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#1461 | ||||
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Join Date: Sep 2004
Location: Vancouver, BC, Canada
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More seriously, although everything you're saying about DnD is super interesting, it's also, as you mentioned, a special case because of how giant DnD is. I think it's more realistic to, instead, take lessons from more, ahem, normal successes. For instance: FATE and Savage Worlds? First, are they even more popular as GURPS? (I've got no idea, frankly... it feels like they are but it's just based on anecdotal evidence). One has an SRD/OGL and the other not, so that probably doesn't play enough of a role that it can't be balanced by other factors. To me (again, gut feeling) it feels like they are successful because they model their product line on gamers' profiles, i.e. a small part are toolbox tinkerer, and a majority just want a ready-to-play game. As a result, you have a few "toolkit" sourcebooks, but a bigger bunch of world/setting books. GURPS did that at some point with THS, WW2, etc... but it looks like they mostly gave up and figured that they would only cater to the toolbox tinkerers... frankly I originally expected things like After The End or Monster Hunters to be fixed settings, but they turned out to be specialized toolboxes... which is totally fine (I'm partially in the "toolbox tinkerer" market myself) but, well, it's not "what GURPS needs....now" IMHO (assuming what it "needs" is to grow its fan base by attracting other types of gamers... nobody really challenged this premise... maybe what it "needs" is to create more toolbox tinkerer gamers and otherwise keep specializing in that corner). Quote:
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Plus, it's not "just" about Basic Set + Space -- you still need to pick which parts to use and not use, figure out what kind of "feel" you want for your game in terms of how spaceships behave, whether space dogfights are a thing, how gun fights in space station corridors are like, aliens or not, robots or not, how far human colonization went, how much politics vs action, what are the main factions and NPCs, etc... world building, while super fun, is easily the biggest time sink, and even if you instead adapt something existing (like, say, The Expanse or Star Wars) you still will need to spend a lot of up front prep time to, well, adapt all that stuff in terms of GURPS rules. It's a lot of work, there's no "just" in this. That's why most people delegate that to professional game designers and get it all neatly packaged in book. Last edited by lordabdul; 07-07-2019 at 11:59 AM. |
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#1462 |
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Banned
Join Date: Mar 2006
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My problem with DF, as a line of product, is that all (or close to it) of those races & templates exist in GURPS Fantasy, all you need do is add a couple hundred points to PCs, & you get the same effect for nothing. Therefore, it's a waste of time & resources as a product line for the buyers. Other, better stuff could have been produced instead. How it became popular & actually made money despite those facts is utterly mystifying to me. I just don't get it, and I never will. Pre-worked powers, on the other hand, are time savers, so I can see how that's a thing. I can at least understand someone buying that. But, since the same races & templates existed in Fantasy, and all you needed to do was add 150 starting points to play something akin to DF - yeah, that's a total waste of time & resources to anyone with the sense to understand that.
Last edited by namada; 07-07-2019 at 12:08 PM. Reason: Fixed typo |
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#1463 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Choice paralysis in GURPS is a definite thing because there are so many options and those templates help the player focus and choose more quickly.
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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 |
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#1464 |
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Join Date: Jul 2010
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This is my first post on this forum. I made an account specifically to post my thoughts on this matter.
