Path: gmdzi!unido!mcvax!uunet!cs.utexas.edu!tut.cis.ohio-state.edu! purdue!haven!umd5!duncanj From: dunc...@umd5.umd.edu (James Duncan) Newsgroups: rec.games.frp Subject: GURPS Supers Review Keywords: GURPS, Supers, comics Message-ID: <4995@umd5.umd.edu> Date: 11 Jun 89 18:03:59 GMT Organization: University of Maryland, College Park Lines: 87 Posted: Sun Jun 11 19:03:59 1989 Well GURPS Supers is out now. Looks pretty good. I believe you can model just about any of the popular comic characters found in your favorite comics. You may have to argue over how many points to build them on though. There are more meta-rules in this book then in the GURPS system in general. There is a great deal of flexibility and lots of good base rules for powers and super skills. GURPS Supers is 112 pages in length. It is 'perfect bound' format. The cover is really nice - a giant robot ram-headed minotaur is wielding a lamp post as a club. Atop a building is a super firing some sort of energy blast at the minotaur. A scantily clad female avenger flashes from the minotaurs rear and stops in mid flight poised in front of it, leaving a firey trail in her wake. There is a crunch car on the street below and a couple of fleeing innocents. So much for the cover description. The book is written by Lloyd Blankenship and is edited by Steve Jackson. The approach taken is summed up by the sub-title: 'Super-Powered Roleplaying Meets the Real World'. The rules are geared more towards modern realistic style comic genre like that found in New Universe, Batman, the Watchmen, and the Wild Cards novels. There are numerous options and notes given to permit the traditional four-color comic style genre though. The book is organized into seven chapters plus an index and a supers campaign plan sample. After the Introduction the following chapters are presented: 1. Characters, 2. Super Abilities, 3. Heroes, 4. Villians, 5. Combat, 6. Super Campaigns, and 7. Campaign World. The Characters chapter indicates some of the types of characters one finds in the comics and which can be designed using Supers. This chapter also details what character design entails - basic personality choice, determining the origin of the characters super powers, deciding on what goals and motivations the character possesses, choosing the characters appearance, choosing Powers and other abilities, determing level of wealth and social status, and a host of other things which make your character a well rounded 3 dimensional being and not just a bunch of stats. Chapter two describes the game mechanics of Super powers and gives a VERY extensive list of super abilities - Powers and Super skills. This chapter also includes a section on Gadgets and devices. Chapter three is a list of sample characters from the U.N.'s metahuman ( GURPS' term for a SUPER ) police force. Seven characters are listed. These characters are based on 500 points which is the recommended level for a four-color comic style campaign. Each character is fully detailed on a single full page. The characters presented are Black Pearl ( an aquatic Super ), Dwarfstar ( a dwarfish Brick ), Flamin' Jane ( human torch type ), The Fox ( non-metahuman, highly skilled fencer ), Nightflick ( a good guy vampire ), Rebel Yell ( a southerner with a voice that creates sonic booms ), and Rockman ( a mild mannered, intellectual Brick ). Villians, the fourth chapter in the book, details seven of IST's chief villians. These villians are: Blue Demon ( a metallic otherworldly creature ), Chemico ( a chemical cretin ), Darkshell ( a powersuit encased bad guy ), Icepick ( a real 'ice princess' ), Kodiak ( the bear-bodied boy who shifts into this form when angry ), Mount Fuji ( Super sumo wrestler Brick with a death wish ), and Necron ( Super powered wizard ). Chapter five details Super Combat and Feats. In this chapter we get modification of the encumberance rules to deal with the reductions of speed of high spped supers. Also covered are extended rules for slam damage, knockback, collisions, thrown objects snd throwing damage, Contests of Power, and super attack/defense. There is a nice section on Cinematic martial arts - movie and comic style Hand-to-Hand combat. This includes new skills and optional rules on increased numers of attacks and defenses. There are also optional rules for doing 'stun damage' rather than real damage and for reducing the amount of damage supers deal - some real damage done and some stun damage done - for those who want to decrease the amount of 'unreality'. Chapter six contains notes on designing a Supers campaign. Chapter seven gives a background for setting up a supers campaign. This