Ryuutama is kind of an interesting idea by the way if you ever wanted to play a pastoral gentle feel (what is called Honobono in Japanese, and you see in slice of life anime like Aria, or Yokohama Kaidashi Kiko [The manga is a work of art. If you don't mind "slow" introspective, nearly plotless comics, with great illustrative work, you should read it] or several Studio Ghibli Films.) But this is a GURPS blog, so I don't want to bore you guys too much with that. Probably could get close to 70% of the feel in GURPS using Dungeon Fantasy: Wilderness Adventures, and low level characters without a focus on fighting, but it has a bunch of meta-game and GM interaction elements not native to GURPS, so without house-ruling a lot, and making a pretty complicated version of the Patron advantage, it would be a little difficult to do... the high level of abstraction is part of the point of the system after all, which isn't impossible in GURPS, but isn't usually why someone plays GURPS either.
Well, I hope learning and playing different systems can give me a new perspective on GURPS and help me better understand what GURPS does well, and what it can do better.
Well, I hope learning and playing different systems can give me a new perspective on GURPS and help me better understand what GURPS does well, and what it can do better.
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