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Any old timers out there willing to help with a Master's thesis?
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<blockquote data-quote="John Dallman" data-source="post: 7924350" data-attributes="member: 6999616"><p>Depends on the system. For the D&D I still play, which is oD&D and AD&D1e, yes, there is a lot of house-ruling, because it's necessary to cope with gaps in the systems, and places where the rules are either incomprehensible or silly. I started playing those games in 1979, and have continuity with some of the earlier UK groups and players. </p><p></p><p>I haven't played enough D&D 3e or 5e to start houseruling them, and never played 4e at all. </p><p></p><p>For GURPS, I don't vary the system nearly as much as some people, since I find it quite satisfactory as it stands. One sometimes has to invent new spells or modifiers to cover things needed in a campaign, or make rulings about how things interact, but those are things that any GURPS GM is expected to do. GURPS isn't so much a game you unwrap and play as a toolkit for creating customised RPGs. </p><p></p><p>I've had a couple of articles published, but much of the rules development I've done has been in the context of a group, or enlarging on someone else's work. For example, a friend of mine maintains an extensive gaming website <a href="http://www.romsys.demon.co.uk/frpg/" target="_blank">here</a>, and you can find my contributions to it <a href="https://www.google.co.uk/search?q=site%3Awww.romsys.demon.co.uk%2Ffrpg+dallman" target="_blank">here</a>. Another site had a lot of spells I created on it, but is now off-line, and apparently not on archive.org. </p><p></p><p>I have not felt strongly motivated to publish gaming material. It pays far worse than my day job, and I realised early on that my styles of play, plot and setting were very different from the ones commercial publishers find successful.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 7924350, member: 6999616"] Depends on the system. For the D&D I still play, which is oD&D and AD&D1e, yes, there is a lot of house-ruling, because it's necessary to cope with gaps in the systems, and places where the rules are either incomprehensible or silly. I started playing those games in 1979, and have continuity with some of the earlier UK groups and players. I haven't played enough D&D 3e or 5e to start houseruling them, and never played 4e at all. For GURPS, I don't vary the system nearly as much as some people, since I find it quite satisfactory as it stands. One sometimes has to invent new spells or modifiers to cover things needed in a campaign, or make rulings about how things interact, but those are things that any GURPS GM is expected to do. GURPS isn't so much a game you unwrap and play as a toolkit for creating customised RPGs. I've had a couple of articles published, but much of the rules development I've done has been in the context of a group, or enlarging on someone else's work. For example, a friend of mine maintains an extensive gaming website [URL='http://www.romsys.demon.co.uk/frpg/']here[/URL], and you can find my contributions to it [URL='https://www.google.co.uk/search?q=site%3Awww.romsys.demon.co.uk%2Ffrpg+dallman']here[/URL]. Another site had a lot of spells I created on it, but is now off-line, and apparently not on archive.org. I have not felt strongly motivated to publish gaming material. It pays far worse than my day job, and I realised early on that my styles of play, plot and setting were very different from the ones commercial publishers find successful. [/QUOTE]
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