07-06-2008, 02:18 AM | #161 | |
Join Date: Aug 2004
Location: In the UFO
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Re: Does GURPS need original-setting world books?
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But if you are a game company with an established range of source books (Space, Ultra-Tech, Magic, whatever) that support particular genres, it kind of makes sense to release some settings that are in the mainstream of these genres rather than odd riffs on them. A stylish spin and update ala Snow Crash is certain welcome, and that's what I'd try to do. However, departing from the expectations for no reason except "we want to be different" is what tends to alienate the audience a little bit. Like: If I'm aiming for a book that will appeal to horror gamers who enjoy the supernatural, explaining that the Big Twist is that horror is really the result of aliens with ultra-technology might be more original... but you will notice than when White Wolf did Vampire the Masquerade, they rather sensibly stuck with the idea of vampires who were supernatural creatures. They innovated... but their key innovation was the idea of vampires as *highly* social and hierarchical entities with an intricate clan system, thus facilitating group play. And even there, they built on their own prior work experience with Ars Magica; the setting itself, with the world of darkness and romantic vampires, was not something that would have seemed alien to any fan of horror fiction at the time, especially readers of Ann Rice or Nancy Collins. So, sure you need some innovation - if not, why should anyone buy the book? And if you do it well (as in Vampire) and catch an audience that exists, you will do very well! But at the same time, your innovation should be something that actually serves a good purpose. In the case of Vampire, it opened up the social game elements of roleplaying and helped recruit an entire new generation of gamers On the other hand, WoD fiction, while decent, has not exactly taken the horror world by storm... because the innovation was one that was designed around making the setting appealing as an RPG, not fiction. In any event, as hinted above, my goal would be to create a setting that actively supports Ultra-Tech, Space, Bio-Tech, and Spaceships and its sequels. Which means a wide-open inclusive space opera, but one that is firmly in the new Space Opera tradition of the 1990s-2008 rather than the 1950s-1960s version (for which plenty of RPGs already exist). SO it goes. .
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Is love like the bittersweet taste of marmalade on burnt toast? Last edited by David L Pulver; 07-06-2008 at 02:30 AM. |
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07-06-2008, 06:01 AM | #162 | |
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Re: Does GURPS need original-setting world books?
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e23 is the best way to do 'hey let's run this up the flagpole and see if anyone salutes' ideas. |
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07-06-2008, 06:19 AM | #163 | |
Join Date: May 2005
Location: Oz
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Re: Does GURPS need original-setting world books?
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Decay is inherent in all composite things. Nod head. Get treat. |
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07-06-2008, 10:31 AM | #164 | |
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Re: Does GURPS need original-setting world books?
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07-06-2008, 11:04 AM | #165 | |
Join Date: Dec 2007
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Re: Does GURPS need original-setting world books?
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07-06-2008, 11:55 AM | #166 |
Join Date: Jun 2007
Location: Texas
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Re: Does GURPS need original-setting world books?
I've already said what I think SJG should be doing with "Powered By Gurps" as part of their marketing plan - stop being such rules geeks and use it far more widely (and loosely) to license new settings to entice gamers to the core rules.
As to SJG products themselves - Ive a few thoughts from 20 years in gaming and the same time in new business development and marketing: 1) As many have noted, SJG has tons of setting already. But several are not yet upgraded to 4e. Only a few want to be troubled with the conversions themselves - get on with it already. 2) Adventure modules for the various SJG settings, with an option for ready-to-go characters. Lots of them, from both in-house and "Powered By GURPS" sources. This kind of support for the rulebooks already extant should be SJG's priority from a marketing standpoint. Only a few GMs want to trouble themselves with writing their own from scratch and many of us already play GURPS. The rest are running some other game where they can plug-and-play modules written by pros. (It's also easier, as one poster noted, to 'file' the setting-specific identifiers off a good module and convert it for your own homebrew setting than to write your own.) 3) The in-house magazine, Pyramid, should be a vehicle for small adventure scenarios, plot-hooks etc based on the existing settings, not yet another repository of rules variants and expansions many will read but few will use. 4) Someone at SJG should be following up these new modules with outreach to indie game stores and conventions, offering them freebie copies and MIBs to run demo games. Take a few tips from GW's early days on how to conduct marketing. Conclusion: Damn few will bother to remember that new rule expansion book or Pyramid article over and above the masses already available in the main books when they're writing their own stuff. Either deliver new rules options along with adventure modules using them or don't bother, because right now SJG is creating a self-limiting market. There are only so many rules-purist, smart, imaginative gamers with time on their hands to create their own adventures and campaigns out there, and the rest (the vast majority) aren't playing GURPS. Yet. Regards, C |
07-06-2008, 12:59 PM | #167 | |
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Re: Does GURPS need original-setting world books?
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I don't really know if settings bring people to RPGs anymore and there are a lot of things that exist now that didn't exist when TSR created its 'big three' (Greyhawk, Dragonlance, and Forgotten Realm) settings. On Dark Sun not being as popular as Forgotten Realms you have to realize that Forgotten Realms came out near the end of the "golden age" of AD&D in 1985 while Dark Sun came out in 1994 only two years before TSR effectively went bust. Furthermore there is Mystara which was about as classic Tolkien/D&D heroic fantasy setting as you could get and went back to 1981 but yet it never hit the cord Forgotten Realms did and so joined Spelljammer, Dark Sun, and Planescape in the 'here fans you write stuff for this--the profit margins are such we won't even bother' area of WotC. By contrast WotC licensed Ravenloft (1983/1990) to Arthaus' Games who had it published by White Wolf but in the end Arthaus' Games found there just was not enough support and let the license return to WotC. The first thing WotC did upon getting Ravenloft back was revamp the old 1983 module that started the setting in such a way that it was totally divorced from the setting it had inspired and was now plugable into any D&D world. |
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07-06-2008, 05:37 PM | #168 |
Join Date: Sep 2007
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Re: Does GURPS need original-setting world books?
You will never have trouble selling small buckets of awesome. The trick, of course, is figuring out a method of reliably producing them.
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07-06-2008, 06:12 PM | #169 | |
Join Date: May 2005
Location: Oz
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Re: Does GURPS need original-setting world books?
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Decay is inherent in all composite things. Nod head. Get treat. |
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07-06-2008, 09:28 PM | #170 | |
Join Date: Aug 2004
Location: Brasilia, Brazil
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Re: Does GURPS need original-setting world books?
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Loved THS, but I need my dose of space opera and didn't like Traveller. |
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