is an altered history which explains the existance of Super powers in the 'real world'. Some of the ramifications of Super powers are also examined - high property insurance rates due to damage done by supers, changes in laws and law enforcement, ect. Details on Super teams and Super organizations are also given. There is also a Timeline indicating the course that history has taken. Overall, the book looks to be a nice piece of work. It is a fine addition to the GURPS line. There are very few errors and typos - but there are a few. The psionics system has been revised and it is recommended that the one presented here be used throughout the GURPS system replacing the one in GURPS BASIC III. I'd recommend this to any GURPS fan who is into comics and Super Heroes/Villians. As a final note, I don't expect this product to compete against Champions except in the case of GURPS gamers who have been waiting for GURPS Supers who may have been drawn to Champs if Supers didn't exist. I expect that the number of Champions adventure supplements sold to increase greatly since I'm sure GURPS players will be looking for new source material until SJ Games fills the void. When I was at the game shop where I purchased Supers - Dream Wizard's in Rockville, MD - I noticed that there is a ton of stuff for Champions. BTW, which Champions book is the one to get to start a Champions campaign? Champions I, II, or III? Do you need them all to be up to date? I ask this more from the perspective of a GURPS GM who is searching for source material. I have Star Hero but I doubt this is enough to understand all the notation found in Champions supplements. Jim Duncan
Path: gmdzi!unido!mcvax!uunet!cs.utexas.edu!tut.cis.ohio-state.edu!unmvax! gatech!gitpyr!ccastkv From: ccas...@pyr.gatech.EDU (Keith 'Badger' Vaglienti) Newsgroups: rec.games.frp Subject: Another GURPS Supers Review Keywords: ooo ick Message-ID: <8513@pyr.gatech.EDU> Date: 13 Jun 89 03:10:59 GMT Organization: The Banzai Institute Lines: 141 Posted: Tue Jun 13 04:10:59 1989 Well, I thought I'd post my $.02 worth about GURPS Supers. James Duncan has already posted why he thinks this is a good system and Martin Terman has written a comparison between GS and Champions. I'm afraid my opinion of this game isn't as high as James and Martin's apparently are. When I read, in the introduction, that GURPS Supers was "the first 'super' roleplaying game in which the characters are more than combat machines and lists of powers" I began to have my doubts. It made me flashback to an old issue of the Dragon in which E. Gary Gygax proudly proclaimed that he was going to make an AD&D movie which was so good it would put Conan to shame. Still I pressed on, willing to give the game the benefit of the doubt, and found that I had pretty much wasted my money. These are some of the blatant problems, IMHO, that I found with the game. They introduced a new disadvantage called Jinxed. What Jinxed does is make everyone around you, friend and foe alike, take penalties on any rolls made by the GM. I don't like this one for several reasons. First and foremost among my complaints is that this gives you points but puts the disadvantage on the people who will be around you the most, mainly the other PCs. This seems to be asking for trouble. Its hard to believe that there aren't going to be hard feelings when the presence of this disadvantage comes out. At the very least I expect the PC will be kicked out of the group. Despite this I know people who would take it, at its highest level, because it wouldn't effect them. In fact, it would give them an edge in any fight since it affects foes. I also don't like their rationalization for it affecting foes. Did it never occur to them that Polymepheus was an imbecile? Next we come to the super advantages. The first thing that I notice is that all super advantages, except growth and shrinking, are always on unless you take an enhancement, switchable, that lets you turn it on and off. The reason for this is totally incomprehensible to me. With so many of the super advantages being things you probably want to be able to turn off on occasion why force everyone to do the extra adjustment. Why single out growth and shrinking? As far as I can tell this would seem to just cause confusion. Even the people at SJG don't seem to understand this rule as one of the characters in GURPS Supers, Flamin' Jane, has Body of Fire (Only When Flying) but she hasn't bought switchable on her Flight. Hence her flight is always on and so is her body of fire. Having a costume that is unaffected by your powers, for example, a costume that isn't destroyed by