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Since: May 03, 2005 Posts: 395
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(Msg. 31) Posted: Wed Aug 09, 2006 8:55 am
Post subject: Re: Ten books [Login to view extended thread Info.] Archived from groups: rec>games>frp>gurps (more info?)
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mcv wrote:
> "Peter Knutsen (usenet)" <peter.RemoveThis@sagatafl.invalid> wrote:
>>I prefer boxes because you get all the text on one page. With sidebars,
>>you sometimes had to turn the page to continue reading.
>>
>>I imagine that there was also a certain pressure, before boxes were
>>invented, for authors to make each side bar contain roughly the same
>>amounf of text, even if it meant leaving out something they'd have
>>preferred to include (Although I don't believe "pad text" was added
>>frequently). Boxes are more flexible.
>
> True. Boxes are probably easier for the author, but I liked the consistency
> of sidebars. Every page had one. If you didn't feel like reading the
> entire bok yet, you could read just the sidebars to get an impression
> and tons of fun little facts and ideas. Sidebars are a bit more
> independent from the main text. Or at least they feel that way to me.
Yes, the side bars did seem to be independent from the main text,
although still dealing with the same subject matter as the chapter they
were found in.
But so can the boxes. And so they do. I suspect that much of the
information that was put in sidebars in 3E (because, as you say, every
page had to have a side bar) is put into the main text today.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Ten books |
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Since: Aug 03, 2005 Posts: 493
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(Msg. 32) Posted: Wed Aug 09, 2006 9:55 am
Post subject: Re: Ten books [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Peter Knutsen (usenet)" <peter DeleteThis @sagatafl.invalid> wrote:
> mcv wrote:
>> All hail Discordia <wyrm_ksc DeleteThis @hotmail.com> wrote:
>>>8. Skills are not grouped.
>>
>> Yeah! I couldn't quite put my finger on what's wrong with the presentation
>> of skills, but this is it. There are too many skills. Grouping them in
>
> I disagree. 4E was a conscious effort, on behalf of Kromm and Pulver, to
> make the best skill list possible, and I think they did very well. They
> trimmed a lot of the ultra-narrow Compendium skills, and they also added
> some new skills, ones which cover activities that were *not* covered
> *at* *all* in 3E.
>
> The only thing missing is categorization, including categorical rather
> than alphabetical presentation.
I didn't mean the total number is too big, I meant it's too big for this
presentation: just a big alphabetical list, covering many, many pages.
Dividing them into smaller categories makes it easier to read.
Other than that, I like having lots of skills.
>> 3e was a Realy Good Idea. It's a lot harder to get an overview of the
>> various skills now, and it's easier to forget an important one.
>
> Buy the official character creation software, and then use Eric B.
> Smith's data files where in the skills are grouped. He didn't follow all
> of the suggestions I gave him, but it'll still be quite good, I'm sure.
I want it in portable, cordless treepulp format.
mcv.
--
Science is not the be-all and end-all of human existence. It's a tool. A
very powerful tool, but not the only tool. And if only that which could be
verified scientifically was considered real, then nearly all of human
experience would be not-real. -- Zachriel >> Stay informed about: Ten books |
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Since: May 03, 2005 Posts: 395
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(Msg. 33) Posted: Wed Aug 09, 2006 10:55 pm
Post subject: Re: Ten books [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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copeab.TakeThisOut@yahoo.com wrote:
> Peter Knutsen (usenet) wrote:
>>mcv wrote:
>>>3e was a Realy Good Idea. It's a lot harder to get an overview of the
>>>various skills now, and it's easier to forget an important one.
>>
>>Buy the official character creation software
>
> Why? After paying some $80 for the two books, why should someone have
> to pay another $20+ to get skills organized the way they should have
> been to start with?
Because it is not just about getting the skill organization, but also
about quicker character creation.
Any RPG rules system that I'd be willing to accept as a player, as well
as many that I wouldn't accept, benefits from computerized character
creation. It speeds up the process overall, and also gives the user a
much more centralized view of what his options are.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Ten books |
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Since: May 03, 2005 Posts: 395
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(Msg. 34) Posted: Wed Aug 09, 2006 10:55 pm
Post subject: Re: Ten books [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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copeab.DeleteThis@yahoo.com wrote:
> Peter Knutsen (usenet) wrote:
>
>>Yes, the side bars did seem to be independent from the main text,
>>although still dealing with the same subject matter as the chapter they
>>were found in.
>>
>>But so can the boxes. And so they do. I suspect that much of the
>>information that was put in sidebars in 3E (because, as you say, every
>>page had to have a side bar) is put into the main text today.
>
> Every page didn't have to have a sidebar. For example, chapters two,
> three, four, nine, ten, and part of six of GURPS Discworld had no
> sidebars. GURPS Traveller didn't have sidebars in parts of chapters
> three, four and six or at all in appendix A & C.
