06-06-2008, 05:58 PM | #11 |
Join Date: May 2006
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Re: Does GURPS need original-setting world books?
The thing I like about Forgotten Realms, Eberon, and Planescape is despite sharing a system (D20) they each feel like unique places with detailed histories and NPC's.
I love GURPS supplements, but except for the historical ones I don't feel like I ever get to know the place described in them. They feel more like a genera overview then unique detailed worlds. Also the sections on "Using this setting with N supplement" tend to dilute the settings uniqueness making it more generic. Again I realize that GURPS is generic by definition, but a thread with 68+ pages of "I'd like to play in that world" seems to suggest that there is a market for original-unique settings. I am coming from GURPS 3E. I haven't gotten around to updating to 4E. Last edited by Caleban; 06-06-2008 at 06:03 PM. |
06-06-2008, 06:13 PM | #12 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Does GURPS need original-setting world books?
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For years, I've mostly run high-powered campaigns with only the thinnest veneer of realism necessary to let the players identify with their characters, always gamed sandbox-style in settings of vast scale, typically with heavy doses of horror and moral relativism regardless of genre, and with tech and characters pulled in from all over the place. The nominal genre fluctuates, but has been fantasy more than any other (probably 80% of the time). Frankly, if I thought that 80%+ of GURPS customers would dig it, I'd just switch the game over to that kind of gaming. Hey, I could produce endless supplements and it would simplify all kinds of headaches. But I doubt that even 10% of customers would want the "SPRUG" (Sean Punch Roleplaying Universe Game"), so . . .
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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06-06-2008, 06:14 PM | #13 | |
Join Date: May 2005
Location: Oz
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Re: Does GURPS need original-setting world books?
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Unfortunately, the unslaked thirst for licensed GURPS settings which is manifest on the thread you cite doesn't translate into a demand for obscure original settings. All longed-for licences have something which Flat Black &c., or even new settings from a respected RPG author such as David Pulver or Bill Stoddard, lack: they have hundreds of thousands or even millions of fans who have read rich-detailed stores and comics, or watched TV shows and movies with gorgeous actresses and convincing visuals. They have an established fan base. The only way to make Flat Black sell would be to write half a dozen novels set there, and have them either a notable commercial success or made into a successful movie. But If I could write popular SF or fantasy novels it would be more commercially and artistically rewarding for my to do so rather than write a GURPS world-book.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 06-06-2008 at 06:18 PM. |
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06-06-2008, 06:33 PM | #14 | |
Join Date: May 2006
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Re: Does GURPS need original-setting world books?
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I won't belabor the subject though. Both of your posts [Kromm] have made it clear that what I'm suggesting is not feasible or at least not marketable. |
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06-06-2008, 06:45 PM | #15 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Does GURPS need original-setting world books?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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06-06-2008, 08:35 PM | #16 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Does GURPS need original-setting world books?
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06-06-2008, 09:00 PM | #17 | ||
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Does GURPS need original-setting world books?
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Give me low or, at best, medium-low fantasy, urban fantasy, or the hardest of hard science fiction. Keep your horror, please. I want a dark, gritty world on the jagged edge where life can be hard. However, absolute hopelessness (in general) does nothing for me, and Lovecraft (in specific) just annoys me.
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06-06-2008, 10:33 PM | #18 | |
Banned
Join Date: Apr 2008
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Re: Does GURPS need original-setting world books?
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06-06-2008, 10:40 PM | #19 | ||
Join Date: Nov 2004
Location: Flushing, Michigan
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Re: Does GURPS need original-setting world books?
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What's the answer? I wish I knew. What is the "critical mass" where a setting has "support," in the sense of getting a large group of fans to say, "Yes, I like this world enough to game in it, and I feel secure that there will be new material for this world for many years to come!" so that they develop the kind of brand loyalty that keeps them coming back, the way Traveller players and World of Darkness players do? A related issue is that, while it is important to support the general rules system, I wonder how much more needs to be done besides keeping books in print and making sure errata are taken care of...we've already got the Basic Set, Powers, Martial Arts, the Tech books, Infinite Worlds, genre books like Fantasy and Mystery, and we're getting Thaumatology this summer. Yes, there are a few more genres that could be covered, etc., but maybe SJG could focus more on settings now without hurting the general system? One wonders what would happen if SJG made a commitment to a particular setting (Yrth?) and said, "We're going to publish one Pyramid article a month dedicated to this setting and one 32-page e-book every three months (and reprint them as a 128-page softcover every year, and design them from the start so this can be done easily). And we will seek out authors, etc. to do this, in advance, maybe even set up a bit of a backlog of material so minor delays don't interrupt the publication schedule." One softcover would be about 20%-25% of the current rate of publication (assuming that two new hardcovers get published every year). Is this feasible? Are there enough writers, production people, etc. to do it? Would it be enough? (I've made the assumption that fans can be satisfied by providing several titles each year, even if they are shorter works, and then giving them the tangible payoff of a nice softcover once per year. I have absolutely no idea whether this has any chance of working, and I apologize in advance if my ideas are simply stupid and/or dead wrong.) Mark |
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06-07-2008, 06:25 AM | #20 |
Join Date: May 2006
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Re: Does GURPS need original-setting world books?
My favorite two supplements from 3E were Time Line and Who's Who. These two items helped make every era feel lived in and gave me lots of little hooks for modern and historical gaming. A combined book of this type for a GURPS fantasy setting is just sort of thing I am looking for.
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