your using your Body of Fire power, costs 20 points. I guess I'm dense because I don't see why this is more valuable than, say, 4 levels of Body of Ice. Martin commented that he thought that this was a very useful thing to have and wondered how you would simulate this in Champs. I don't know about other people but I've always done it by asking myself a very simple question. Do I or the player want to deal with the problems that the character will have if his costume is destroyed by his using powers? If the answer is no then we don't worry about it and say the costume is made of Marvel's infamous unstable molecules. If the answer is yes then the character has a clothing problem. In no case do I make the player pay points, especially a significant number of points, just to keep his clothes on. Increased Density, oddly enough, give the character greater resistance to bullets, which do crushing damage, but don't affect arrows which do cutting/ impaling damage. (Could someone explain to me the rationale behind bullets doing crushing damage while arrows do cutting/impaling damage? I don't understand that at all.) Immortality confers the powers of Instant Regeneration, Immunity to Disease, Immunity to Poison, and Unaging. Unfortunately this would appear to be the only place that Immunity to Disease is mentioned so we have no idea what this does. Unaging, by the way, is the marvelous power of being the same age for all of time. It costs a mere 60 points. In a campaign based on a genre where most characters die from old age I know that this is certainly worth the points. (Insert sarcasm here.) Being perpetually 20 is such a wonderful advantage that its worth more than such inferior powers as Regrowth which allows you to regrow lost limbs. Personally I've always given my PCs this for free if its within their conception since its not going to do them a lot of good in the campaign and can create some interesting personality dynamics and other interesting happenings for the character. (See the movie Highlander if you don't know what I'm talking about.) BTW, this wonderfully useful power has a special enhancement that allows to age in either direction at 10 times the normal rate. Just think, you can go from 20 to 30 in one year. I know thats going to be worth the points. Under Enhancements we've got a lovely little number called Homing. This lets you have an attack that automatically hits. Of course the target still gets active defenses such as Missile Deflection but how many people actually have a rationale for that. Are you Mr. Superspeedster? Capable of running at near light speed? Your primary defense is that you're real hard to hit? It doesn't matter because with this little number I can hit you no matter what. Power Groups are a good idea to introduce new gamers to the genre but for anyone with a little experience they are too special effect oriented. Given that Chains of Ice and Chains of Earth have the same cost and are described in the same way is it really necessary that we have two seperate powers (excuse me, I should have said super skills) to represent two different special effects? There are minor differences but I don't think they warrant two seperate powers. GURPS Supers strikes me as what you get if you average Champions with DC Heroes. I find absolutely nothing in this game that warrants the totally unsupported, and highly arrogant, statement in the introduction. I might use it as an introduction to gaming in a superhero world but I certainly wouldn't continue to use it once my players had some experience. I found this game to be too biased towards certain types of characters. Particularly characters with powers that wouldn't destroy their costumes and characters with powers that wouldn't be a disadvantage if always on. Its also hard to get characters of the average power level that you find in comic books. I believe somewhere in the book it mentions that you have to have a strength of 80 to lift 1 ton. Thats ridiculous. While I understand that the people at SJG want a relatively low power campaign I don't want them writing the rules so that I'm forced to do things their way. If I wanted that in a system I'd still be playing D&D. I got the very distinct impression that the people at SJG don't have a very high opinion of superhero RPGs and just churned this product out in order to capitalize on the market. Thats not the sort of attitude I want from the people who design the games I play. They give you all of the correct buzzwords and none of the meat if you know what I mean. I don't know if this product is indicative of the general quality of work from SJG. Given what I