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[BNW] GURPS Brave New World
I sent a message from my Yahoo account - I wonder if there's some
problem getting it to post? Anyway...
Converting BNW to GURPS is kinda messy at best. As a person who was
involved in another multi-genre RPG (West End's late, beloved TORG) I
know what a mess a "generic" system can be. No matter how simple the
rules may be, to fine-tune the universe for a specific genre, you
have to add on additional rules and geegaws, and the whole mess
becomes unwieldy. Plus, the GURPS system is not well regarded
nationally. (The way I hear it, Steve Jackson is so disliked by some
game authors, they call the company "SJG" so they won't have to say
his name.)
The games that were adapted to GURPS, such as "Traveller" and
"Vampire: The Gorehound's Best Friend," have not done well since.
And on a mechanical basis, the 3d6 rolls have a top limit. If you
roll 18, that's it. No add-on rolls, unless you want to add a new
mechanic to the game system and gain the hatred of regular GURPS
players.
In addition, GURPS already has a superhero worldbook, "GURPS Supers,"
and a specific universe, "GURPS Supers IST - International Supers
Teams," with a whole world background. With all that - and a
superhero system that makes more sense than "Champions," where you
spend a week to generate a character - it isn't popular, in a field
where BNW is arguably the most successful superhero game in years.
--
The Conventioneer's Guide Part 4 (finally) is up August 9 at
Tom Reed's Off -Model site - http://www.off-model.com