06-08-2008, 12:08 PM | #51 | |
Join Date: Aug 2004
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Re: Does GURPS need original-setting world books?
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06-08-2008, 01:08 PM | #52 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Does GURPS need original-setting world books?
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One can not buy the new material, and as long as one stays with one's original gaming group one doesn't have too much trouble. But, in my experience, people tend to buy the new books, and when finding a new gaming group, new players often a) have the new books and want to use them and/or b) never had the old books to begin with. The point of systems that advance timelines is to make the older material obsolete in order to generate more sales. Following that model introduces an implied value system that the older books are not as relevant, not as good...not as up to date...and should be replaced. Staying with the older material becomes increasingly difficult to do in light of the glut of newer material on the market. For many Vampire 2nd Ed Rev players, the changes made are the only world they know...they don't necessarily know or care what happened in 2nd Ed. And being a GM wanting to play in an older system for books they don't own, when they paid for perfectly new books--it isn't easy to convince new players. And why should they play in 2e, when 2eRev is "better"/"the official way things are"/etc? So as a GM, I can certainly not buy the new books and ignore the changes, but that also tends to mean not playing the game anymore over time as it gets harder and harder to find players who want to play in the old systems. Also, systems that tend to be splatbook heavy/timeline advancing systems tend to target players a lot more as consumers...and the players want to be able to use the stuff they bought...stuff that is marked as official and canon. Agamemnos wasn't only talking about cost to consumer, he was also making a very strong case that continued storyline advancement builds a barrier to entry for new players by making a canon that is too big and too decentralized and patchy. Lastly, you like to read an ongoing storyline. If I want an ongoing storyline, I'll read a book or watch television. I want my players and myself to create that ongoing storyline ourselves. And once we have, I don't want to have to deal with the storylines we create being invalidated by all the support material for the game we're playing in. I don't want to struggle with the game company regularly over agency and control of the setting. For me, one of the most obvious things was Gehenna/Cain in 2nEd Vampire. In the 2e. Cain may or may not have existed. Some people believed in Cain, others did not. Gehenna could have been a myth or not. It was left ambiguous. There was no canon answer. Our gaming group went with Cain perhaps being real...but because he was part of a Judeo-Christian mythology, he was not the founder of all vampires. That was a myth. There was no Gehenna. All of this was completely compatible with 2nEd. 2eRevised completely invalidated that possibility not only in flavor text, but with the introduction of 13th Gen Vampires, and multiple other major setting changes. Our old group persisted. No new group after that ever accepted that old ambiguity...because it wasn't real anymore. They had the new books that told them so. Now, if a game company did this every twenty years or so (like SJGames did with Yrth/Banestorm) I wouldn't be bugged, but many game companies do it as a normal part of their business model. It happens regularly. And I don't like it. And I don't buy or play games that follow that model. |
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06-08-2008, 01:10 PM | #53 | |
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Join Date: Oct 2007
Location: between keyboard and chair
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Re: Does GURPS need original-setting world books?
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No questions, no answers...
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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06-08-2008, 01:20 PM | #54 | |
Join Date: Nov 2004
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Re: Does GURPS need original-setting world books?
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06-08-2008, 02:25 PM | #55 |
Join Date: Nov 2004
Location: Flushing, Michigan
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Re: Does GURPS need original-setting world books?
I think we've strayed a little from the original topic.
Would originals settings make GURPS more popular? Probably. Doesn't GURPS already have original settings? Yes. Dozens of them. But virtually all of them are "unsupported." Despite a terrific set of rules and a diverse and and creative community of GMs and players on the forums ready to step up and offer advice about characters, campaigns, settings, etc., the fact is that most of these settings are published once (and sometimes only given a few hundred or a few thousand words in one section of a book or a Pyramid article) and that's the last we hear about them. In other words, "support" for a setting means to keep fleshing the world out, giving people new places to visit, new challenges to face, new monsters and/or villains to defeat, and so on. I'm not going to say there are only two kinds of gamers, but I think two of the many kinds are 1) the people who love to create and tinker and enjoy having a set of rules that lets them build stuff and 2) the people who love losing themselves in a favorite fictional world, year after year, and who delight in visiting it again and again, seeing new parts of it, etc. And I suspect that the second group is a lot larger than the first one. Now, SJG has supported some great settings (WWII, etc.) over the years. But for some reason they never caught on the way, say, Greyhawk or the World of Darkness did. So, what is the solution? Yes, of course, I want a solution. I want everyone reading this to shut up and start writing. I've been reading these forums for a long time. A lot of you know how to write. You're better at it than you think. Trust me. E23 provides a remarkable opportunity both for writers and for SJG. It is possible to publish new settings and support them, e-book after e-book, with far less risk than it would be to publish softcovers. The market will be happy to let us know which authors are onto something and which ones aren't, at which point SJG can take take things to the next level with PoD softcovers distributed to gaming stores on a national or global basis. So, if you have ever wanted to write your own gaming supplement...do it. Take a look at the Wish List... http://e23.sjgames.com/gurps-wish-list.html ...and see what you want to do, what makes you go "this is so cool...I wish that I could write this book," especially a fictional (or historical) world you can flesh out, e-book after e-book, year after year. And then go do it. (And, if you know anyone you think is a good writer, let them know about e23 and the wish list, too.) Yes, I know it isn't just whether the material is available or not. There are editing and production issues that will have to be taken into account, too. But nothing will happen if new material is not created in the first place. And I'm not talking about any Judy Garland "Let's put on a show!" idealism here, either. This is a craft and it is a business. It is work. Satisfying work, yes, but you have to make a commitment to do it and do the very best you can for the people who will be paying you and the people who will be reading your material and to do all this as quickly and efficiently as you can. But you can do it. Robert Heinlein wrote some of the most important words ever written about writing: Write every day. Finish what you start. Send it out. If it comes back, send it out again. C'mon, they publish my stuff...how hard can it be? :) So I don't want to see you respond to this posting. Or, rather, what I really want to see, in six or eight months, is your first e-books. And then, once you get a taste for it, I want you to keep writing and never stop. Why are you still reading this? Get to work. :) Mark |
06-08-2008, 03:18 PM | #56 | |
Join Date: Mar 2006
Location: San Francisco
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Re: Does GURPS need original-setting world books?
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06-08-2008, 04:03 PM | #57 | |
Join Date: May 2006
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Re: Does GURPS need original-setting world books?
The responses to my objections about Yrth's religion strike me as a lot of hand waving. They ring to my ear like: "Never mind if the details don't stand up to close scrutiny. They are unimportant" or "It just is."
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I have other objections to the Yrth setting but they all boil down to: I simply don't find Yrth to be a compelling fantasy setting because I find the lack of internal consistency to be too great to maintain my suspension of disbelief. I'm done bashing Yrth. Back OT: Does GURPS need original-setting world books? It could probably use them, but they are unlikely. |
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06-08-2008, 04:06 PM | #58 | |
Join Date: May 2005
Location: Oz
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Re: Does GURPS need original-setting world books?
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Confabulation is a strange trait in humans. It wouldn't spoil my suspension of disbelief if aliens lacked it.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 06-08-2008 at 05:04 PM. |
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06-08-2008, 05:49 PM | #59 | |
Join Date: Aug 2005
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Re: Does GURPS need original-setting world books?
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You dismiss many of the settings that have been produced that fit that because one small element is not to your taste, demonstrateing why any such setting that you want would be rejected by most gamers like you. |
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06-08-2008, 05:59 PM | #60 | |
Join Date: Aug 2005
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Re: My problem with Yrth
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