paid for it I'm not likely to throw away any more money on other GURPS products on the off chance that they are better. I'm certainly not going to change over from the Hero system on the basis of this. I'm not saying the Hero system is perfect. I know its not. However, unlike GURPS, Hero has given me a meta-rules toolbox that I can use to build what I want. Though its been largely unchanged since it first appeared on the market I find that Hero system is still better than all the competitors and imitations that have appeared since then, IMHO. My only regret is that they are currently in the process of fixing what isn't broken and I don't think the results are going to be too good. My only connection with Hero games is that until very recently I ran what had to have been one of the oldest campaigns in Atlanta, it having started almost immediately after Champions appeared in the local gaming stores. In many respects I consider my current Champions campaign a continuation of the old one, it just has all of the dead wood cleared away. --- "Nobody gets out of here without singing da blues." --- Keith "Badger" Vaglienti Georgia Insitute of Technology, Atlanta Georgia, 30332 ...!{akgua,allegra,amd,hplabs,seismo,ut-ngp}!pyr.gatech.EDU!ccastkv In no way should my remarks be considered to reflect the opinions and/or policies of the Georgia Institute of Technology. Put another way, its-a not my bosses-ah fault, monkey boy!
Path: gmdzi!unido!mcvax!uunet!cs.utexas.edu!tut.cis.ohio-state.edu!purdue! haven!umd5!duncanj From: dunc...@umd5.umd.edu (James Duncan) Newsgroups: rec.games.frp Subject: Re: Another GURPS Supers Review Keywords: ooo ick Message-ID: <5019@umd5.umd.edu> Date: 14 Jun 89 23:44:42 GMT References: <8513@pyr.gatech.EDU> Reply-To: dunc...@umd5.umd.edu (James Duncan) Organization: University of Maryland, College Park Lines: 280 Posted: Thu Jun 15 00:44:42 1989 In article <8...@pyr.gatech.EDU| ccas...@pyr.gatech.EDU (Keith 'Badger' Vaglienti) writes: | |Well, I thought I'd post my $.02 worth about GURPS Supers. James Duncan has |already posted why he thinks this is a good system and Martin Terman has |written a comparison between GS and Champions. What I (James Duncan) wrote was a review based on my first read. I said it looks good. I still stand by my statement after looking into the rules in much greater detail. I will get a definitive answer after I have run a campaign using Supers. The rules are presented in a clear effective manner - for the most part. I am fairly certain I will have little trouble crafting a campaign using these rules. |I'm afraid my opinion of this game isn't as high as James and Martin's |apparently are. When I read, in the introduction, that GURPS Supers was |"the first 'super' roleplaying game in which the characters are more than |combat machines and lists of powers" I began to have my doubts. It made me New authors sometimes overstate their enthusiasm. So he went a little overboard on the bragging. What he should have said is that GURPS Supers is perhaps the first super roleplaying game which emphasizes roleplaying rather than combat machines. More on this later. |They introduced a new disadvantage called Jinxed. What Jinxed does is make |everyone around you, friend and foe alike, take penalties on any rolls made |by the GM. I don't like this one for several reasons. First and foremost among |my complaints is that this gives you points but puts the disadvantage on the |people who will be around you the most, mainly the other PCs. This seems to be |asking for trouble. Its hard to believe that there aren't going to be hard |feelings when the presence of this disadvantage comes out. At the very least |I expect the PC will be kicked out of the group. Despite this I know people |who would take it, at its highest level, because it wouldn't effect them. In |fact, it would give them an edge in any fight since it affects foes. I also |don't like their rationalization for it affecting foes. Did it never occur to |them that Polymepheus was an imbecile? This is why it is a disadvantage. As a member of a super team do you really want to be constantly causing problems for your friends. The GM only makes a limited number of rolls but some of them are quite significant. Who wants to be around someone who constantly causes bad luck. Enemies will show up more frequently when you are around. Peoples reactions to the group will be worse. I agree with you concerning Polymorpheus, but the are correct about Ullyses. His friends never seemed to return from voyages with him. |Next we come to the super advantages. The first thing that I notice is that |all super