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#1061 | |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Quote:
My answer is (it's a very personal answer*): Because I can make Howard's Conan[1], Lieber's The Grey Mouser[2], or the Heartbow Wielder[3] without going to a million different supplements or 'tweaking' the rules. I just need this one book (and then I pat the Characters book). And then I usually get a response of "That's cool!" or "Who the hell are those guys?". Sigh. Philistines. Though admittedly... that stopped being a useful 'go to' answer when D&D 4e came out... it did a 'reasonable' job of doing what I wanted. For various definitions of reasonable. 1 - A Conan that isn't "The Barbarian" class from D&D. In DF he'd be Barbarian with a 50 point buy-in into Thief. 2 - In GURPS DF, The Mouser is Swashbuckler with Magery 0, one point in Thaumaturgy, and a bit more than a 50 point buy into Thief. 3 - An old movie (I think it was from the 60's, I've only since it once in the very early 80's on tv and never again), but basically in DF it's a Scout with Imbuements and a Signature Bow. Essentially.... kinda... look, it's the easiest way with out explaining more of the movie. * Though basically my answer is more neatly summed up in Stormcrow's "It does anything you want". Ah. I don't bother with "equivalences". The GURPS PCs aren't in anyway "equivalent" so why bother doing that with the mobs? Last edited by evileeyore; 08-16-2017 at 01:33 PM. |
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#1062 | |
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Join Date: Aug 2004
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Quote:
The core activity of D&D, famously, is "Kill monsters and take their stuff." The core activity of your investigative campaign is "solve the mystery." Other campaigns might be based around core activities like "survive the night" or "find out who the princess marries." The advantage of a core activity is that it's easier to write adventures/scenarios around. This is a benefit to both publishers and gamers. A publisher can sell scenarios that revolve around the core activity, and gamers can use their knowledge of the core activity (and pilfer from published scenarios) to create their own material. (Ken Hite had an article/blog that explained this far better than I could, but my Google-fu is weak.) |
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#1063 | |
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Join Date: Aug 2004
Location: Cockeysville, MD
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http://robin-d-laws.blogspot.com/201...pg-design.html
__________________
--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#1064 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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No, you can't do this with a monster you've never heard of that you don't know what it's like. *shrug* Getting the conversion exactly right, or even "balanced," isn't the point. The point is you can just take whatever description the third-party product gives you and play it in GURPS using common-sense statistics. |
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#1065 | |
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Join Date: Jul 2006
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Part of the reason I switched to GURPS back in the 80s was to find a more satisfying way of doing the same things I was doing with D&D. Using GURPS mean the players had more ways of tackling the challenges of my campaigns. And it became easier to explore other aspects of the campaign because the work was done. If I wanted to run a campaign where all the character were 75 points characters living a neighborhood of the City-State of the Invincible Overlord GURPS had that covered as far as characters goes. One character could be a cook with a little bit of militia training and GURPS handles that with ease. But there comes a point because you are pressed for time or whatever that you just want to be able to crack open a monster manual, a treasure guide, or an adventure and just run with it. |
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#1066 | |
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Join Date: Jul 2006
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Quote:
The trick is to look at the adventure as a real place existing in that setting. If there is a high priest, priest, and acolytes, an orc sergeant, and orc guards. You figure out what those titles and position mean in the context of your setting. The just plug those elements in lieu of the original. Does this means that some things that are easy become hard and vice versa? Yup it does however the end result well feel more "natural". This is because GURPS even when incorporating the supernatural has a more "rich" and often realistic take on a given genre. It is this richness and realism that one of many of the attractions of GURPS. Why don't you write you own then if you not bothering to replicate the balance of the original modules? Because adventures have maps, descriptions of location, descriptions of inhabitants and their motivations and plots. All of which takes time and energy to come up on your own. However that negated if in addition you feel you have replicate the balance of the mechanics in the original. For example a simple 10' foot pit in GURPS versus D&D. In GURPS a 10 foot is pretty much a fixed effect if there no supernatural abilities involved. In D&D more experienced character can shrug off the effects of a 10' fall far more easy than when starting out at 1st level. Now you could replicate the "balance" by altering the damage and effect of a 10' foot but now you moving away from GURPS' realism and the question can be legitimately raised "Why not just use the original system?" This is the basis of my criticism of Dungeon Fantasy starting out with 250 point templates. I am far more interested in Dungeon Fantasy with 125 point characters as it a very different kind of challenge than what I get with my D&D campaigns even when using the same adventures. |
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#1067 | |
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Join Date: Apr 2005
Location: France
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But how many of these worlds has been developed enough to attract newcomers, that it (in my humble opinion) to be played without hours of preparation work? |
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#1068 | |
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Join Date: Apr 2005
Location: France
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If the Basic Roleplaying System is one of the most famous roleplaying systems in France (the second most famous one, just after the D20 one), it is for one reason:
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#1069 | |
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Join Date: Aug 2004
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#1070 | ||
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Join Date: Apr 2005
Location: France
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So, the question may be: do we want to be as attractive as the BRP system (for instance; or as any other universal roleplaying game which attracts newcomers and regularly win awards), or do we want to go on complaining that GURPS doesn't sell very well - and that it is not really liked, except by GURPS fans and people who play with them. Don't misunderstand me. I play GURPS and my players like my games. As long as I am the GM and as long as I do all the preparation work for them (and the rules explanations when they need it). None of them has ever wanted to be a GURPS GM, even with GURPS Lite. When I am a player, it is always with another system. Last edited by Gollum; 08-16-2017 at 03:45 PM. |
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