07-02-2022, 07:08 PM | #11 | ||
Join Date: Feb 2005
Location: Virginia, US
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Re: Adaptations: Not what I was thinking
I always thought of it as "too long; don't read" kind of thing. A distillation of the "thing" into something bite-size--basically the aforementioned abstract.
This is, however, a gaming forum. I've done my theses and my conference presentations and, to be fair, I'm glad that it's in my past. (Well, for the most part.) Quote:
Don't get me wrong, the information in the book is good even while it treads on somewhat old ground for people that have been GMing for a while. I think that what I was expecting was some more worked examples of something other than basic campaign design. (Which, again, is good for the How to be a GUPRS GM line.) For me it would have bee more interesting had the author dove into the more challenging aspects of GURPS campaign design even while I realise the difficulties of doing this because of copyright issues. For example, breaking down "adapting" a system with magic (or something similar) by leading the reader through choices in, say, Thaumatology, Powers, or something similar. Quote:
Too Long; Did Read... Good introductory advice for building a campaign, especially one based upon another setting. (Ignoring the box-quote on how games don't count as fiction.) I personally would have found it more useful if it had been labelled with the How to be a GURPS GM line and was pitched more at the beginning GM or those wanting to improve their craft. I would have preferred/loved to see a break down of a setting that had more going on with it that involved the more subtle aspects of campaign design. |
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07-02-2022, 07:28 PM | #12 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Adaptations: Not what I was thinking
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What else were you expecting? |
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07-02-2022, 07:28 PM | #13 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Adaptations: Not what I was thinking
TL;DR
makes sense now. TQ Good book but not in depth enough. I find this forum is vital for the outlying or in depth that you can't fit into a book.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
07-02-2022, 09:47 PM | #14 | |||
Join Date: Feb 2005
Location: Virginia, US
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Re: Adaptations: Not what I was thinking
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Exactly what I said. Quote:
Quote:
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07-03-2022, 01:23 AM | #15 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Adaptations: Not what I was thinking
I'm sorry, but I still don't know what it was that you were hoping to find but didn't find. Can you describe what sort of content you expected, perhaps with an example of what it might have looked like?
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Bill Stoddard I don't think we're in Oz any more. |
07-03-2022, 09:35 AM | #16 |
Join Date: Mar 2017
Location: Brazil
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Re: Adaptations: Not what I was thinking
Granted, I dont have that book because I know Gurps system sufficiently well, and thinkering about the system is perhaps my greatest joy as a GM - even with my endless failures and dead ends that lead to nowhere and constantly annoying my players with my crazy ideas (luckly they are all good friends who are always willing to indulge me, even when it's a disaster), and even thou I get to see some of my ideas on new supplements, those always surpasses what I had previously thought of myself, either because of the detail given or some new possibilities I hadnt previously though of (and the fact Im constantly thinkering on 10 different things helps to remove my focus). That's also why I prefer 4e over 3e, even with all the critiscisms over it from the "old blood" (and Im a guy that begun with 3e), because 4e is much more "open ended" lets call it, and truly has a single unified system, while 3e was more custom tailored for specific purposes (so you could say there's one Gurps for Fantasy, a different one for Sci Fi, another for Cyberpunk etc).
So I dont know what the book holds (althought I have perfect confidence of the quality standards of ALL Gurps products, unlike some other games that shall remain nameless), but I dont know what should be expected on it except considerations of Cinematic Action vs Realism and GM tips for organizing the campaign. What exactly were you looking for? Worked examples? That would be highly impractical - althought someone could publish a "Shadowrun, WoD, Coda, D&D and (place some 5 more titles here)" that would be an insane endevour and very niche specific |
07-03-2022, 09:53 AM | #17 | |
Join Date: Aug 2007
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Re: Adaptations: Not what I was thinking
Quote:
This would be why the sources used in Adaptations as examples are public domain literature.
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Fred Brackin |
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07-03-2022, 10:38 AM | #18 |
Join Date: Apr 2019
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Re: Adaptations: Not what I was thinking
I suspect the OP was thinking the book would have some crunch - instructions for adapting content from other systems - into GURPS. Maybe not necessarily "this is how to adapt a Constitution score of 15 into GURPS," but perhaps something similar to that?
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07-03-2022, 10:39 AM | #19 |
Join Date: Jun 2017
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Re: Adaptations: Not what I was thinking
If the OP wants worked examples of modern properties, they should investigate GURPS Discworld, GURPS Girl Genius, GURPS Casey and Andy, and the Vorkosigan Saga Sourcebook and Roleplaying Game.
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07-03-2022, 10:41 AM | #20 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Adaptations: Not what I was thinking
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As for worked examples, what Fred says is correct: all the examples come from six widely influential classic narrative works. (Water Margin isn't widely read in North America, or well known by that title, but as a source work for martial arts it's tremendously influential on popular culture at one or two removes.) Much of the book is taken up with recommendations on how to take the content of a fictional source and translate it into GURPS mechanics. I figure that if you're relatively new to GMing you can use the help and if you've done it yourself you may well have an interest in seeing how someone else does it, just as a skilled and experienced cook might find it interesting to read cookbooks. There are also analytical categories for approaching game-specific content; for example, material things, or attributes (as art historians call them), are divided into gear, evidence, personalizers, valuables, and transcendent objects, based on their different narrative functions.
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Bill Stoddard I don't think we're in Oz any more. |
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