Your discussion of the solo rules made me bite the bullet and purchase the bundle. While solo roleplaying is only peripherally similar to face-to-face roleplaying in a group, it is useful for getting a handle on things and a handy lifeline for people vastly separated in space or timezone from others interested in the same game. (You see this a lot in Ars Magica fandom - people who live far away from other games keen to join in discord or play-by-post just for the thrill of playing with others. I intend to create a zine on solo roleplaying at some point, but there’s such a variety of solo roleplaying experiences I don’t know whether to offer a broad overview or focus in on a narrow area).
I didn’t actually pay much attention to the section on game adaptations as you mostly dealt with adaptations I don’t have much of an urge to play. The section on the big list of games you can’t get people to buy into or haven’t worked how to run - I understand deeply. When Transhuman Space came out, a friend said he loved the book but had no idea how you’d run a game. I tried running a campaign in the asteroid belt and it went badly wrong, so badly wrong I stopped running SF games for a couple of years afterwards. One day I will try that game again.
Peripherally related to the quip about multiple xp, I want to try Artesia at some point, but the “one type of xp for each major arcana” could get tricky, the Chivalry&Sorcery-style massive disparity in social levels from character generation, the potential for rules hacking combat and magic…could all get very messy.
I admit to some bias, but although @Phil_Masters is a friend I feel strongly that Changing Times—nominally the rules update book for converting Transhuman Space to GURPS 4th edition—does an excellent and necessary job of bridging the gap between great big ideas and the game one might actually play. The various Personnel Files books are essentially worked examples of campaign setups within the world.
The things I haven’t worked out how to run mainly lack a clear statement of “The characters are X who do Y”.
Like Coyote & Crow has a lovely setting and a decent system (I playtested character gen and combat). But I have no clue what the PCs would do. The game kind of says “here are a ton of suggestions, but you don’t have to pick any of those”… which means it is up to me to do all the heavy lifting.
If it had said the PCs are detectives who solve supernatural murders (or resistance members who fight terminators… or International Rescue pilots who save folk from disasters) then I would have a handle on that. And the book would have lots of stuff to support it.
Or maybe it wouldn’t. Coriolis mentions a travelling circus in spaaaace as one potential option. Oooh that sounds awesome, yelled my Tuesday group. Does the book support that? Does it buggery. Every adventure/story seed is of the “mercenaries and private eyes sent to investigate something” type.
PC#1: I am perfecting my juggling act.
PC#2: I am chatting up the ringmaster and trying to persuade him to make my performing elephants top of the bill.
PC#3: I am making sure no-one steals from the circus’ box office takings.
GM: can you stop all that, leave the circus for a fortnight and go shoot at those folk over there in the mountains? Please? Pretty please.
Barmi is a delightful book. It depicts the evolution of an imaginary southern European town through a span of centuries. Any one of the illustrations would be a dandy game handout.
I wonder about combining it with something like Beak Feather and Bone, where the players take turns creating factions and characters that inhabit a map, and imagining their interactions. Having multiple maps over time would be an interesting way to expand play.