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TypewriterLove

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Since: Jul 31, 2006
Posts: 13



(Msg. 1) Posted: Tue Aug 01, 2006 11:00 pm
Post subject: GURPS-ifying an idea...
Archived from groups: rec>games>frp>gurps (more info?)

In another topic, I solicited suggestions about possible settings.

It kind of got the wheels turning regarding other concepts that I'd
had, some of which might work as a campaign setting, a game world of
it's own right.

I've never really gone into that kind of work, particularly for GURPS.
Has anyone out there designed worlds for their GURPS games? If so, any
suggestions about things it would be good to be cognizant of? Such as
stats for weapons, for example?

Where to begin? I find the rulebook to be fairly vague on that respect,
though it certainly does show you some differences between...

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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 2) Posted: Wed Aug 02, 2006 4:55 am
Post subject: Re: GURPS-ifying an idea... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

TypewriterLove wrote:
> In another topic, I solicited suggestions about possible settings.
>
> It kind of got the wheels turning regarding other concepts that I'd
> had, some of which might work as a campaign setting, a game world of
> it's own right.
>
> I've never really gone into that kind of work, particularly for GURPS.
> Has anyone out there designed worlds for their GURPS games? If so, any
> suggestions about things it would be good to be cognizant of? Such as
> stats for weapons, for example?
>
> Where to begin? I find the rulebook to be fairly vague on that respect,
> though it certainly does show you some differences between...

I didn't design Ärth with GURPS in mind (although I did try, in vain, to
GURPSify Quest FRP), but my approach was to start out with the lines of
conflict in the setting. The issues of disagreement. The sides in
various clashes of culture/opinion. The end result is a world that runs
of itself, without the need for the GM to stick his big, ugly hand into
it to push things along.

(Of course Ärth in particular is expected to only be fun and playable
for a human generation or so. I'm pretty sure that once it reaches 1030
or 1040 AD, it will be much less desirable to play in, or to GM. But
that's a lot of realtime into the future.)

--
Peter Knutsen
sagatafl.org

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Ben Finney

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Since: Jul 31, 2006
Posts: 55



(Msg. 3) Posted: Wed Aug 02, 2006 6:55 am
Post subject: Re: GURPS-ifying an idea... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"TypewriterLove" <jmehmel DeleteThis @gmail.com> writes:

> Has anyone out there designed worlds for their GURPS games? If so,
> any suggestions about things it would be good to be cognizant of?
> Such as stats for weapons, for example?

GURPS Basic Set (Fourth Edition) _Campaigns_ covers this.

At the back is a "Campaign Planning Form". You should have answers for
all the questions asked there even if you don't write them down.

Chapter 19, "Game Worlds": Most of this chapter is heavily applicable
to your current task.

In particular, decide where the characters will begin, and where you
expect them to spend a lot of their adventuring time. Make a Job Table
for the home area.

Chapter 15, "Creating Templates": Make any racial templates for the
races in your world. Make any occupational templates appropriate for
the characters you want to see.

Give enough variety in templates to support your players in making
characters to match your game world; but leave plenty of scope for
them to come up with their own ideas and surprise you.


After that, it's up to you how much planning you want to do before
beginning play.

Remember that the more planning you do, the more you risk a lot of
that work never being used or becoming obsolete as the players give
you more of an idea how you want things to go.

On the other hand, if you don't do much planning you're leaning
heavily on your ability to improvise convincingly, and for the players
to trust you enough to do this.

--
\ "Quidquid latine dictum sit, altum viditur." ("Whatever is |
`\ said in Latin, sounds profound.") -- Anonymous |
_o__) |
Ben Finney
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Elvis

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Since: Jan 25, 2006
Posts: 75



(Msg. 4) Posted: Thu Aug 03, 2006 6:40 am
Post subject: Re: GURPS-ifying an idea... [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Ben Finney wrote:
> "TypewriterLove" <jmehmel.RemoveThis@gmail.com> writes:
>
> > Has anyone out there designed worlds for their GURPS games? If so,
> > any suggestions about things it would be good to be cognizant of?
> > Such as stats for weapons, for example?
>
> GURPS Basic Set (Fourth Edition) _Campaigns_ covers this.
>
> At the back is a "Campaign Planning Form". You should have answers for
> all the questions asked there even if you don't write them down.
>
> Chapter 19, "Game Worlds": Most of this chapter is heavily applicable
> to your current task.
>
> In particular, decide where the characters will begin, and where you
> expect them to spend a lot of their adventuring time. Make a Job Table
> for the home area.



SETTINGS? Xanth! Xanth! Xanth! I'll take "Always Employed ; has single
Magical Ability
Reliable, at Village Elder Level" & not the CROCK "Find Magical Path,
Village Elder Level", when in that Campaign EVERYBODY was allowed to
Arrrrgh! Find Magical Paths
100% of the time except OVER the Gap!!! Arrrgh!
>
> Chapter 15, "Creating Templates": Make any racial templates for the
> races in your world. Make any occupational templates appropriate for
> the characters you want to see.
>
> Give enough variety in templates to support your players in making
> characters to match your game world; but leave plenty of scope for
> them to come up with their own ideas and surprise you.
>
>
> After that, it's up to you how much planning you want to do before
> beginning play.
>
> Remember that the more planning you do, the more you risk a lot of
> that work never being used or becoming obsolete as the players give
> you more of an idea how you want things to go.
>
> On the other hand, if you don't do much planning you're leaning
> heavily on your ability to improvise convincingly, and for the players
> to trust you enough to do this.
>
> --
> \ "Quidquid latine dictum sit, altum viditur." ("Whatever is |
> `\ said in Latin, sounds profound.") -- Anonymous |
> _o__) |
> Ben Finney
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