He has not acted that way.
There has been continuing work on the project including beta release of the rules though beta.
Joshua, has never said or behaved as though he had no obligation to finish. What is clear, is that the game grew to big, and I think it is fair to say he did not manage that growth well, but he has still worked towards completion in good faith. That, while large chunks of his personal life have been falling to pieces.
What you are effectively suggesting, is using the law to kick a man when he is down, for trying to do something good. You are I supposed entitled to do it, but I think I'll retain my right NOT to be THAT guy.
Not if success is measured in "people believing it is real" and there are enough people willing to financially contribute to the massive and eleborate practical joke that is GURPS. It is no coincidence that the insides of those rare few physical copies, that you might find out in the wild, make little to no sense on a cursery investigations. They are I suspect, all precedually generated works, with no author per say, which are put out as physicial artifacts to support the supposed existance of GURPS. I suspect that it is infact an early example of crowdfunding.
Ah, but Sissyl.
I have never seen actual evidence that you have played GURPS, nor have i met you. In fact, I have no real verifiable way of knowing that you EVEN EXIST. You might, for all I know be a sock puppet account, that has been put in place and nurtured to give "credibility" to your claims to have played Gurps, by that shadowy internet conspiracy which propagates the myth of GURPS.
Ah, but Sissyl.
I have never seen actual evidence that you have played GURPS, nor have i met you. In fact, I have no real verifiable way of knowing that you EVEN EXIST. You might, for all I know be a sock puppet account, that has been put in place and nurtured to give "credablity" to your claims to have played Gurps, by that shadowy internet conspiracy which propagates the myth of GURPS.
Ah, a fellow initiate of the "gurps skeptic league".
Really? FATE is awesome. I cannot sing its praises highly enough(literally everything I want out of an RPG, to the point where anything other than Mythos horror, I'll probably be turning to fate to run). Well, in that case I'd try to see passed what ever it is you don't like about the eclipse phases system, because it is an awesome setting.
Also, if you haven't listened to the RPPR AP "Know Evil", you should definitely check it out HERE.
Varied more how so? I definitely like the fantasy and cyberpunk combo
Because the game is skill based, and you get to choose any combination of skills.
44 active skills
+ 20 knowledge skills
Each of which can be specialized.
Each active skill represents a niche role in a Shadowrun.
Where in Pathfinder, you play say a fighter, and what fighters do is hit things with big sticks(and almost nothing else), in shadowrun, if you set out to play the equivalent of a fighter, there are multiple ways to go about it.
You might be gun-fu, magical martial artist, a cyberware enhanced street samurai, an all meat but very highly specialized sniper, or a tribal archer who blends shamanic magic, and combat prowess.
And then on top of that, you might be specialised in stealthy intrusion, a social faceman, the team fixer, or say, a research specialist.
Then on top of that you will certainly have a knowledge skill set, which is largely untied to your combat role, which you can use to customises your character still further.
And that is before you even get into the equivalent of feats, or equipment.
Character variety is hampered somewhat by a trend in many players minds towards Hyper-Specialisation (I am not sure I think that it is an expecially cyberpunk idea, but hey.), but still, there are huge numbers of combinations of skills.
I looked into shadowrun too. It doesn't seem to have a lot of classes. The necessary ones of course but not too many others. Doesn't leave much choice. Though I could be wrong. It sounds interesting definitely
it doesn't have classes. Classes are a peculiarly DnD kind of thing. Most games just don't have them.
In fact, in shadow run your choices are potentially much more varied.
The 8th Dwarf wrote:
I have a working hypothesis that gurps does not actually exist. It is in fact a massive, elaborate practical joke at my expense, which is played on me by the internet at large. I base this on the fact that I have never meet a real life person who has admitted to playing it, nor have I ever seen a game of it being played by real people. Add to this that I see it sold, almost no-where, and that, on the rare occasions I have had the chance to look through a Gurps book, I have had trouble accepting the supposed fact that it was in fact game material, not elaborate, procedural generated, Glossolalia. Add to this that every description of how the system works leaves me doubtful that anyone would actually play anything so stupidly and needlessly complex.
By outside what I described what do you mean? I looked into that one but couldn't figure out really what it was about (didn't look long as I was at work)
It is a 1920's horror larp, based on the writing of HP Lovecraft, the father of 20th century horror.
You play an investigator, who is poking their nose into terrible secrets that man was not meant to know.
