evdk
comrade troglodyte :M
Umm, you know that the SPECIAL system was a copy of the GURPS pnp system, right?
Yeah, but it was their own home made copy.
Umm, you know that the SPECIAL system was a copy of the GURPS pnp system, right?
It's not a straight copy though. D100 system instead of 3D6 to start with. The attributes are different, and most of the skill and traits were made for Fallout, not just taking standard GURPS stuff and re-selling it.Umm, you know that the SPECIAL system was a copy of the GURPS pnp system, right?
All I'm saying is, if you want to make the case that Tim Cain is a titan of creativity, then Arcanum is probably a better example to hold up than Fallout.
Yeah, thank God we had that Science skill in Fallout 1, huh?It's not a straight copy though. D100 system instead of 3D6 to start with. The attributes are different, and most of the skill and traits were made for Fallout, not just taking standard GURPS stuff and re-selling it.Umm, you know that the SPECIAL system was a copy of the GURPS pnp system, right?
All I'm saying is, if you want to make the case that Tim Cain is a titan of "creativity", then Arcanum is probably a better example to hold up than Fallout.
I don't see how High Fantasy + steam engines is more creative than Fallout.All I'm saying is, if you want to make the case that Tim Cain is a titan of "creativity", then Arcanum is probably a better example to hold up than Fallout.
What does that have to do with anything? Are you saying since science was near useless that means Fallout copied more?Yeah, thank God we had that Science skill in Fallout 1, huh?It's not a straight copy though. D100 system instead of 3D6 to start with. The attributes are different, and most of the skill and traits were made for Fallout, not just taking standard GURPS stuff and re-selling it.Umm, you know that the SPECIAL system was a copy of the GURPS pnp system, right?
And Arcanum is just one game. Remember, Tim Cain is a programmer by trade. Maybe he's just out of big ideas.
All I'm saying is, if you want to make the case that Tim Cain is a titan of "creativity", then Arcanum is probably a better example to hold up than Fallout.
And even that still had orcs, dwarfes and elves.
What's creativity anyway? Is it really creative coming up with random shit?
And Arcanum is just one game. Remember, Tim Cain is a programmer by trade. Maybe he's just out of big ideas.
He still has them. He actually talked about a sci-fi rpg in a recent interview.
No. Not random, but workable and enjoyable.All I'm saying is, if you want to make the case that Tim Cain is a titan of "creativity", then Arcanum is probably a better example to hold up than Fallout.
Oh, right. Like we need 1C to ruin the game for us specifical--
My entire point is that Fallout 1 wasn't very well-designed. It used a copied stat system and an imbalanced skill system that was half-baked and punished the player for not knowing a priori how to build a good character.What does that have to do with anything? Are you saying since science was near useless that means Fallout copied more?Yeah, thank God we had that Science skill in Fallout 1, huh?It's not a straight copy though. D100 system instead of 3D6 to start with. The attributes are different, and most of the skill and traits were made for Fallout, not just taking standard GURPS stuff and re-selling it.Umm, you know that the SPECIAL system was a copy of the GURPS pnp system, right?
Umm, you know that the SPECIAL system was a copy of the GURPS pnp system, right?It has it's own home made character system.To be honest I am bit relieved and a bit disappointed. So I am about to commit some sacrilege and some Blasphemy. When I joined this place I always thought that Cain and Sawyer were really the creative kind, that took dangerous and novel steps to make games. I thought that the only reason they could not make something as great as Fallout again (Cain) because they were not having the resources to do so. Now that they have the money they keep regurgitating the same DnD crap all over.
I'm not sure why Fallout was ever considered all that super-creative. It was a Mad Max RPG, FFS. Plus, Wasteland did it first anyway.
As for Sawyer, he's a game mechanics nerd first and foremost, not an artist or a visionary.
The retro-futuristic themes were most definitely not Mad Max inspired.
It also had a bunch of Canticle For Leibowitz inspiration.
I would say it's about as creative as anything I've seen. Maybe your standard for creativity is too high? Just remember nothing is new, and we all stand on the shoulders of giants.
And though any wizard may prepare several tomes, an inexperienced caster is not capable of channeling power through the log-thick, anvil-heavy, dog-eared grimoires of wizened archmagi. Such novices must alternate between more modest selections, relying on their less demanding spells and talents when they are unable to call upon their tomes.
It's still good that from 2000 and beyond every major publisher realised that it's better to sell some copies for 10-20 bucks, than to sell nothing. I enjoy a long line of boxes and cases on my shelf, just like rulebooks for various systems. I still have my Baldur's Gate I on five blank CD's only marked by black pen thoughI pity poor dumbfucks who call themselves rpg fans but never bothered to learn english.
http://en.wikipedia.org/wiki/SPECIAL_System#SPECIALIt most certainly was not. It's as much a copy of GURPS as the UNO card game is a copy of Magic: The Gathering, basically.
Stop talking out your ass. It was supposed to use GURPS, but didn't. Using seven stats (among these Charisma and Luck) and using percentile rolls is basically as far from GURPS design as you can possibly be.
And though any wizard may prepare several tomes, an inexperienced caster is not capable of channeling power through the log-thick, anvil-heavy, dog-eared grimoires of wizened archmagi. Such novices must alternate between more modest selections, relying on their less demanding spells and talents when they are unable to call upon their tomes.
Hmmm. Multiple spellbooks?