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#1 |
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Join Date: Aug 2004
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This thread is to unload some tangency off of the GURPS/4E... could be more attractive? thread. It is to discuss the challenges, options, and goals of creating a product beyond the current GURPS Lite that lowers the bar for new players.
I'll kick off the discussion by asking, what form should this product take? Boxed set? Microgame, a la Melee? Mini-game with a couple of cheap plastic minis? And three dice? A card game that somehow includes the basic combat mechanic? A game like Zombies with all of the aforementioned, but with the dice mechanic of GURPS? (Dudes, I am brain dumping here. Most of this is absurd, but you know, keep trying...)
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#2 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Thus, for less than $50 you could be up and playing in a particular genre very quickly. I sitll think there's an e23 outlet there, and I do like the idea of Lite being able to handle a basic Scenario. Asking for $70 as a barrier to entry is a bit steep. But the good news is, once you do that, these pre-gen adventures are all VERY accessible even without extra $35 books.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#3 | |
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Banned
Join Date: Aug 2005
Location: Norfolk, VA
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I myself started learning GURPS, 4th Edition for the first time just a few months ago, and I never learned 3rd Edition. I now am familiar with most of the system, and can find anything else in the rulebooks fairly quickly. I see no reason to create something simply as eye-candy to attract players who cannot be bothered to research a system, read a couple of rulebooks, or understand that style does not equate to substance. That's just my opinion, though. |
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#4 |
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Join Date: Jan 2006
Location: Central Europe
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I am not sure if this is what you are looking for, DiceMan, but I have always been hoping for some GURPS adventures to be published. I would prefer them to use the full Basic Set, but even ones based on GURPS Lite might do. We now have two major settings out for 4e (Yrth and Infinite Worlds), both of which ought to be popular enough to have some hope of selling adventures. I know that adventures sell poorly, and profit margins are small. That is largely why modules are mostly a D&D thing, because so many people play D&D and almost all play in settings where most generic adventures could be inserted. But is this not a self-reinforcing phenomenon? There are lots of people (like me) who own GURPS and rarely play it. Partially this results from a lack of gaming groups, or gaming groups more interested in other things. But going from playing and GMing D&D to GURPS is hard! An experienced GURPS GM can easily invent adventures, or develop them from outlines in Pyramid and other places. But before a GM gets experienced, it really helps to have something to learn from and model on. While it remains hard to learn to run a good GURPS game the number of players will remain small, and so will the potential profits of selling adventure modules.
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#5 | |
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Join Date: Aug 2004
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But that's tangential. The real point is: Is GURPS Lite bringing in lots of *new* players? I don't see it happening at any of the FLGSs around here. GURPS 4e is supposed to be scaleable from easy to difficult, but for those who want to use it way over toward the easy end of the spectrum, there's precious little incentive to do so. You can put out a huge tome, replete with options and complexities, say "Hey, you only really need to use a tiny bit of this, if you like," and guess what? You still have newbie players staring at a product on a shelf that looks like a huge tome, replete with options and complexities. GURPS Lite does not step in and solve this IMHO, because it has no genre stuff in it (esp. Magic, ipso facto, no Fantasy, which is something like 75% or more of the market). It does just what another post in this thread says: It allows an experienced RPGer to browse the core mechanics and give a thumbs up or a thumbs down. Fine, if that's all you're looking for.
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Last edited by DeDiceManCometh; 01-21-2006 at 04:50 PM. Reason: add post link |
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#6 | |
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Banned
Join Date: Aug 2005
Location: Norfolk, VA
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I memorize (more-or-less) new systems all the time. Shadowrun, Call of Cthulhu, Blue Planet, Alternity, d20, GURPS, Nobilis, The Burning Wheel . . . how hard can it be? Am I some sort of a genius among my kind? Not likely! It's ludicrous, simply ludicrous. Every gamer who's been playing more than a couple of years will know what GURPS is. If they need big, bright, low-page-count pop-up books with fuzzy dice to get interested, I wouldn't want to play with them anyway. |
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#7 | |||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Last edited by sir_pudding; 01-25-2006 at 11:40 AM. |
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#8 | |
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Join Date: Aug 2004
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heh |
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#9 | |
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Banned
Join Date: Aug 2005
Location: Norfolk, VA
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Simply put, I just never had the opportunity to try GURPS for a significant portion of my life. You should also understand that for all of high school, I attended a military boarding school. Had I been given the opportunity to do some reasearch on GURPS, read a few reviews, and had I had enough money and the opportunity to purchase it, I would have done so. If you're wondering whether the size of the book or its lack of bells and whistles was a factor in my ignorance of GURPS at and around that age, you are certainly barking up the wrong tree. I was reading 1000-page Stephen King novels by that time and eating up every game book I could get my mitts on. |
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#10 | |
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Join Date: Jul 2004
Location: Austin
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I'm seeing some interesting ideas in this thread -- keep it up! Also: for the purposes of this thread, let's assume the need for a low-cost, low-complexity product is real. Debates against the need for such a product really belong in another thread, just to keep the discussions flowing.
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Paul Chapman |
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