Wouldn't it be much more correct in saying that every chapter didn't
have to have side bars? If a chapter had sidebars, it generally had them
throughout the entire chapter, with relatively few chapters in
relatively few books being exceptions to this rule.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Ten books |
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Since: May 03, 2005 Posts: 395
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(Msg. 35) Posted: Wed Aug 09, 2006 10:55 pm
Post subject: Re: Ten books [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv wrote:
> "Peter Knutsen (usenet)" <peter DeleteThis @sagatafl.invalid> wrote:
>>I disagree. 4E was a conscious effort, on behalf of Kromm and Pulver, to
>>make the best skill list possible, and I think they did very well. They
>>trimmed a lot of the ultra-narrow Compendium skills, and they also added
>>some new skills, ones which cover activities that were *not* covered
>>*at* *all* in 3E.
>>
>>The only thing missing is categorization, including categorical rather
>>than alphabetical presentation.
>
> I didn't mean the total number is too big, I meant it's too big for this
> presentation: just a big alphabetical list, covering many, many pages.
Then I agree fully with you.
> Dividing them into smaller categories makes it easier to read.
And easier to get an overview, and just overall easier. The best
solution would have been to start (or end) the skills chapter with an
table of alphabetized list and then next to each skill mention the
category it is in. Then for the skill descriptons themselves, sort by
categories, and only alphabetically within each category.
> Other than that, I like having lots of skills.
I'm in favour of a large number of skills, but not more than what the
system can handle. GURPS can't handle ultra-narrow skills, hence I'm
opposed to having ultra-narrow skills in GURPS.
>>>3e was a Realy Good Idea. It's a lot harder to get an overview of the
>>>various skills now, and it's easier to forget an important one.
>>
>>Buy the official character creation software, and then use Eric B.
>>Smith's data files where in the skills are grouped. He didn't follow all
>>of the suggestions I gave him, but it'll still be quite good, I'm sure.
>
> I want it in portable, cordless treepulp format.
Use GoogleGroups to grab Eric's post, then make a hardcopy.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Ten books |
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Since: Nov 06, 2004 Posts: 160
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(Msg. 36) Posted: Sat Aug 19, 2006 11:58 am
Post subject: Re: Ten books [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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<copeab.DeleteThis@yahoo.com> wrote in message
news:1154678231.557148.124110@b28g2000cwb.googlegroups.com...
> Excluding the core books (Characters and Campaigns for 4e and Basic
> Set, Compendium I and Compendium II for 3e), if you could only have ten
> GURPS books, what would they be? Only rule is that the book must
> actually exist (no wishlisting).
>
> For me, in no particular order:
>
> * Hellboy
> * WWII
> * Discworld
> * Horror 2e (I prefer monsters in Bestiary format, plus there are the
> sections on generic firearms, Victorian London and the 1920's)
> * Space 3e
> * Vikings 1e
> * Traveller 2e
> * Cliffhangers 2e
> * Deadlands: Weird West
> * Dinosaurs (a more useful bestiary than Bestiary, plus cavemen)
>
> Even without the free core books, this list wouldn't be likely to
> change, as Hellboy and WWII have sufficient playing rules (and basic
> psi rules in Hellboy) for my purposes.
>
> Brandon
>
Nooooo! >> Stay informed about: Ten books |
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Since: Feb 26, 2005 Posts: 657
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(Msg. 37) Posted: Sun Aug 20, 2006 3:35 am
Post subject: Re: Ten books [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Warren Okuma wrote:
> <copeab.RemoveThis@yahoo.com> wrote in message
> news:1154678231.557148.124110@b28g2000cwb.googlegroups.com...
> > Excluding the core books (Characters and Campaigns for 4e and Basic
> > Set, Compendium I and Compendium II for 3e), if you could only have ten
> > GURPS books, what would they be? Only rule is that the book must
> > actually exist (no wishlisting).
> >
> > For me, in no particular order:
> >
> > * Hellboy
> > * WWII
> > * Discworld
> > * Horror 2e (I prefer monsters in Bestiary format, plus there are the
> > sections on generic firearms, Victorian London and the 1920's)
> > * Space 3e
> > * Vikings 1e
> > * Traveller 2e
> > * Cliffhangers 2e
> > * Deadlands: Weird West
> > * Dinosaurs (a more useful bestiary than Bestiary, plus cavemen)
> >
> > Even without the free core books, this list wouldn't be likely to
> > change, as Hellboy and WWII have sufficient playing rules (and basic
> > psi rules in Hellboy) for my purposes.
> >
> > Brandon
> >
> Nooooo!
Nooooo?
Brandon >> Stay informed about: Ten books |
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