' from the starting player by transferring it onto the GM.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
06-02-2023, 10:44 PM | #130 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
I do have nostalgia for those days - but not for AD&D1, which we did not play back then. I miss the long sessions, and the youthful enthusiasm and energy. I don't much miss most of the rules we used - Space Opera was fun, but a poorly proofed and edited and very unwieldy mess. Chivalry & Sorcery simply didn't bother explaining a number of important rule assumptions. Aftermath! was okay, but GURPS does everything it did at least as well, and generally better. The same applies to Runequest, and the other games we played. I'd only use them today if I wanted something very specific that they did and GURPS doesn't (a short run of Rolemaster for the critical tables, for example).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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