advantages, except growth and shrinking, are always on unless you |take an enhancement, switchable, that lets you turn it on and off. The reason |for this is totally incomprehensible to me. With so many of the super |advantages being things you probably want to be able to turn off on occasion |why force everyone to do the extra adjustment. Why single out growth and |shrinking? As far as I can tell this would seem to just cause confusion. Growth and shrinking are two things which are almost always turned on and off. I can't think of a single SUPER who is very small and is ALWAYS in that form. There are quite a few who are large and always remain that way, but there are far more who change size. |Even the people at SJG don't seem to understand this rule as one of the |characters in GURPS Supers, Flamin' Jane, has Body of Fire (Only When Flying) |but she hasn't bought switchable on her Flight. Hence her flight is always on |and so is her body of fire. This is a limitation. She has the advantage Only When in Flight! She gets no benefits from the advantage when she is on the ground where she would find it the most useful. Where do you most expect her to fight hand to hand - when she is soaring above the ground with her high speed flight or on the ground slugging it out with bad guys? Her limitation means she will fight best when airborne but she is most likely to be attacked hand to hand on the ground. If some big lug tackles her she needs to take-off before she flames him. If she had taken Switchable she could turn the ability on and off at will. |Having a costume that is unaffected by your powers, for example, a costume |that isn't destroyed by your using your Body of Fire power, costs 20 points. |I guess I'm dense because I don't see why this is more valuable than, say, |4 levels of Body of Ice. Martin commented that he thought that this was a Perhaps this is because you are overly concerned with combat effectiveness. GURPS emphasizes roleplaying. There are social ramifications to flying about the city in the nude. You would probably get arrested, you'd definitely attracted lot's of attention - even more than you'd normally attract due to flying. Reputation of a super would be questioned by the well meaning members of the moral majority - can't have our kids emulating the decadent nudie supers. Having a Body of Ice isn't illegal, indecent exposure is illegal hence the reason for Costume being worth more points. In a society where nudity is acceptable the cost for Costume should be greatly reduced - costing perhaps 50 to 75% less. |Increased Density, oddly enough, give the character greater resistance to |bullets, which do crushing damage, but don't affect arrows which do cutting/ |impaling damage. (Could someone explain to me the rationale behind bullets |doing crushing damage while arrows do cutting/impaling damage? I don't |understand that at all.) Well I agree that Increased Density should affect both arrows and bullets. Bullets do crushing damage due to the type of wound they make and how they transfer kinetic energy to the body. I don't recall what the studies were that they used to come to the conclusion, but the topic was well researched. I may be able to locate the sources. I once wondered this too but after reading some of the material I have to agree that bullets do crushing damage - usually a hell of alot of crushing damage. |Immortality confers the powers of Instant Regeneration, Immunity to Disease, |Immunity to Poison, and Unaging. Unfortunately this would appear to be the only |place that Immunity to Disease is mentioned so we have no idea what this does. Hmm, why do you say this since Immunity to disease is in GURPS Basic. Remember the base rules are in GURPS Basic. GURPS Supers is NOT a complete game! You need GURPS Basic III ( GURPS Basic II + GURPS Update ) to properly use GURPS SUPERS. |Unaging, by the way, is the marvelous power of being the same age for all of |time. It costs a mere 60 points. In a campaign based on a genre where most |characters die from old age I know that this is certainly worth the points. |(Insert sarcasm here.) Being perpetually 20 is such a wonderful advantage that |its worth more than such inferior powers as Regrowth which allows you to |regrow lost limbs. Personally I've always given my PCs this for free if its |within their conception since its not going to do them a lot of good in the |campaign and can create some interesting personality dynamics and other |interesting happenings for the character. (See the movie Highlander if you |don't know what I'm talking about.) BTW, this wonderfully useful power has |a special enhancement that