|
|
|
#11 |
|
Join Date: Aug 2004
Location: traveller
|
|
|
|
|
|
|
#12 | |
|
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
|
Quote:
And it would be interesting to use only simple spells so you don't have to take the book to remember what the spell does. |
|
|
|
|
|
|
#13 |
|
Join Date: Oct 2006
Location: Chagrin Falls
|
I've often though about a bunch of 5ish page GLite 'setting templates' that would provide the extreme basics for common adventuring genera
Old West Supers Modern Zombies Victorian Cabal (Mummy, Vampire, Jekyl & Hyde stuff) Space Trader (Firefly, Traveller) Spec-Ops etc. All with page references to the real books so when a group is ready to move into full GURPS it easy to translate, and to serve as constant reminders that the good crunch is right around the corner.
__________________
Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
|
|
|
|
|
#14 |
|
Join Date: Sep 2010
Location: Cedar Falls, Iowa
|
Wonder why? Did they give any reason? On the surface, it'd seem like they'd love to have submissions like that, even if they did require some editing (how much would it cost for one of the main writers to spend an hour or two editing a 5 page document?).
|
|
|
|
|
|
#15 |
|
Join Date: Dec 2010
Location: Seattle
|
Enough good free content and no one will buy any longer. I think that might have something to do with it. Whereas Lite + a few pages of homebrew will support a specific game just fine, but won't detract from sales -- many GMs do similar work in handouts for players before introducing new campaigns.
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
|
|
|
|
|
#16 |
|
Join Date: Apr 2011
|
Another cool result of GURPS Lite is that one fan can propose and GM a game. The other players, who play D&D4 or White Wolf (and are perhaps dissatisfied?) get to play GURPS without buying books to get started. Once they're hooked, they buy the basic set and become GURPS players.
This is pretty much what I'm doing ATM. I have a big library of books, but my players only need Lite to get started in my campaign. I can't believe we're on page 2 without asking this, but David, where is your new FLGS? I'm sure players in your area will love frequenting a SJGames-friendly store. |
|
|
|
|
|
#17 |
|
Join Date: May 2012
|
I'm brand new to GURPS, and I got into it specifically because my gaming group wants to do superheroes for our next campaign, and one of us had heard that GURPS Supers is the best implementation of that.
So, I did a little research, and bought the minimum set of books for that: Basic Set, Powers, and Supers. That was about a month ago, and I've now waded through most of the 2000 or so pages of material... and criminey, this thing is complicated! Attributes, advantages, skills, powers, talents, techniques, maneuvers... oh, bog! I've seen numerous suggestions on the net that GURPS is like a cow: you shouldn't try to swallow it all at once. GURPS Supers has one useful suggestion: ignore talents, and replace most of the detailed skills with wildcard skills (like Science!). OK, that's a good start, but it's still too much. Even if I invest long hours in wrapping my head around it, my players are never going to go for it. So I've just re-read GURPS Lite, and it seems like a very playable system for normals. If there were a "Supers" supplement to this, it would be ideal for my group's first campaign. I'd love something 20 pages or less, that adds super powers to what's in GURPS Lite, without adding any more new concepts than absolutely necessary. Has anybody tried to extend Lite in the Supers direction? Any suggestions for a newbie on how to approach this? Thanks, - Joe |
|
|
|
|
|
#18 |
|
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
|
I wonder, though, if it would benefit SJG to produce genre expansions for GURPS Lite, sort of like what Wellspring seems to be looking for, and just sell them on w23 as pdfs. They wouldn't be free, and they wouldn't have nearly the same options as full GURPS, but they'd let new GMs and players ease into the game before going whole-hog with the full Basic Set and sourcebooks.
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
|
|
|
|
|
#19 |
|
Join Date: Nov 2008
Location: Yukon, OK
|
I dont think Supers would do well as a Lite book.
A template series like the DF line would be nice but there is too much content and variety in the Supers genre for a lite version to be very satisfying. More specifically for you starting a new campaign I recommend the following.
|
|
|
|
|
|
#20 |
|
Join Date: Jun 2006
Location: The Great White North
|
Yeah, after WotC came out with SRD20, it was all they could do from going bankrupt.
Not.
__________________
How do you keep a fool busy? Turn upside down for answer. ˙ɹǝʍsuɐ ɹoɟ uʍop ǝpısdn uɹnʇ ¿ʎsnq ןooɟ ɐ dǝǝʞ noʎ op ʍoɥ |
|
|
|
![]() |
|
|