I bought the Basic Set about 10 years ago. I have never played GURPS. I just bought a copy of DFRPG and will try to pitch it to my players as soon as I familiarize myself with it. Here are the things that kept me from trying GURPS using the Basic Set: 1. The books are wonderfully written reference books that fit any and every setting. But, to go from "I want to play" to "I am ready to play" will take a 2-3+ page document describing what stuff from the Basic Set is available and which rules we are using/not using. 2. Players are lazy and will not read the Basic Set. They will not read my 2-3 page document. They will not even read their spells when playing DnD. So, Templates are a must have, but will require me to write up a bunch of templates in a system I'm not familiar with. 3. After all that, the game might not be a good fit, and I'll have to scrap all that work. It is absolutely true that GURPS is a toolkit system. But what I need to be able to sell that toolkit is a pre-designed structure that my players can build with that toolkit. Without that, there is a bunch of work I have to do "on speculation," so to speak. As a comparison, I can pick up a Savage Worlds setting, give it a quick read through, and go. The only other hurdle to me picking up GURPS was that I could not find DFRPG in print for several months. I am aware that PDFs are a thing. I do not like using them -- just personal preference. So, what would I like to get other players into GURPS? Well, DFRPG is a great start. I would also love a sci-fi book. Something that has character creation rules, a fairly simplified set of game rules, space ships and rules on how to fly them and fight with them, and a short adventure that highlights the core activities you would be doing in this mini-setting. I'm aware that I could build all this. I would just really like not to have to. |
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#1465 | |
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Join Date: Aug 2004
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Sure, the pros put out some stuff I could have created from older books, but a line like DF offers lots cool ideas that I definitely wouldn't have come up with on my own. Players get to benefit from ideas by Sean and other talented writers, not just my own limited brain-drippings. (As support for the "let the pros work it out" concept, I'll note that D&D has always been "here's a ready-to-play game", and never "here's a toolbox; build your own game". It seems to do pretty well commercially.) As a side item, there's also the matter of RPG books as an art form. The DF line comes from good artists (i.e., designers/writers). It's not just fun to play, it's fun to read, too. For some gamers, that alone is worth the purchase. Actually, the "why do people like DF?" discussion doesn't interest me much; they clearly do, and so the project was clearly a good idea, and that's where it stands. But changing topics to potential future directions: I see calls up above for "space opera boxed set" or some such. It comes up a lot, it's been discussed a lot, it sounds like fun, and sure, I'd probably be one of the first to back a project like that . . . but I wonder, is there good reason to think it'd be a business success? Are there other space opera properties out there drawing attention and $$? Is the timing right for this, for particular reasons? I'm not suggesting it's a bad idea, commercially. Just wondering, as I really have no idea.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#1466 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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I should mention that there were other "here's a ready-to-play game" that have their fans but didn't get to the level of D&D. Get a copy of the old Dragon magazine CD ROM and look over the ads and realize how many of the games are even less well known then GURPS (or are even in print anymore). Aftermath!, Chivalry and Sorcery, Daredevils, and Flashing Blades are just a sampling of what was back in the 1980s. Then you have the vapor games like K Society's Anywhen which comes off as a GURPS want a be. |
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#1467 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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No direct reason, which is one of the reasons they haven't done it. Dungeon crawling fantasy is by a huge margin the most successful ttrpg genre, which is why they started there, and when it developed that it wasn't a smashing success, that rather cooled enthusiasm for any second box set.
That said, there would seem to be a market for such a thing. Space adventure is a reasonably popular second-tier genre; there's no dominant player, but Traveller looks like it will never die, and there's been a succession of other such games. And GURPS has a reasonably well developed infrastructure for space adventure games, with lots of parts from Ultra-Tech to all manner of relevant rules in the Action series which could be pressed into place. That said, if such a space adventure product or series to be written, I wouldn't expect it to be kitchen sink space adventure. Rather, I'd expect a game about something fairly focused: space marines fighting aliens (hence the recurring talk about "Bug Hunt"), space merchants, or the like instead of fairly open-ended "space opera."
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#1468 | |
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Join Date: Sep 2004
Location: Vancouver, BC, Canada
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#1469 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Pretty sure that ran out several years ago. There's some kind of arrangement whereby old GT works are still being sold, but the publisher listed is Far Future Enterprises, not SJ Games.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#1470 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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I suspect SJG has something like what they appear to have for Conan - they can keep the old stuff "in print" but not make anything new (ie upgrade to 4e) without agreeing to a new license. Stuff that SJG doesn't have the license for anymore is only available from resales. Last edited by maximara; 07-07-2019 at 07:37 PM. |
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