07-20-2008, 08:52 PM | #321 | |
Join Date: Mar 2006
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Re: Does GURPS need original-setting world books?
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07-21-2008, 06:32 PM | #322 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Does GURPS need original-setting world books?
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1) insanely magic rich compared with the guidelines in the DMG Even the starter module Keep on the Borderlands was a little free with magic with convoluted plot devices to prevent the low level character to make use of said magic do dads. Then you had things like White Plume Mountain (S2) which allowed low level parties to get the equivalent of Stormbringer (Blackrazor) to play with. 2) Total messed up power ratios of players to monsters Queen of the Demonweb Pits (Q1) had a bunch of 10-14 level players going up against a freaking goddess. A quick look at Deities and Demigod should show why this was a majorly bad idea. Other modules were about the same with parties generally so over their head that GMs had to play monster like they all had been hit int he head one too many times. 3) Monetary awards were overly stingy. In D&D this wasn't a problem but in AD&D1 with its 1000g/week/level advancement requirement it became a major problem. Any GM silly enough to actually follow this rule quickly had problems and none of the D&D worlds reflected this amount of gold going into the economy. 4) Dungeons that were nothing that were little more than step and die fests. Gygax's three personal creations of Dungeonland (EX1), The Land Beyond the Magic Mirror (EX2), and Tomb of Horrors (S1) are the best poster children for this. 5) Gygax was not above ignoring the very rules he wrote Gygax's "Conan!" article in Dragon #36 is a prime example of this. In AD&D1 at the time Humans could only dual class and one you switched from one class that was it; you could not go back to the class you had stopped progressing in and level it up some more. Yet Gygax's write up of Conan form age of 15 to 70 does exactly this: advancing in both fighter and thief even though he was human. One is left wondering how much of Grayhawk really followed D&D expectations and how much was shoved under the carpet. |
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07-24-2008, 07:55 PM | #323 |
Join Date: Jun 2006
Location: Montreal, Canada
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Re: Does GURPS need original-setting world books?
I'm happy about this but puzzled at the same time. I thought SJ Games declared settings as being on the anti-wish list and yet they released this. Does this mean settings (very, very good ones) have a chance of being published ?
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07-24-2008, 08:02 PM | #324 | |
Join Date: Nov 2006
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Re: Does GURPS need original-setting world books?
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07-24-2008, 08:36 PM | #325 | ||
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Does GURPS need original-setting world books?
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