07-03-2022, 08:52 PM | #31 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Adaptations: Not what I was thinking
Quote:
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
07-03-2022, 08:52 PM | #32 | |
Join Date: Mar 2017
Location: Brazil
|
Re: Adaptations: Not what I was thinking
Quote:
Dont try to take for example the "Disarm Traps - 50%" for a thieve and try to turn into into an advantage to disarm traps with a 10 skill (50% chance). Instead, just pick the idea of "Thieves" as a "class" of jack-of-all-trades with many useful skills related to pickpicket, streetwise, stealth skills, fast talk etc etc - so, skills and abilities that would be useful for a spy-thief-assassin, mix in a healthy dose of DX, HT, combat skills and voilá, a Gurps thief. Dont try to convert each single trait of D&D to Gurps, it will look awfull and quite frankly, Gurps is a far better system with far more options to create unique chars than D&D anyway. You can have an awesome Gurps Mage or Cleric or Shaman or Druid or whatever without trying to convert all the circle 1 to 9 mage spells or circles 1 to 7 cleric spells into gurps advantages or spell lists. The same holds true for any other source of adaptation. So I dont know what better counsel it could be given rather than this or what the book already covers; maybe you would like to know what's the "official" sheet of Darth Vader or Legolas or the D&D lich God Vecna, but honestly that imo will only restrict you rather than help - because now, if you had envisioned a Star Wars were "The Force" was a bunch of voodo stuff freely done, but now Darth Vader's "official sheet" has him with ER and all Force Abilities with "costs ER", you are now stuck with Force Abilities needing an energy pool to work. Again, imho, it's best to just give insight on how to keep realism under fantastic assumptions such as The Force than giving full Sheets for Luke, Vader and Palpatine. And, if you wanna make a sheet for Vader, any Gurps player familiar with the system can do it in 15 minutes |
|
07-03-2022, 09:01 PM | #33 |
Join Date: Sep 2019
Location: UK
|
Re: Adaptations: Not what I was thinking
Fair. Sounds useful. I don't have GURPS Adaptations, I was just throwing that in.
__________________
Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
07-03-2022, 09:16 PM | #34 | |
Join Date: Mar 2017
Location: Brazil
|
Re: Adaptations: Not what I was thinking
Quote:
|
|
07-03-2022, 10:21 PM | #35 | ||||
Join Date: Feb 2005
Location: Virginia, US
|
Re: Adaptations: Not what I was thinking
Quote:
As I'm re-reading them at the moment, consider Lackey's Valdemar novels. Nto only to I find them hugely inspirational, but there's enough information in there that you can begin to create a magic system from. Sure, as you say you can make a guestimate as to what magic system variant would be the best, but isn't that interesting data? You don't have to agree with something to get value from the example. The only issue is not even considering the benefit of the example and opening yourself up to other opportunities. Quote:
My "part 2" suggestion is rather than deflecting these to other resources, you address these. I say this only because I don't need a literary breakdown. I've been there and done that over many years. On the other hand, I do appreciate the insight of why people make decisions on how to do things in GURPS. Or, basically, Adaptations Pt2. Quote:
Put another way, it's often represented as "Don't convert mechanics." I would respectfully ask that you don't conflate my disappointment in Adaptations as being some form of misunderstanding. While I'm in no way an expert on the system, I do delve into it as I have for the past 20 years (or more). Sure, I get disenchanted or am intersted in other generic systems, so I explore those, too. If flaw that I have--and a very obvious one--it's because I'm always hedging. [quote=KarlKost]Dont try to take for example the "Disarm Traps - 50%" for a thieve and try to turn into into an advantage to disarm traps with a 10 skill (50% chance). [/upte] This is converting mechanics. The only reason that would want to do this is if the mechanics were actually intertwined with core setting premises. For example? The notion of "spell matrices" are a mechanical thing in the Earthdawn that are tied directly into the setting (for obvious reasons). Quote:
FWIW, and as an example of how it's possible to disagree and yet appreciate a work, I'm not a fan of how whswhs handled Social Engineering and the premise of reference societies. Yet that's a useful book. |
||||
07-04-2022, 12:21 AM | #36 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Adaptations: Not what I was thinking
Valdemar would be a cool adaptation. The Heralds pretty much get away with Telepathy. For most magic, RPM probably the best fit though the Path thing would need reworking. Maybe dig up my books and see how I would handle it for a fan conversion.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
07-04-2022, 06:38 AM | #37 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
Re: Adaptations: Not what I was thinking
I get the impression that what you wanted from the book was "Works X, Y, and Z have a feature W that turns into Rule A in GURPS." A complete survey of all of fiction and instructions on which rules GURPS uses to cover every element.
If that is the case, the book would have been impossibly large and restricted to The One True Way for each fictional trope. |
07-04-2022, 09:53 AM | #38 | |
Join Date: Aug 2007
|
Re: Adaptations: Not what I was thinking
Quote:
Standard Magic would actually work pretty well if you gave Masters the ability to cast Draw Power (at Magery 2) on Ley lines and Adepts to cast it on nodes at Magery 3. If you don't do that it's off to Magic-as-Powers and prepare to spend a lot of cp.
__________________
Fred Brackin |
|
07-04-2022, 02:17 PM | #39 | |
Join Date: Mar 2017
Location: Brazil
|
Re: Adaptations: Not what I was thinking
Quote:
|
|
07-04-2022, 02:36 PM | #40 | |||
Join Date: Feb 2005
Location: Virginia, US
|
Re: Adaptations: Not what I was thinking
Quote:
Quote:
(I shudder at the idea of using the standard GURPS skill-based magic whenever anyone mentions it.) Quote:
I just didn't need some "academic" short treatise on creative writing or literary critique. That wasn't what I was expecting--hence the title of the thread. Again, I'm not saying that it's bad, just not my cup of tea. (And, as with books that you're not fond of, there is the odd useful thing in there.) It's just a little too niche for me (beginning GMs cross-section with beginning GURPS GM). Lesson learned. Last edited by Kage2020; 07-04-2022 at 02:40 PM. |
|||
|
|