05-29-2017, 12:55 PM | #41 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: What Do You Want For Yrth
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When someone says they don't want to limit the spell list from GURPS MAGIC for their Yrth campaigns, largely don't have a problem with the issues stemming from GURPS GRIMOIRE - which is fine. But if they or their players step back a moment and ask "if these spells were available in Yrth - does the written history of Yrth even make sense?" then GURPS BANESTORM is going to cause a dissonance between what makes sense and what is "cool" and what is being used in game play. In all fairness - there is nothing to keep me from "fixing" the issues and writing material for my own use. I've been doing that since 1986 (and earlier for other game systems). Truth is, I'm more willing to work with more "realism" based material to bring it up to my needs, than to have to delete out the cinematic stuff, in order to bring the material up to my desires. In the end, role playing is about human nature (both of the player characters and of the NPC's). Anything that badly throws out of whack - the "I believe" aspects of role playing for me, becomes an exercise in which I have to work HARDER to enjoy the experience itself. Distances between villages in an era where you can travel 55 mph easily, is one thing. Distances between villages in which you can only travel 3 mph for the most part, results in a whole different set of realities. Yrth as written, sort of implies that human settlements have to be close enough together in order for a runner or rider to get to the next settlement in order to beg for assistance should the locals be unable to handle it. Think Viking Raids or Norman Raids, and you'll get a better appreciation of why villages were much closer together in the olden days. So - for me, what I want is this... A stronger "Realism" approach, with the OPTION of adding in cinematics. For me, the approach of removing the over the top stuff runs the risk of having something that I deem over the top, be a linchpin in something that some author wrote. But - that's just ONE customer's desires/needs. |
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05-29-2017, 01:36 PM | #42 |
Join Date: Sep 2004
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Re: What Do You Want For Yrth
Okay, going back into something more positive, what I'd like to see is an Atlas series of sourcebooks examining various regions of Yrth in more detail. Something like the AADA Road Atlas series did for GURPS Autoduel.
Maybe start by updating the books on Hawkwood and Tredroy to Fourth Edition, and expanding on them a bit. You could have a three-part series on Megalos, featuring the Central, Eastern and Western regions of the Empire. |
05-29-2017, 04:06 PM | #43 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: What Do You Want For Yrth
Yrth titles that would make me think "I must buy this":
A magic system book. Not just an expansion of the existing system, but either a ground up system made for the setting or a tight version of the system adapted for daily life. I'd love to see a versatile magic system worked into a society. An adventure that delves into the details of one of yrth's more unusual locations. A jinn tower. Dwarven politics. An adventure or supplement building the complete relationship between Infinity and Yrth. If we want to make it bigger rather than smaller, more detail on the worlds that populated Yrth would be really cool.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
05-29-2017, 06:09 PM | #44 |
Join Date: Oct 2011
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Re: What Do You Want For Yrth
The Ministry of Serendipity's Book of the First Earth. What they understand about this world, especially what they understand incorrectly. And there really, really should be a Book of the First Gabrook and Book of the First Orendil too.
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05-30-2017, 07:18 AM | #45 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: What Do You Want For Yrth
The discussion of what 'Cinematic' means and car doors split off into its own thread, being something that is driving fast away from Yrth.
Last edited by vicky_molokh; 05-30-2017 at 07:23 AM. |
05-30-2017, 07:53 AM | #46 | |
Join Date: Aug 2004
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Re: What Do You Want For Yrth
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There was a Pyramid article about that very notion, back when Pyramid was a physical product. |
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05-30-2017, 08:54 AM | #47 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: What Do You Want For Yrth
That's explicitly what al-Wazif is there for: "Al-Wazif is Yrth's 'Arabian Nights' location..." You've got hundreds and hundreds of miles of country where magic is okay, secular legal tradition is strong, and the presence of other religions and races is tolerated. There's no reason you can't narrow the focus of your campaign strictly to al-Wazif and tell all the tales of Arabian Nights you want.
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05-30-2017, 08:55 AM | #48 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: What Do You Want For Yrth
Quote:
Quote:
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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05-30-2017, 09:30 AM | #49 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: What Do You Want For Yrth
Quote:
So in some ways its totally a Banestorm game and in some ways its a totally different game. I would have course, loved to have that article known to me before I started the game...
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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05-30-2017, 10:30 AM | #50 |
Join Date: Sep 2004
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Re: What Do You Want For Yrth
The problem I've had with Yrth is that I can generally pick a real point in history, add a few elements (perhaps magic, other races), and have a very similar feel. It's also easier to explain historic settings then trying the explain the Yrth setting. For Yrth to be more appealing it would need more of a theme, preferably one that's easy to convey.
Dungeon Fantasy is appealing as a toolbox for adventures (and can be dropped into quite a few fantasy settings). |
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