“Why wouldn’t I run this under GURPS?”
Yeah, I’m considering the benefits of adapting the MM&M adventure to GURPS.
I am sorry to tell you all I have very fond memories of Brennan’s Grailquest books.
Ah, the old “your character can do it if you can do it” mechanic. Ideal for the GM with a big props cupboard. Here’s a lock. Here’s a ten-foot wall. Here’s a ticking bomb…
10: Are You Putting Your Game Out Of Business?: The Whartson Hall Gamers discuss GURPS (part 1)
Session 11: Think Of Us As a Flange: The Whartson Hall Gamers discuss GURPS (part 2)
Good work team. This GURPS discussion is engaging and interesting. Although, I really don’t know what you were all doing spending time on GURPS in the 80s and 90s, when that could have been more time for Hero/Champions!
< looks awkward, avoids eye contact >
The lag on Nick’s audio was really bad this week. I still haven’t figured out what he said to prompt all the avocado comments.
We’ve been talking about this one for a while, and we finally did it:
Session 12: I Remember Beaver: The Whartson Hall Gamers discuss gamebooks
Oh, I very much enjoyed recording this one!
Here’s some of the old and new Fighting Fantasy artwork for comparison, as we discuss in the show.
Here’s the wonderful slime eater from the original Sorcery! 2: Khare, Cityport of Traps
And here’s the same image from the current book:
From Creature of Havoc, the original clawbeast:
And the new one:
I absolutely do not believe that Old is Good, New is Bad as any sort of general rule, but in these examples I think the new versions are woeful, entirely lacking the qualities that drew me into the old illustrations. The editorial choices are, to my mind, the villain here: far better to give talented modern artists freer rein to interpret the text instead of aping the earlier pictures.
Choose your own adventure hit the US school book fair market big around 1983 to 1986 as I remember but fighting fantasy was nowhere to be seen. I remember seeing Lone Wolf for the first time but behind the publish curve. I think I saw Caverns of Kalte around 1988 and the series got basically banned by the teachers at the Catholic elementary school I attended.
The game books I spent the most time with were TSR’s 1v1 books. I liked them because it was like two books in one package. The conceit was that each player would take a book, wander around a dungeon (or outer space, or the countryside, or New York City) until eventually confronting each other. They used a combat matrix on the back which crops referenced two numbers between 1 and 20 and had specials as well as hits and misses. Each player got a party rather than just one character. I’m missing one from the collection but in terms of gaming material that could be obtained in the Bible Belt they were fun for me.
The Thieves Guild Assassins book was particularly fun because if the first two die, instead of some rescue options, there were more teams of assassins in the back that got sent on the case.
Oh I haven’t heard of these, they look very interesting. Glad you managed to find a gaming oasis at least! Would love to have a peek at these.
Session 13: Chasing the Dragon: The Quest for the Perfect System
Even less structured than usual; a chat with @Shimmin, @Lordof1 and @riddles .
You did the Chasing the Dragon episode without me? Oh.
And me. I suspect we may do another one.
Ah, but everyone knows that you found the perfect system and gave up questing long ago.