10-02-2016, 11:25 PM | #31 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: A GURPS Fantasy setting
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One amusing detail they got wrong was having a Megalos embassy in Tredroy. Resident ambassadors did not become the fashion until long after the founding of Megalos. That is a detail of hairsplitting which the writers can be pardoned for missing and in any case it can be explained by more people being brought over by the Banestorm with new ideas.
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10-02-2016, 11:35 PM | #32 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: A GURPS Fantasy setting
My analog of that race was nixies—a water dwelling race, inspired partially by what Tolkien said about Smeagol's boating skill and his growing up in a halfling community along a river. I made them the inventors of grain-based agriculture, beer, and mercantile ventures. Far from being rural, they were the most intensely urbanized people in their world.
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10-02-2016, 11:54 PM | #33 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: A GURPS Fantasy setting
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10-03-2016, 12:31 AM | #34 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: A GURPS Fantasy setting
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10-03-2016, 12:38 AM | #35 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: A GURPS Fantasy setting
What I want to see in a fantasy setting is support for high-powered play. GURPS Banestorm still largely assumes the "gritty heroes" paradigm of the 3rd edition, when the setting was developed. I mean, on p. 183 it describes 250+ character point PCs as "Living Legends" - Dungeon Fantasy starting characters, in other words.
That doesn't mean that high-powered play is required for the setting, but it should be an option, and there should be plenty of things to do for such characters. Consider the setting of the Exalted RPG - the world is vast and diverse enough that there are numerous stories you can tell with "mortal-level" characters, but a group of the Exalted will find numerous challenges as well - just on a larger scope.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
10-03-2016, 12:41 AM | #36 | ||
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: A GURPS Fantasy setting
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Dungeon Fantasy is the single biggest success story of GURPS 4E, and if anything can make a new GURPS setting viable, it's this line.
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10-03-2016, 12:50 AM | #37 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: A GURPS Fantasy setting
Noting that while not a fanasty setting, I am running a game set in a published GURPS setting, The Madness Dossier, and I've done so in the past a few times (Yrth, IST, Reign of Steel, Transhuman Space, Roma Arcana and probably some that I've forgotten). Personally, I don't need a hugely developed setting, and the length of GURPS Horror: The Madness Dossier is adequate nor am I opposed (obviously) to running GURPS games in published settings, even though I've run at least as many GURPS games in original settings.
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10-03-2016, 01:11 AM | #38 |
Join Date: Sep 2004
Location: Medford, MA
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Re: A GURPS Fantasy setting
As Jürgen alludes to, the Dungeon Fantasy box set isn't something they've done before and they have specifically said they want to get new players. And some of those new players might want adventures...I mean...they are putting two adventures into the box set, so it looks like they are considering doing new things that are different than only what the existing fan base has as their preferences.
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10-03-2016, 05:13 AM | #39 | ||
Join Date: Dec 2007
Location: Shropshire, uk
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Re: A GURPS Fantasy setting
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What do you think is the difference between lots of races and one or two races with multiple cultures? Is the specific divine/ arcane split important or will any division between magical styles work? Quote:
Again why these? Also most of them seem to be sentient, is this an important feature of the setting? |
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10-03-2016, 05:17 AM | #40 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: A GURPS Fantasy setting
The thing about these generic "D&Desque fantasy tropes" - elves, dwarves, dragons, wizards, etc. - is that they are familiar to most players. You don't need to explain them much, because most players will already have some notions about these tropes.
You can ignore these tropes and try to come up with something different original - but the more you strive for that, the more will you have to explain to your players, or else your players will have to read up on more and more setting details until they can play characters from that setting convincingly. And not everyone has time for that.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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fantasy, races, setting building |
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