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News Digest: New D&D Licensed Products, Steve Jackson Games Annual Report and New Products, Internat
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<blockquote data-quote="MasterYogurt" data-source="post: 7735548" data-attributes="member: 6916034"><p>No, GURPS is a charity case. Objectively, you're wrong to assume it's relevant now. The GURPS Dungeon Fantasy DM screen outstripped the Characters book for SJG revenue last year. Dungeon Fantasy has not gotten new people to reach for GURPS, and SJG is pulling the plug on the project after mismanaging cost.</p><p></p><p>Just because GURPS has a million supplements doesn't mean that people are buying them. And it definitely doesn't mean that more players are being attracted.</p><p></p><p>Of course the setting and genre books are awesome. GURPS Mysteries is a seminal work, and that's just a single book. But that's not the same as a complete RPG.</p><p></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Yeah, and SJG could have released an attractive product that would have <strong>given</strong> groups this experience. And they totally screwed the pooch with Dungeon Fantasy, which belies the complete lack of strategy they have. They need to let go of the "generic anything!" attitude for a while. Leverage the system to power full, complete game systems that <strong>use</strong>, selectively, the GURPS rule system. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">You do this, then groups play these non-generic games, learn the system, and transition to related products.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Of course archetypes don't make the system flexible. They make the system comprehensible. The goal is to teach people the system. A tech manual doesn't attract players and so they don't learn the system.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">---</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Let's say a highly attractive setting/rules combo was based on a generic system. Lots of non-generic supplements and rulebooks are released. People want to play this setting. They learn the rules for it. They realize they can play any setting with these rules. They buy the core rules and a setting book.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">This is what has happened with Deadlands and Savage Worlds, which is an actively successful generic rules system.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">---</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">I don't say any of this to rag on GURPS. Just the opposite. I like the rule system a ton, its accessories are beyond high quality, and I want to run it badly. But it should be a success right now, not an obscure curiosity. At a time when the industry is growing like mad, GURPS isn't. I want it to so that I can run lots of different games and get my regular group off of DND. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">But it takes a totally different vision and strategy to make that happen.</span></p></blockquote><p></p>
[QUOTE="MasterYogurt, post: 7735548, member: 6916034"] No, GURPS is a charity case. Objectively, you're wrong to assume it's relevant now. The GURPS Dungeon Fantasy DM screen outstripped the Characters book for SJG revenue last year. Dungeon Fantasy has not gotten new people to reach for GURPS, and SJG is pulling the plug on the project after mismanaging cost. Just because GURPS has a million supplements doesn't mean that people are buying them. And it definitely doesn't mean that more players are being attracted. Of course the setting and genre books are awesome. GURPS Mysteries is a seminal work, and that's just a single book. But that's not the same as a complete RPG. [COLOR=#3E3E3E] Yeah, and SJG could have released an attractive product that would have [B]given[/B] groups this experience. And they totally screwed the pooch with Dungeon Fantasy, which belies the complete lack of strategy they have. They need to let go of the "generic anything!" attitude for a while. Leverage the system to power full, complete game systems that [B]use[/B], selectively, the GURPS rule system. You do this, then groups play these non-generic games, learn the system, and transition to related products. [/COLOR] [COLOR=#3E3E3E] Of course archetypes don't make the system flexible. They make the system comprehensible. The goal is to teach people the system. A tech manual doesn't attract players and so they don't learn the system. --- Let's say a highly attractive setting/rules combo was based on a generic system. Lots of non-generic supplements and rulebooks are released. People want to play this setting. They learn the rules for it. They realize they can play any setting with these rules. They buy the core rules and a setting book. This is what has happened with Deadlands and Savage Worlds, which is an actively successful generic rules system. --- I don't say any of this to rag on GURPS. Just the opposite. I like the rule system a ton, its accessories are beyond high quality, and I want to run it badly. But it should be a success right now, not an obscure curiosity. At a time when the industry is growing like mad, GURPS isn't. I want it to so that I can run lots of different games and get my regular group off of DND. But it takes a totally different vision and strategy to make that happen.[/COLOR] [/QUOTE]
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