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Old 06-11-2008, 12:14 AM   #111
Gamer_Zer0
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Default Re: Does GURPS need original-setting world books?

Quote:
Originally Posted by Agemegos
If it isn't worthwhile to SJG, then SJG doesn't issue a licence, and no line "powered by GURPS" results.
I meant owuld be worthwhile to the publishers to jump thru all the hoops that are in put place for good reason.
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Old 06-11-2008, 04:59 AM   #112
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Default Re: Does GURPS need original-setting world books?

Quote:
Originally Posted by Agemegos
I would have thought that Call of Cthulhu (before WoD stole its "genre of the victim" angsty players), Traveller, and Warhammer were in that sort of league as well, but perhaps I'm wrong.
Depends on your group, the next highest selling setting is probably Rifts.

And Warhammer is common as a Mini's game, but not so much as an RPG.
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Old 06-11-2008, 07:50 AM   #113
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Default Re: Does GURPS need original-setting world books?

Well I must admit, I have dabbled with GURPS for years. I am not a big fan of the D20 system, however I also do NOT have time to convert game settings and modules from D20 (or older) to GURPS.

What I want, what I *need*, for my busy crew (both players and GM) is a world setting with modules that allow me to just GM, not spend time reworking everything.

Just one small opinion.
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Old 06-11-2008, 08:21 AM   #114
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Default Re: Does GURPS need original-setting world books?

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Originally Posted by kag3musha
What I want, what I *need*, for my busy crew (both players and GM) is a world setting with modules that allow me to just GM, not spend time reworking everything.
e23 PDFs could give you the modules - but what kind of setting do you want? SF, Fantasy, Post-Apocalypse?
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Old 06-11-2008, 09:00 AM   #115
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Default Re: Does GURPS need original-setting world books?

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Originally Posted by The Cardinal
e23 PDFs could give you the modules - but what kind of setting do you want? SF, Fantasy, Post-Apocalypse?
Fantasy. For SF I will use Traveller.
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Old 06-11-2008, 07:01 PM   #116
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Default Re: Does GURPS need original-setting world books?

I may be in the minority but I'd rather that a setting be specific and consistent about what its fictions assumptions are. If I don't like something I'll add, remove, or change it to my liking. I don't like settings that punt on important details. If you can time travel: either you can change the past or you can't. If there is religion: gods either exist or they don't. Etc.

Personally I don't think a good setting needs: computer games, serialized fiction, yearly releases of supplements, adventures or fan fiction; although those things usually are generated because sales indicate a demand for them. The two fantasy settings I use most are Forgotten Realms as found in gray box, and a loose conversion of The Elder Scrolls using TES lore and history. For both I use GURPS RAW.
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Old 06-11-2008, 07:14 PM   #117
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Default Re: Does GURPS need original-setting world books?

Quote:
Originally Posted by Gamer_Zer0
I meant owuld be worthwhile to the publishers to jump thru all the hoops that are in put place for good reason.
Exactly. This is a business, after all. (I suppose that someone could write a grant and get the NEH or some other government agency to fund the writing of GURPS books--games have been used as teaching tools; this would not be the strangest thing the NEH has funded over the years--but this seems even more of a long shot than just getting some other companies to write the books with profit in mind.)

My thinking is that we're at a bit of turning point for the hobby. 4th edition D&D may change both the game and the way third party publishers operate. I don't know what the new license from WotC/Hasbro is like. I also have no idea how most d20 players will take to the new edition. Unless the new D&D license is totally draconian, I doubt many publishers putting out d20 material right now are going to drop the system, but maybe the stars--I mean, the market conditions--are finally right for some publishers to try out a line of "Powered by GURPS" books along with their other products.

But which publishers? And what would it take to get them interested?

Mark
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Old 06-11-2008, 07:21 PM   #118
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Default Re: Does GURPS need original-setting world books?

Quote:
Originally Posted by Gamer_Zer0
I meant owuld be worthwhile to the publishers to jump thru all the hoops that are in put place for good reason.
Delays and licensing fees?
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Old 07-01-2008, 07:56 PM   #119
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Default Re: Does GURPS need original-setting world books?

Quote:
Originally Posted by The Cardinal
e23 PDFs could give you the modules - but what kind of setting do you want? SF, Fantasy, Post-Apocalypse?
Cinematic action, multi-genre. Something that lets me use Magic, Martial Arts, High-Tech, Ultra-Tech, and Powers. Oh yeah, throw in Cabal, Undead, Blood Types (all suitably updated to GURPS 4e standards).
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Old 07-01-2008, 08:34 PM   #120
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Default Re: Does GURPS need original-setting world books?

Quote:
Originally Posted by griffin
Cinematic action, multi-genre. Something that lets me use Magic, Martial Arts, High-Tech, Ultra-Tech, and Powers. Oh yeah, throw in Cabal, Undead, Blood Types (all suitably updated to GURPS 4e standards).
OK. Just as long as you didn't want anything complicated. :)
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