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#21 |
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Join Date: Feb 2005
Location: Austin Texas
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I'm making several moves to encourage GURPS as a system of choice with those I game with.
GURPS lite + I've been creating a fantasy addon for GURPS lite for my gaming group. It works like this. The players can choose templates that use all the books I own and they can use any other advantage and disadvantage from GURPS lite. There is a powers based magical path system that the characters can choose from as well. The add-on is about 10 pages and allows characters to play in a specific fantasy world vaguely designed to imulate magic found in many video games and fantasy novels. (Designed to encourage my son to try his hand at playing games more seriously and possibly form a game with some friends). Converting my primary gaming world to GURPS (it was a generic DnD world and I'm working to convert it to a playable world for GURPS) Using GURPS ultralite for most of my pickup games GURPS ultralite gets players used to a be thinking about the dice dynamic in GURPS and makes a good starting point to step them up to GURPS lite. I have decided that I will create lists of usable advantages, disadvantages and skills when creating games as well page references. If its not on the list you can't have it. They will probably all be organized like the skill category chart. I will create templates groups that separate out attribute costs but tell the minimum but are relatively low cost and combinable. So that say if you purchase the warrior and the mage template you are a warrior mage. But if you purchase the warrior template base and improve the skills attached you are a more scary warrior. Some of these are done some are not but I'm trying.
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He stared out in the distance to see the awesome might of the Meerkat war party. |
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#22 | |
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Join Date: Jun 2006
Location: The Great White North
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And that's what I mean when I said magic is all or nothing. As soon as you say "magic" everything else gets ignored. If you place restrictions on magic, they get ignored. If you try to enforce them, you get, "Lighten up, dude, it's just a game." In other words, they get ignored. You either get the whole chapter on magic or you don't do magic at all. It's all or nothing. Everything else gets ignored.
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How do you keep a fool busy? Turn upside down for answer. ˙ɹǝʍsuɐ ɹoɟ uʍop ǝpısdn uɹnʇ ¿ʎsnq ןooɟ ɐ dǝǝʞ noʎ op ʍoɥ |
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#23 | |
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Join Date: Nov 2005
Location: Yelm, WA
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Trentin C Bergeron (trechriron) |
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#24 | |
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Join Date: Sep 2004
Location: Medford, MA
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Players ignoring GM guidelines for character creation is a player problem, and a big one...but it would be in any game system. Oh and on two the other thing you don't like Combat, 3e named their two big combat flavors in the Basic set Basic and Advanced, they decided to ditch the nomenclature because some people were offended or confused. Those two flavors are still in 4e...Ch 11 Combat is basiclaly 3e's Basic Combat and Ch 11+12 (Tactical Combat) is 3e's Advanced. If you want 3e Basic combat in 4e, you just use Ch 11 without Ch 12. That is the same system. Generally GURPS is about options. It is a modular system. You, as a GM, decide which parts you want to use. As with Magic, so with combat. And yes, GURPS is a bit more simulationist that other games, but you can choose not to use most of those options. Just use Ch 11, no map, no hit location, don't use anything from Martial Arts. Last edited by trooper6; 11-01-2009 at 09:38 AM. |
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#25 |
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Join Date: Aug 2007
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Darn. 2 hours away by car (Titusville-Cocoa area) is too far.
We probably have even fewer gaming shops than you do. For most purposes everyone I know who games is in "post FLGS mode".
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Fred Brackin |
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#26 | ||
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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I know that I can set up a Gurps game with what I got. I can't help people I've never seen or even talked to to get a game running. If someone pops a question on the forum, I can try to help out; but I doubt that me preassembling a package will actually help anyone. Anyone smart enough to grab that package is also smart enough to search the forums, or start a thread asking for advice. Quote:
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#27 | |
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Join Date: Jun 2006
Location: The Great White North
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If all the players don't want to play with the GM's creation rules, then it's the GM who must adapt. Forcing players to do something they don't want to do means they'll just drop out. Then were would you be?
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How do you keep a fool busy? Turn upside down for answer. ˙ɹǝʍsuɐ ɹoɟ uʍop ǝpısdn uɹnʇ ¿ʎsnq ןooɟ ɐ dǝǝʞ noʎ op ʍoɥ |
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#28 | |
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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I mean, in the same way a player can't just stat up a PC in Shadowrun with 76 Essence, or a WoD Vampire with Celerity 12, or whatever. It's just not on the table (unless the GM puts it there).
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#29 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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And my ability, as a GM, to say what is and what isn't acceptable is critical to my ability to run the campaign I promised. If I'm running a Transhuman Space campaign, should I be required to let the PCs have magic, or psi powers? If I'm running a campaign set in the astral plane of GURPS Cabal, should I have to allow automatic weapons to work? If my concept for the campaign involves teamwork, do I have to allow a player to run a sociopathic loner who hates his teammates and is willing to betray them? I think not. I will spend as much time as is needed to help a player build a character that they like within the constraints of a campaign's premises. But if a player doesn't want to accept that as GM I have the right to do that, they are welcome to find another GM. "I don't think that rule is the best way to achieve the campaign you said you wanted" is a legitimate argument. "It's in the book, so I should be allowed to take it" is not. GURPS is a system designed to run games in many different settings and genres and styles; for any given campaign, there are rules that fit it like tap dancing shoes on an octopus. Choosing the appropriate options is part of the GM's job. Bill Stoddard |
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#30 | |
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Join Date: Sep 2004
Location: Medford, MA
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If the players all want to play a game where they are evil and torture and kill innocents, and the GM doesn't want to run a game like that, the GM doesn't have to adapt. If the GM is not okay with that game, and the players refuse to play something different, then the player and the GM are not compatible and the GM should find players he is compatible with. GURPS, more than many games, is based on the idea of GMs making choices. Because the game gives multiple options, and many of them are mutually exclusive. Gritty realistic and supernatural silly don't work together, so the GM has to be able to limit choice to get a game that works. If your players refuse to accept any limitations on the standard magic system at all and you, for some inexplicable reason, want to continue playing with them, don't use the standard magic system. Use Path/Book or Symbol Magic, or Magic as Powers. Part of being a good GM is creating a world framework. Part of being a good player is accepting that framework. Is there negotiation sometimes? Sure, but it doesn't sound like your players are negotiating, they are demanding to do whatever they want. And really this is not just a GURPS problem. In D&D, GMs are within their right to say, No Evil characters...or we aren't using any splat books, only stuff in the basic three books. In Vampire I regularly had storytellers that said, Camarilla only. Or, no...you can't play a werewolf. Players who won't accept that in this game world these spells aren't available...or only what in the Basic set...or no, you can't be a Psionicist in this game...or no you can't be a cop in this mafia game or whatever...those players are problems. Last edited by trooper6; 11-01-2009 at 10:47 AM. |
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| Tags |
| bring the gurps, diatribe, fanbase, gurps fan, opinion |
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