allows to age in either direction at 10 times the |normal rate. Just think, you can go from 20 to 30 in one year. I know thats |going to be worth the points. You are correct that according to GURPS rules having Unaging at age 20 makes no difference, but having it at age 50 makes a BIG difference. No HT rolls to maintain your attributes. Personally I think that GURPS rules on aging are FAR too lenient. That's why in my campaigns geezing - ah aging - rolls start at age 30. I make players roll to maintain all attributes except IQ starting with age 30. After all, how many Pro athletes in very vigorous sports are still in peak condition after getting this old. Certainly adventurers typically take as much abuse as professional athletes do. In my campaigns it would be worth the listed value, in most GURPS campaigns Unaging is much too pricey unless you are over 50 or the GM plans to skip years in between adventures. Remeber some GMs don't strictly deal with linear time scales for gaming out a campaign. |Under Enhancements we've got a lovely little number called Homing. This lets |you have an attack that automatically hits. Of course the target still gets |active defenses such as Missile Deflection but how many people actually have |a rationale for that. Are you Mr. Superspeedster? Capable of running at near |light speed? Your primary defense is that you're real hard to hit? It doesn't |matter because with this little number I can hit you no matter what. All Powers need to have counter attacks or else there is no game balance. Homing takes care of Mr. Superspeedster who can't be touched by any physical attack. Incidentally, Mr. Superspeeder still gets his active defense so if he obtained a decent part of his move by buying Increased Speed he still has a very good chance of avoiding being hit. A move of 12 would give you a reasonably good chance of dodging attacks without the need to wear armor. Also Homing is expensive to buy. |Power Groups are a good idea to introduce new gamers to the genre but for |anyone with a little experience they are too special effect oriented. Given |that Chains of Ice and Chains of Earth have the same cost and are described |in the same way is it really necessary that we have two seperate powers |(excuse me, I should have said super skills) to represent two different |special effects? There are minor differences but I don't think they warrant |two seperate powers. They are just examples of the Generic Binding skill given nice user-friendly names. Webs are used in another example as yet another example of this skill. They could have just provided templates and given no list of skills at all, but this is not a very good way to write a manual which is intended to assist the GM. |GURPS Supers strikes me as what you get if you average Champions with DC |Heroes. I find absolutely nothing in this game that warrants the totally |unsupported, and highly arrogant, statement in the introduction. I might |use it as an introduction to gaming in a superhero world but I certainly |wouldn't continue to use it once my players had some experience. Well I don't know enough about either Champions or DC Heroes to know what this statement means. However, GURPS Supers does appear to hold true to its title - super powered roleplaying meets the real world. Also since it is GURPS roleplaying is emphasized. GURPS adventures are not just typical slugfests. They can be, but this would wast more than half the material presented in GURPS books. Good GURPS adventures allow for the use of a wide variety of skills not just the ones dealing with combat. They encourage character development and roleplaying interaction. GURPS' system disadvantages, advantages, and quirks help to make believable well-rounded characters with plenty of 'hooks' for a GM to use to advance the storyline. |I found this game to be too biased towards certain types of characters. |Particularly characters with powers that wouldn't destroy their costumes Powers that destroy costumes tend to be rather potent or at the very least belong to vary potent Power groups. If you have a power that is destructive to your costume buy the Costume advantage. If you don't things get interesting, and sometimes this makes for a great campaign. |and characters with powers that wouldn't be a disadvantage if always on. |Its also hard to get characters of the average power level that you find in |comic books. I believe somewhere in the book it mentions that you have to have Not if you spend 500 points and take 100 points in disadvantages. I do think the normal The Fox is a tad anemic. He is fixable though. Add in a high acrobatics skill