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What does Capitan Alatriste do differently from GURPS?

Started by Skarg, February 12, 2016, 12:39:54 PM

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Claudius

Quote from: Omega;879308Would not that make it akin to any of the standard GURPs system books that focus and have new rules sometimes for specific settings?
As I said, the approach is different. A supplement like GURPS Swashbucklers offers setting information and some additional rules, but it doesn't include the core rules to play. GURPS Transhuman Space feels like another GURPS supplement, but with GURPS Lite sewn on. Imagine Flashing Blades, but using 3d6 instead of 1d20, and you get the idea.
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crkrueger

Quote from: AsenRG;879817Still, nothing beats "Le Pavillon Noir" and its own fencing supplement when it comes to representing a conflict between proponents of the Italian and the Spanish fencing school;)!
Conflict? La Verdadera Destreza is clearly superior, no? :D
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AsenRG

#17
Quote from: CRKrueger;879932Conflict? La Verdadera Destreza is clearly superior, no? :D

It's not quite as clear, actually, and that's something I like a lot about the rules:). I mean, yes, it has its advantages, and can surprise you nastily.
But it can also go the other way, and that's kinda the point in the adventure in the book (which I don't recommend for anything other than reading, because of its railroadiness;)).
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I wish someone would create and sell an English translation.

I'd pay money to have that and an English language game supplement would nicely pair up with the English translations of the first six Alatriste novels. I'm impatiently waiting for a translation of El puente de los asesinos ("The Bridge of the Assassins"). It's been 5 years now and I want to know what happens next.
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Skarg

The GURPS Warhammer Fantasy RPG book is a pretty well-done re-hash book. I think you still want the Basic Set, but all the needed stuff to run the setting is in the one book.

I think GURPS Traveler and GURPS In Nomine may also be more like that, but I'm not sure.

Yes, GURPS Swashbucklers is a good one, adding a good amount of crunch for swashbuckler era combat.

Interesting that Capitan Alatriste cut down the char gen grain so much. Listing just the relevant skills and traits of course makes complete sense, and what many GM's do for their settings.

arminius

What WFRP book? I only see fan-made stuff when I search on it.

Related, I found this info on standalone GURPS books: http://www.sjgames.com/poweredbygurps/

Skarg

Quote from: Arminius;880050What WFRP book? I only see fan-made stuff when I search on it.
Oh wow, I read & skimmed that whole book a while ago, and didn't realize it was a fan effort. Apparently it's called GURPSHammer and is a well-done fan conversion. There were a  few  typos I noticed in the equipment table but otherwise it looked quite good.

kosmos1214

Quote from: Skarg;879814Thanks RPGPundit!

That actually sounds really good. In fact, it sounds like something I think is missing in most GURPS books - a re-presenting of the system without the irrelevant material for the setting, and the addition of focused crunchy rules I'd want to run the setting.

GURPS world books generally don't reproduce the core rules, and many of them (at least before 4th edition) don't add many crunchy rules unless they are a crunchy rules book (Martial Arts, Magic, Tactical Shooting, etc).

The lack of books that give all the needed rules to run a setting, without lots of noise about rules for other settings, is I think largely responsible for GURPS seeming so dense and inaccessible to a lot of players.

that's  how it looked to me the 1st time i got to read through a GURPS book.
I got to read through 3e GURPS space as my intro to GURPS and it defiantly left more questions then answers

RPGPundit

Quote from: Skarg;879814Thanks RPGPundit!

That actually sounds really good. In fact, it sounds like something I think is missing in most GURPS books - a re-presenting of the system without the irrelevant material for the setting, and the addition of focused crunchy rules I'd want to run the setting.

GURPS world books generally don't reproduce the core rules, and many of them (at least before 4th edition) don't add many crunchy rules unless they are a crunchy rules book (Martial Arts, Magic, Tactical Shooting, etc).

The lack of books that give all the needed rules to run a setting, without lots of noise about rules for other settings, is I think largely responsible for GURPS seeming so dense and inaccessible to a lot of players.

Yeah, I guess that's another thing that makes it different from GURPS: Alatriste is a complete set of rules and setting in one book.
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