05-31-2022, 12:44 PM | #21 | |
Join Date: May 2010
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Re: GURPS News updated
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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05-31-2022, 12:48 PM | #22 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS News updated
One of the hardest aspects of designing an RPG to be both a generic game and a quick-start one is the "separability problem": To break character creation into a few chunky choices to accelerate startup time, you must (1) arbitrarily decide which parts of key archetypes get put in what chunks, and (2) ensure that all chunks that can be used together actually work together or have a few words on how to address conflicts and/or overlaps. Thus, any conflicts or overlaps mean a more complex game . . . but none mean a game where certain "logical" combos are inaccessible.
Solving that is fairly straightforward for a single genre, like "hack 'n' slash fantasy" (as several of my Pyramid articles show). Indeed, were I told to go design a totally new single-genre RPG tomorrow, I'd be tempted to make it card-driven and have your "character sheet" be your hand. One card would govern basic potential, another primary career training, a few others some specific edges, and yet others your gear. Everybody would start with the same number of each type, and each would be roughly equal in power to all others of its type. Solving that isn't at all straightforward for a game that has to cover all genres, including user-defined blends and crossovers. For that, point-buy is the best of a few bad choices. The complexity comes not from the author's love affair with crunch but from the desire to use one tool to address all genres. Still, that doesn't quite explain why people want to go off tweaking things to death. That's a specific behavior of a specific generation of gamers. Plenty of CRPG players are entirely happy to pick one of a few classes, tweak one of a small handful of variables, and spend most of their "character creation" efforts on customizing the visuals of their avatar and then collecting gear in play.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
05-31-2022, 12:49 PM | #23 |
Join Date: Jun 2017
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Re: GURPS News updated
I still think there's something to be said for a cheaper version of the core rules to entice impulse buys. Like a more pretty/newer version of GURPS Lite.
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05-31-2022, 01:12 PM | #24 |
Join Date: Jun 2017
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Re: GURPS News updated
Or gamers who have a specific vision of what they want to do and no one supplying the pre-built tools to do it. Like, I find it weird the hobby needs 1,000 fantasy games that all feel the need to always include the same races and archetypes.
(I'm sorry if I'm being overly hostile about this, but while I don't mind being told I'm not the intended consumer for GURPS any more I don't like the implication that I'm a "problem" because I find its "toolkit" nature useful.) |
05-31-2022, 01:13 PM | #25 | |
Join Date: May 2010
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Re: GURPS News updated
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Though maybe I'm not quite sure what you're talking about. It seems to me that this thing comes in a few flavors. One is munchkinism, which I'm pretty sure is an evergreen phenomena. Another is the GURPS players who care a lot about exactly emulating certain abilities from fiction or folklore, which I've never liked even though in many ways I'm a rules geek. Also, with GURPS specifically there's the fact that it's very self-consciously a set of building blocks, and when presented with such a diverse array of building blocks some people are going to start thinking about all the crazy unique things they can build with it. I'm really not sure how else you're supposed to use much of the material in Powers and Thaumatology and even to some extent the Basic Set.
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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05-31-2022, 01:29 PM | #26 |
Join Date: May 2010
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Re: GURPS News updated
One thing I'll say—while I can admit to being a rules geek, the thing that keeps me coming back to GURPS when everyone else is playing D&D is the feature of GURPS often called "realism" but that could probably more accurately be called visualizeability. In D&D you're constantly having to BS your way to a half-decent explanation of what it means that Bob is down 42 hitpoints out of 47, and I've played with people who make heroic efforts to do this but sooner or later the GM always resorts always resorts to saying, "Okay, he takes a fireball to the face. He's not down yet, but he's, uh... he's unhappy." Whereas in what GURPS calls a "cinematic" campaign, you might survive a fireball to the face but the rules that let you do that are consciously modeled on actual movies so the result is more likely something like "so last turn he got thrown across the room like you'd expect in a cheesy action movie, but now he's starting to pick himself back up..."
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
05-31-2022, 01:41 PM | #27 | ||
Join Date: Jun 2013
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Re: GURPS News updated
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GURPS Overhaul |
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05-31-2022, 02:05 PM | #28 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS News updated
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We in the GURPS-o-sphere imagine that "builds" and "crunch" are normal gamer interests that people can ignore if they dislike. However, they're niche gamer interests, and the majority of gamers who don't share them find the mere existence of support for them worrisome. That's less about "hurting wrong fun" than it is about "all the editorial and production efforts directed toward sifting through a page of crunch could be put toward X pages of ready-to-use content." Given SJ Games' limited resources, people who feel that way aren't wrong, even if I think their valuations of X are a little iffy – it's closer to 1.5 or 2 than to 5 or 10. I guess it's a bit like the market for precision tools: Most people don't need or want them, but there are professionals and dedicated amateurs who do. The difference is that for most kinds of tools, those who are interested are willing to pay high margins to make up for low volume. Whereas gamers mostly aren't . . . indeed, a lot of the attraction of crunchy toolkit games is that they let you "roll your own," saving money. That's a hard-to-bridge divide, rooted in the fact that gamers appear not to weigh the value of their hours into the math; perhaps that's where I differ, being a contractor paid an hourly rate.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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05-31-2022, 02:19 PM | #29 | |
Join Date: Oct 2005
Location: Earth
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Re: GURPS News updated
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
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05-31-2022, 02:39 PM | #30 |
Join Date: Jun 2017
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Re: GURPS News updated
As someone who has bought 3e GURPS books solely for the non-mechanical content, I'm not going to mind some easy-to-use rules. Dungeon Fantasy just isn't something I need GURPS for: I've already got too many games for it.
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