It is a game where characters die horrible deaths and go mad, but if they are lucky, win small victories against an uncaring universe, allowing humanity to continue on in idiot primate ignorance for a few more years.
It is pretty much the anti-DnD. Combat is your worst option, talking/investigating events your best option. Monsters kill you, you don't kill them.
A lot of fun, but not for everyone.
If you go a little further outside the window you've described, Call of Cthulhu seems to be pretty healthy right at the moment, with projects for the system having raising nearly a million dollars worth of backing on kickstarter in the year and a half or so and a near record breaking number of scenarios released this year.
Have just downloaded the Fate system tool kit. Lots of useful stuff in there. Looking at maybe using the two colour dice hack for damage.
If you haven't checked out fate Core yet, I can't recommend it enough, especially as Drive thru RPG has it as Pay what you want. There is basically no reason not to check it out, see if you like it.
Fairly different, while being almost exactly the same ;)
The skill list is replaced with the traditional D&D Attributes, but other wise is just a rather wide skill.
Magic is handled as an extra, requiring an aspect and a stunt for permission , and costing a stunt, with individual spells being a set of powerful, but heavily focused and restricted mini stunts.
It's interesting, but I'm not going to go with it this time around.
I think I know the reference, but cant remember what it stands for.
I have played with exactly one bad GM ever.
What made him bad? Well he was using the game to sexually exploit a player.
That is the kind of GM behavior I would list as 'Bad'.
Now I have played in games, with GMs, who's style I did not not enjoy, but other people there did. My dislike of their style doesn't make them bad, it just means I didn't like playing with them.
I really wish we, as a community, could stop slagging off DMs/GMs/Keeper/Storytellers just because they have a style of running the game, we individually do not like. I understand the need to vent, but come on, this is getting silly now.
I wish even more that groups of you who think say that, GMs who stand up to your non-nonsensically over optimized fun-vampire characters that ignore any remote sense of setting or game appropriateness, are bad. Harping on about how awful they are, and patting each other on the back, saying there there, you arn't the one who tried to do something out side the spirit of the game some one crafted for you, they totally should have let your dragon riding super soldier into their street level thieves guild game.
That goes equally for people at the other end of the spectrum, if a GM is playing to the hilt, trying to kill of the party within the frame work of the rules, that doesn't make him a bad GM, it just means you don't like his style.
*Grumble, grumble, grumble.*
Not so terrible hard really. I mean there are nations where it happens to a much greater degree.
Politically unpopular maybe, impossible no.
Doug's Workshop wrote:
Or, you know, increase taxation, so as to equalize impact on tax payers. Very small increases at the low end, higher increase at the upper end. After all the very rich have benefited most for the state of affairs as they stand.
Patrik Ström wrote:
Yes, that is the bases that are apart of the miniature. The kobolds (inc soon?) includes the same bases as well. I was actually pleasantly surprised with how many of the Reaper Bones that came with workable bases.
Once I finally have mine(customes!!!!), one of my first tasks will be to remove them from their bases, and putting them on citadel miniatures round bases.
Like for like on intelligence, they only break even at 6th level. That is a sizable chunk of the game that the rogue beat the bard on skill, and that is before you take into account that rogues focusing as a skill monkey can relatively easily boost their int at creation(points that really cannot be spared by the bard who need Dex, Str and Cha already)
This means that in practice a Bard may well not be breaking even til level 14.
Add to this that rogues get a better skill list and a bunch of ways of changing the way skills work, and no Bards are not better skills monkey.
I am quite serious. There are a number of Tabletop RPG systems that cater towards less fantasy based roleplaying experiences. Since Matt doesn't seem like he likes fantasy elements like talking dinosaurs, he might wish to consider one that is more suited to such a thing. If being helpful is trolling to you Torger, you must be a hard individual to help.
You realize that their are different flavours of fantasy right? You realise that A castle topped torr in ghost haunted moor land can be every bit as fantastical as a Talking dinosaur, and that ones choice of system need not be constrained by what a system contains as an option.
Talking dinosaurs may be an option, but they are an option that sit badly with the vast majority of setting. Preserving a groups common sense of verisimilitude by preventing a single player running around in a magical mecha, in the Tolkien inspired setting he has agreed to play in, is not some act of GM tyrany, but part of his job at the table.
Immortal Greed wrote:
Nope. Long boring and depressing story behind it, not worth getting into
Kyras Ausks wrote:
it took me a little while, but I got it eventually.