01-16-2023, 07:10 PM | #41 | ||||||
Join Date: Jun 2013
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Re: GURPS 5E?
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GURPS Overhaul |
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01-16-2023, 08:42 PM | #42 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: GURPS 5E?
The purchaser would store it at minimum.
Format would depend a lot on the form the company chooses. Ideally it would be in a format at least one popular VTT would accomadate. Quote:
The returns would have to justify it. |
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01-16-2023, 08:57 PM | #43 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: GURPS 5E?
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01-16-2023, 10:38 PM | #44 | ||
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: GURPS 5E?
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Having a good setting is great in many ways, but its not necessary to get the ball of a generic universal system going, instead make creating settings easier for DMs by using our vast collective experience to make a decent guide that shows you all relevant checkboxes you ought to be thinking about when creating a setting of XYZ genre. Quote:
Ironically, despite me primarily being a fantasy player, I was really bummed by the whole dungeon fantasy series. At the time, my thoughts were: I am a hardcore gurps player playing in a long term gurps campaign, this book adds nothing to me, and if I want to bring a new player in, I will also have no use for it, as it removed most of the complexity (hit locations for instance) that made me like gurps so much. Some posters have eloquently put foward criticisms that I find very interesting, having concise and streamlined rules for all levels of resolution (such combat and social) that got polished over a ton of pdfs, reviwed and polished in one place would be great. The combat system we have now is great, but for the way I play, it is specially great when lots of options are enabled, such as sacrificial defenses, and I think these could be better implemented in the canon hardcovers as well, instead of being referenced over lots of different books such as the sacrificial parry perk In fact, I think thats why I did not think DF was a good step foward, it was trying improve gurps by making it less gurpsy. And in that sense, I think whatever is envisioned, must still be universal and complex, while also being better balanced (ST rules come to mind), revamped (secondary stats, skill bloat, advantages, social rules, initial magic system) or just reagregated (lots of awesome melle combat rules but spread over a ton of books and somewhat bloaty in the ammount of reading necessary to resolve situations) It breaks my heart, I played a 6 year fantasy campaign on gurps and it was the best RPG of my life, but after seeing how much work it was to make a setting, do combat, etc. all my group migrated to 5e because its simpler, and I dont see nothing short of a new edition being able to bring these people back, and they love gurps, but they want to see a new edition with badass base books that contains all the good stuff from where we left off in 4e but better balanced, with more compact and relevant info I loved Agemegos posts, I wish I could type 10 more pages of what I think about this subject, but not only its been a while since ive polished my GURPS knowledge, im also tired and must be blabbering like a madman at this point But do take note, I had basically been away from GURPS for years, my only source of contact with the system was precisely checking this board, only very ocasionally, to see if theres any news of a new gurps edition Do not underestimate how much of a desire there is for it, specially now that there is all the OGL drama, people are bound to take a look and see whats what. And, unfortunately, for many players out there, the lack of a new edition in 20 years, is synonym with dead game. Theres enough content from Kromm rules adjudications and improvement suggestions alone to start a 5e, hell if there was a kickstarted id put 100$ right now and go to work to be able to donate more Ill post more later, this is a very important topic for me Great to be posting amongst you again Cheers Last edited by D10; 01-17-2023 at 10:40 AM. |
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01-16-2023, 10:52 PM | #45 |
Join Date: Jul 2006
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Re: GURPS 5E?
Throwing this out there. What do folks think now about the GURPS 2e boxed set? About what it covered versus what 3e and 4e core books did.
Would a similar product but using 4e version of the various mechanic work out? Maybe 48 more pages on fantasy, horror, and science fiction with 16 pages for each. Back in the day when we transitioned from 2e and 3e, my group had among us three 2e boxed sets. We wound up handing all three of them out as a way to get more GURPS players and referee in my small rural northwest PA hometown. And we were successful in all three cases. This was not the case with GURPS 3e or 4e. |
01-17-2023, 12:25 AM | #46 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS 5E?
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01-17-2023, 02:49 AM | #47 | ||
Join Date: Apr 2005
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Re: GURPS 5E?
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The big game mechanics difference was how ranged weapons worked. The 2E rules worked a bit better for low-tech ranged weapons, very badly for high-tech/long-ranged ones. Physically, everything other than the box and the cool Cardboard Hero miniatures had low production values, even even by 1980s RPG standards. The booklets didn't have covers and the art was largely taken from copyright-free "clip art" sources. It took 15-20 years of punching and pulverizing to turn the very good core rules into a coherent, well-designed game system which could truly claim to be both "generic" and "universal." Quote:
During playtest and discussion of GURPS 4E Basic, there were similar complaints about the Infinite Worlds campaign setting being included in GURPS Basic Campaigns. The modern equivalent of "user-friendly GURPS," like the 2E Boxed Set is GURPS Lite. There have been a couple of fan-made versions of GURPS Lite which focus on particular genres, like GURPS Lite Horror. GURPS Lite with bigger type, wider margins, more illustrations and the solo adventure from GURPS 2E/3E, with a pointer to online maps and paper miniatures you can print out would be pretty close to a GURPS 2E 2.0. |
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01-17-2023, 03:00 AM | #48 |
Join Date: Apr 2005
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Re: GURPS 5E?
I'd like to see consistency between Advantage/Perk & Disadvantage/Quirk names and levels.
For example, why have different names for traits like Eidetic Memory/Photographic Memory or Cautious/Paranoia? Why not just call the levels Eidetic Memory 1, 2 and the Quirk Paranoia [-1]. Why not have smoother level transitions for some traits? Examples: Why is there Sensitive (+1 to skills) and Empathy (+3 to skills) but not a +2 version? Why does Voice give you a +2 reaction for 10 points, but not a +1 reaction for 5 points? Personal peeve, but why have Addiction/Alcoholism as separate disads? They're the same damned thing except for the implied Insidious special enhancement on Alcoholism, which could just as easily apply to other drugs which are constantly advertised and socially reinforced like tobacco. For lots of useful little ways in which GURPS can be tweaked to make it better, take a look at the Dungeon Fantasy core books and the Action or Monster Hunters series. Never mind the genres, look at how complex traits or rules which can confuse new players are reworked, eliminated, or moved out of the way. Paragraphs are kept short, layout makes reading easy, and Key Topics within a paragraph are in Bold Type. The entire focus of the DF "Exploits" book is "How to Do Stuff," with core game mechanics right at the front of the book, topics organized in the order that players and GMs are likely to need them during the course of play, and "crunch" like skills requirement, modifiers, $ costs, and other things needed to use skills made easy to find. Last edited by Pursuivant; 01-17-2023 at 03:34 AM. |
01-17-2023, 06:27 AM | #49 |
Join Date: Aug 2004
Location: Tokyo, Japan
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Re: GURPS 5E?
The first and most important thing I would like to see for 5e: (1) Japanese translations of the core books (including powers and spells) published (2)with a license set-up that would allow SJG to continue to sell the Japanese version even if the Japanese publisher stops publishing GURPS (even if only in PDF and print-on-demand).
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01-17-2023, 09:34 AM | #50 | |
Join Date: Jan 2006
Location: Central Europe
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Re: GURPS 5E?
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Trying to represent beings which are very different from humans as a list of Advantages and Disadvantages still feels clunky and do not necessarily make them more balanced than eyeballing a point cost, a digital Gurps might let the designers include more plain language around packages like "artificial intelligence" to summarize the net effects of all the traits. Mental disadvantages should probably give back a percentage of starting points not a flat number.
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