and give him Kevlar body armor including a face mask and he could survive on the streets. As he stands any gun totting street punk would blow him away. |a strength of 80 to lift 1 ton. Thats ridiculous. While I understand that the I don't have my rules with me so I am not sure this is the case. Regardless, this is a compatibility issue. Strength as an attribute is handled the same throughout the system. Besides, I definitely don't want someone listed as only three times as strong as the average man tossing Toyotas around. |people at SJG want a relatively low power campaign I don't want them writing |the rules so that I'm forced to do things their way. If I wanted that in a Your not. Up the points permitted and play at whatever power level you want. |system I'd still be playing D&D. I got the very distinct impression that the |people at SJG don't have a very high opinion of superhero RPGs and just |churned this product out in order to capitalize on the market. Thats not the Wrong. They like reality. They are more intune with the new wave of comics with the realistic touch - real violence, damage that has to be dealt with, social issues like racism, medical and environmental concerns. This is why they licenced Wild Cards - the series of SF novels in a shared universe where Supers become part of history. Besides, Champions has a lock on the four-color super powered adventure. Incidentally, you are wrong about SJ Games hating Super RPGs since back in the days when Steve Jackson owned the Space Gamer Champions was one of the favorite topics. I recall one article in which Aaron Allston described the Space Gamer staff Champions campaign. I gather from the description that the campaign was low powered. More fun that way. Gaming Superman has to be terribly boring. |I don't know if this product is indicative of the general quality of work |from SJG. Given what I paid for it I'm not likely to throw away any more money |on other GURPS products on the off chance that they are better. I'm certainly |not going to change over from the Hero system on the basis of this. I'm not |saying the Hero system is perfect. I know its not. However, unlike GURPS, |Hero has given me a meta-rules toolbox that I can use to build what I want. |Though its been largely unchanged since it first appeared on the market I find |that Hero system is still better than all the competitors and imitations that |have appeared since then, IMHO. My only regret is that they are currently in |the process of fixing what isn't broken and I don't think the results are going |to be too good. Well if you were thinking of switching - which from the sounds of it you weren't - then this is not the product that would do it. Champions is the best of the Hero system. If you want to have a reason to change try GURPS Space or GURPS Magic. If you find the Hero system meets your needs than there is no reason to switch. As to why the Hero System is changing - how about economic necessity. No one wants to keep buying the same set of rules over and over again. GURPS has a big advantage in a very minor area - packaging. It is the one thing that loyal Hero fans consistantly gripe about. The other thing that turns people of to Hero is inconvenience. Meta-rules are great but it's a royal pain having to spend weeks just to generate a simple list of basic spells or powers. I understand that Fantasy Hero for instance has no spell list. Adding this would greatly improve the products market appeal. After all, most people have a finite amount of time ( in most cases very finite ) to persue gaming. I would prefer working on the story line and campaign development rather than being required to develop game mechanics. Hero has the ability to satisfy both types of gamer, can you blame them for trying? Jim Duncan |Keith "Badger" Vaglienti
Path: gmdzi!unido!mcvax!uunet!cs.utexas.edu!husc6!rutgers!apple!vsi1!steve From: st...@vicom.COM (Steve Maurer) Newsgroups: rec.games.frp Subject: A guru's history (was Re: Another GURPS Supers Review) Message-ID: <2227@vicom.COM> Date: 17 Jun 89 23:15:18 GMT References: <8513@pyr.gatech.EDU> <5019@umd5.umd.edu> Reply-To: st...