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Is a new GURPS version in the works?
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<blockquote data-quote="Panzeh" data-source="post: 8942718" data-attributes="member: 82267"><p>So, the Dungeon Fantasy box set was a bit of a flop, which means, I think, there's not a lot of desire for SJG to go back there. I don't think there's anything inherently wrong with the idea of a one-stop product for people wanting to play D&D in GURPS, I think the way it was implemented was mostly wrong.</p><p></p><p>I don't think the 250 point character templates were actually easy to build for newcomers, nor actually reflected what most people played in D&D. Would you learn D&D if you started as a 10th level character? That concept felt strange, like the worst of both worlds, not showing what GURPS could do over other systems(freeform characters!), but also not simple, strong archetypes like D&D. Then they retained the basic GURPS assumptions, which in my experience playing it with people, made a lot of people feel bad. For example, the base level of a bowman being to shoot once every four turns just feels bad- if you are making a bespoke implementation of GURPS just to play D&D style fantasy, you don't have to have room for a modern assault rifle to be better than a bow! It's okay to change the combat mechanics to make people feel better, and then you wouldn't be pressured to make massive pointed templates to make combat more like people want it to be.</p><p></p><p>That and the included adventure hook being, rats in the tavern cellar is.. I don't think the creators actually had a ton of respect for D&D, honestly.</p><p></p><p>There's some really good stuff for the DFRPG line from Gaming-Ballistic with the Nordlond world, their bestiary(which cleverly includes everything from Keep on the Borderlands), their low-point templates and building-block structure, but it's just not that heavily exposed these days.</p></blockquote><p></p>
[QUOTE="Panzeh, post: 8942718, member: 82267"] So, the Dungeon Fantasy box set was a bit of a flop, which means, I think, there's not a lot of desire for SJG to go back there. I don't think there's anything inherently wrong with the idea of a one-stop product for people wanting to play D&D in GURPS, I think the way it was implemented was mostly wrong. I don't think the 250 point character templates were actually easy to build for newcomers, nor actually reflected what most people played in D&D. Would you learn D&D if you started as a 10th level character? That concept felt strange, like the worst of both worlds, not showing what GURPS could do over other systems(freeform characters!), but also not simple, strong archetypes like D&D. Then they retained the basic GURPS assumptions, which in my experience playing it with people, made a lot of people feel bad. For example, the base level of a bowman being to shoot once every four turns just feels bad- if you are making a bespoke implementation of GURPS just to play D&D style fantasy, you don't have to have room for a modern assault rifle to be better than a bow! It's okay to change the combat mechanics to make people feel better, and then you wouldn't be pressured to make massive pointed templates to make combat more like people want it to be. That and the included adventure hook being, rats in the tavern cellar is.. I don't think the creators actually had a ton of respect for D&D, honestly. There's some really good stuff for the DFRPG line from Gaming-Ballistic with the Nordlond world, their bestiary(which cleverly includes everything from Keep on the Borderlands), their low-point templates and building-block structure, but it's just not that heavily exposed these days. [/QUOTE]
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