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Re: GURPS Fantasy
Wed, August 29, 2007 - 12:17 PMI play GURPS Fantasy, but also many other "worlds" as well.
I tend to like to mix and match in a very "Thundarr the Barbarian" kinda way.
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Re: GURPS Fantasy
Mon, September 10, 2007 - 6:50 PMI play in a fantasy setting. But only use GURPS Fantasy as an occasional reference. Why? -
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Re: GURPS Fantasy
Sun, September 16, 2007 - 9:05 PMI play in a fantasy setting. But only use GURPS Fantasy as an occasional reference. Why?
The why is that I am Playing a D and D game. i dislike the idea of going out and paying money for the 4th edition of the game. -
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Re: GURPS Fantasy
Wed, November 14, 2007 - 7:18 PMI can not stress enough how much better GURPS is for fantasy RP.
I have recently started up a D&D game at the store I work at, I find the system so limited and the character development very restrictive. Thankfully I have a gang of good players and the old 'hack-n-slash' is not the focus. I am skeptical of the upcoming 4th edition, I fear it is just another money maker for the company and not a quality product.
GURPS Fantasy is a quality product and one of the best books I've picked up in the last year. It provides the basics for most fantasy sub-genres. However it is not really required to run a good fantasy game with the system. I'd recomend the GURPS core books and Magic if you want to play in a magical setting of any sort. I'd advise picking and chosing the magic you use in your world carefully, I recomend a very low number of powerful casters and limit the magic by restricking access to spells or by having low manna levels. Unless you like playing in wierd and wonderful places. The Magic book applied in intirerty to any one world setting creates some very fantasticl settings.
With GURPS you really nead a GM who will put the effort into developing his own world and adventures. But I'm guessing you might know this. -
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Re: GURPS Fantasy
Sun, November 18, 2007 - 4:45 AMGURPS Fantasy is a quality product and one of the best books I've picked up in the last year. It provides the basics for most fantasy sub-genres. However it is not really required to run a good fantasy game with the system. I'd recomend the GURPS core books and Magic if you want to play in a magical setting of any sort. I'd advise picking and chosing the magic you use in your world carefully, I recomend a very low number of powerful casters and limit the magic by restricking access to spells or by having low manna levels. Unless you like playing in wierd and wonderful places. The Magic book applied in intirerty to any one world setting creates some very fantasticl settings.
With GURPS you really nead a GM who will put the effort into developing his own world and adventures. But I'm guessing you might know this.
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Thanks for this opinion. I find it very useful. :)
Achbar
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Re: GURPS Fantasy
Thu, February 12, 2009 - 6:47 AM.
. If by GURPS Fantasy you mean using the book, not really. We have a dual GMship. One runs while the other joins the other players as a character, then we swap out as adventure winds down.
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. We have agreed to basic tenet of the world environs, yet operate in entirely different areas of the world. The likelihood of a TL3 with magic civ reaching across the sea is slight. The intergalactic star cruiser that essentially did and emergency ditch on the far side of the world is not well established enough to move beyond there intial landing ground more than a few hundred leagues as yet. (Think of the Lost scenario, how many passengers on a TL9-10 luxury spaceliner would excel when reduced to limited access to tech in what is otherwise largely a TL2-3 world?
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. Add to that the starfield, when viewd from the planet surface, is erratic, thus sextants fail to function, and the magnetic core is erractic rendering comapasses useless.
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