@vicom.COM (Steve Maurer) Organization: Vicom Systems Inc. San Jose, Cal. Lines: 40 Posted: Sun Jun 18 00:15:18 1989 Keywords: Jim Duncan: > Incidentally, you are wrong about SJ Games hating Super RPGs, > since back in the days when Steve Jackson owned the Space Gamer, > Champions was one of the favorite topics. I recall one article > in which Aaron Allston described the Space Gamer staff Champions > campaign. I gather from the description that the campaign was > low powered. Yes, this is in fact the origin of my motto. SJG, like Hero Games, had (and perhaps still does have) an "open gaming night", where various RPGs were played, including playtesting. Aaron brought Champions to SJG, and it ended up one of the most popular games being run there. So much so that Steve Jackson eventually had to say "no running non-SJG games here" because the Champions game was seriously interfering with getting the playtesting done. Eventually, other people in the same area started playing Champions too, but they kept coming to Aaron for rules questions. It this legal? How much of a Limitation is this? What about this Advantage? This kept happening so much, that he ended up yelling: "Look guys, I am NOT a Champions guru". When they found out about it (from Aaron, who did Autodeul-Champions), this so amused the Hero partners, they made their own mottos to fit Aarons: "Well I'm not a guru either", "Where's the guru?", "What's Champions?". (You can see some of this in Champions 2 on the front page). Some time after George told me this story, I caught George on a Champions rules point (yes, even world-famous game designers sometimes forget their own rules), and he told me I really was an expert. "A GURU?", I asked.... which provoked some laughter. Since then, I started calling myself the long-lost Champions guru. Steve Maurer "I AM a CHAMPIONS guru" p.s. Actually, I forget rules just as often as anybody else does - as has been pointed out to me on many occasions.
Path: gmdzi!unido!mcvax!ukc!strath-cs!glasgow!alex From: a...@cs.glasgow.ac.uk (Alex Ferguson) Newsgroups: rec.games.frp Subject: Re: A guru's history (was Re: Another GURPS Supers Review) Message-ID: <3122@crete.cs.glasgow.ac.uk> Date: 19 Jun 89 21:51:01 GMT References: <8513@pyr.gatech.EDU> <5019@umd5.umd.edu> <2227@vicom.COM> Reply-To: a...@cs.glasgow.ac.uk (Alex Ferguson) Organization: Comp Sci, Glasgow Univ, Scotland Lines: 27 Posted: Mon Jun 19 22:51:01 1989 In article <2...@vicom.COM> st...@vicom.COM (Steve Maurer) writes: > SJG, like Hero Games, had (and perhaps still does have) an "open >gaming night", where various RPGs were played, including playtesting. >Aaron brought Champions to SJG, and it ended up one of the most popular >games being run there. So much so that Steve Jackson eventually had >to say "no running non-SJG games here" because the Champions game was >seriously interfering with getting the playtesting done. Quibble: isn't it the case that only AA's Champions campaign was chucked (for the above-stated reason), rather than all Not Invented Here products? (Or possibly "all Champions campaigns", which likely ammounted to much the same thing at the time.) Hence the description of the same as: "The only campaign to have been thrown out of the SJG playtesting seesions for being _too_ popular". If this alternative version tramples on anyone's "Steve Jackson is an other-game-company-(especially Hero!-)products-hating agent of Satan" conspiracy theories, I'm profoundly sorry. :-) On the original subject of GURPS Supers (which I'm abstaining from the brewing flamefest over on the mundune grounds that it's not available here yet) whatever became of GS author L[l]oyd Blankenship? Is he now net.accessless, or just very quiet? -- Alex Ferguson. ARPA: alex%cs.glasgow.ac...@nsfnet-relay.ac.uk USENET: a...@glasgow.uucp BANGNET: ...!mcvax!ukc!cs.glasgow.ac.uk!alex JANET: a...@uk.ac.glasgow.cs "You mean you could have walked the galaxy and you simply never bothered?"
Path: gmdzi!unido!mcvax!uunet!lll-winken!csd4.milw.wisc.edu!bbn!milli...@bbn.com From: milli...@bbn.com (Walter Milliken) Newsgroups: rec.games.frp Subject: Re: A guru's history (was Re: Another GURPS Supers Review) Summary: Loyd is off the net Message-ID: <41705@bbn.COM> Date: 20 Jun 89 17:47:16 GMT References: <8513@pyr.gatech.EDU> <5019@umd5.umd.edu> <2227@vicom.COM> <3122@crete.cs.glasgow.ac.uk> Sender: n...@bbn.COM Reply-To: milli...@bbn.com (Walter Milliken) Organization: BBN Advanced Computers, Inc. Cambridge, MA Lines: 14 Posted: Tue Jun 20 18:47:16 1989 In-reply-to: alex@cs.glasgow.ac.uk (Alex Ferguson) In article <3...@crete.cs.glasgow.ac.uk>, alex@cs (Alex Ferguson) writes: >On the original subject of GURPS Supers (which I'm abstaining from the >brewing flamefest over on the mundune grounds that it's not available >here yet) whatever became of GS author L[l]oyd Blankenship? Is he now >net.accessless, or just very quiet? >-- >Alex Ferguson. Loyd is off the net, since he went to work for SJ Games. He's been trying to do something about that -- either hooking SJG up to Usenet somehow or hooking up his home PC (I think). So far, it hasn't happened. ---Walter