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Old 10-13-2004, 05:40 PM   #1
garyb
 
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Default GURPS MIDNIGHT Conversion

If there are any Midnight fans that's be interested in helping with the load toward a GURPS Conversion of this AWESOME background please let me know here...

I'm going to review the main book in the next couple of days and see if we can divide the work up, as not to duplicate each other's work...

I also think converting the 'Book of Sorrows' is equally important...

For those not aware of this great game check out:

http://www.fantasyflightgames.com/midnight.html


Bueller...? Bueller....? Beuller..? ...anyone? :)

Last edited by garyb; 10-13-2004 at 05:42 PM. Reason: spelling
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Old 10-13-2004, 06:16 PM   #2
errant42
 
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Default Re: GURPS MIDNIGHT Conversion

I'm definitely interested in the idea. I don't have the book, nor do I have a FLGS ... so I don't know all that much about the setting as it stands. I've been working my way through the website (which is pretty good, btw), and I might be able to get my hands on a copy of the book in a few weeks.

That said, I've got pretty small amount of free time on my hands these days. If someone else can spearhead the project, I'll contribute as I can, but I probably won't be a driving force in the effort.
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Old 10-13-2004, 08:26 PM   #3
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Default Thoughts on the GURPS MIDNIGHT Conversion

I think first thing is to prioritize what needs to be conveted rules wise... the setting will be easy. Here are rules things that come to mind right away (with some quick notes):

1. Classes- I don't think these need to be converted except maybe as templates to show a typical "Wildlander," for instance, would be like. In fact, any class can learn magic in the game though feat selection. It seems like the FFG writers kind of felt like class and magic don't really cross.

2. Racial templates
will have to be made.

3. Heroic Paths- are they needed? I think they were added to Midnight for a couple of reasons... to make player's characters more differentiated than in DnD and try to overcome the "you get what every other fighter gets" mentality that class based systems use to limit choice in favor of game balance. Also, it adds a level of toughness to compensate that it is such a low-magic d20 world. You are not going to have a party filled up with Rings of Protection, +2 Swords and Wands of Fireballs. I would say either chuck them completely, or if everyone thinks they are part of the feel of the system, let everyone choose one and then be able to buy supernatural advantages based on their "bloodline." For example, Feyblooded (from the example on the site) could buy abilities that allow them to "...change their appearance, disappear from view, and affect others with their charismatic presence." So, I might choose an Affliction attack that works as a charm spell and another advantage that lets me blend in to the background like a chameleon. However, I would not be able to take an Innate fire attack because it doesn't fit the Feyblood type. By making it guidlines you let the players design their Heroic Path without telling them what to take.

4. Magic- I think that GURPS: Magic will work well, though new spells may need to be converted and some spells may need to be eliminated.

That's some inital thoughts. Let's work on this, I think it will be great.

--Eric

Last edited by stilleon; 10-13-2004 at 08:38 PM.
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Old 10-13-2004, 09:40 PM   #4
garyb
 
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Default Re: Thoughts on the GURPS MIDNIGHT Conversion

Quote:
Originally Posted by stilleon
I think first thing is to prioritize what needs to be conveted rules wise...
Stilleon,

Furthermore, there is the enemy and their faith... which actually works! ...their God walks the earth...

There is also the matter of how items work... Magic Items are things of great power that usually grow in power with their owner's growth...
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Old 10-13-2004, 09:42 PM   #5
stilleon
 
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Default Re: Thoughts on the GURPS MIDNIGHT Conversion

Quote:
Originally Posted by garyb
Stilleon,

Furthermore, there is the enemy and their faith... which actually works! ...their God walks the earth...

There is also the matter of how items work... Magic Items are things of great power that usually grow in power with their owner's growth...
For magic items I'd look to GURPS: Celtic Myth about the magic items that gain power from the people and events they take part in. I should have it somewhere.

True. Add this to the list. Let's just remember to not consider a straight conversion, but creating rules that get the style.

How would their clerics get their power? Hmmmm....

(Gone to the can to think about it)
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Old 10-13-2004, 09:47 PM   #6
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Default Re: Thoughts on the GURPS MIDNIGHT Conversion

Quote:
Originally Posted by stilleon
For magic items I'd look to GURPS: Celtic Myth about the magic items that gain power from the people and events they take part in. I should have it somewhere.
While I don't know where the heck my book is, here is the Pyramid article:

http://www.sjgames.com/pyramid/login...e.html?id=1648
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Old 10-13-2004, 10:45 PM   #7
errant42
 
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Default Re: Thoughts on the GURPS MIDNIGHT Conversion

Quote:
Originally Posted by stilleon
3. Heroic Paths- are they needed? I think they were added to Midnight for a couple of reasons... to make player's characters more differentiated than in DnD and try to overcome the "you get what every other fighter gets" mentality that class based systems use to limit choice in favor of game balance. Also, it adds a level of toughness to compensate that it is such a low-magic d20 world. You are not going to have a party filled up with Rings of Protection, +2 Swords and Wands of Fireballs. I would say either chuck them completely, or if everyone thinks they are part of the feel of the system, let everyone choose one and then be able to buy supernatural advantages based on their "bloodline." For example, Feyblooded (from the example on the site) could buy abilities that allow them to "...change their appearance, disappear from view, and affect others with their charismatic presence." So, I might choose an Affliction attack that works as a charm spell and another advantage that lets me blend in to the background like a chameleon. However, I would not be able to take an Innate fire attack because it doesn't fit the Feyblood type. By making it guidlines you let the players design their Heroic Path without telling them what to take.
Agreed ... basically, a heroic path is an unusual background that allows a character to buy certain (specific) advantages and skills that aren't available to others. Several of the traits from the sample heroic path are spells, so we'd have to decide if we wanted to model the spells as advantages, or give them as innate spell skills. I'd tend to prefer the innate spell skills, but it could work either way.
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Old 10-13-2004, 11:46 PM   #8
garyb
 
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Default Re: GURPS MIDNIGHT Conversion

Here a GREAT site with some interesting and FREE stuff for Midnight...
on it you can download the The Tome of Sorrows supplement...

http://www.againsttheshadow.org/
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Old 10-14-2004, 06:13 AM   #9
The Cardinal
 
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Default Re: GURPS MIDNIGHT Conversion

I'm the author of the GURPS 3e Midnight conversion which can be found here
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Old 10-14-2004, 07:09 AM   #10
garyb
 
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Default Re: GURPS MIDNIGHT Conversion

Quote:
Originally Posted by The Cardinal
I'm the author of the GURPS 3e Midnight conversion which can be found here
Wow! Excellent! ....thanks... I was excited too, but are you going to convert your conversion to 4th edition?
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