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I think your Enclave idea is pretty good. I think it should have both the standard GURPS layout that includes History, Culture, Character template, etc as well as section where the region is placed on a numbered hex grid or at least a map with keyed locations. Followed by a gazetteer detailing each of the locales.
You have to look at the banetorm maps and see what the optium scale is. I know the people think that 135 mile by 95 mile coverage (11.5 by 8.5 paper) I use in Points of Light is the right size for a campaign.
I think a continuing problem with GURPS is the fact it is not ready out of the box for a novice Gamemaster (to GURPS) to use. THere is no Keep on the Borderlands with a town, dungeon, and wilderness keyed and detailed with stats already filled out. It doesn't need to be the focus of GURPS but it should have two or three adventures for each of the big three genres (Fantasy, Space, and Horror). These should not be in the form of a mini sourcebook like Harkwood but follow the form and conventions used by the major RPGs of the respective genres (D&D, Traveller, & Call of Cthulu). This way new players have a point of reference in understanding how to use GURPS with their favorite genre. In addition unlike Dungeon Fantasy is should not be emulating the main RPG of the genre but rather be stated like a normal GURP game would be (100 to 150 pt character etc)
Once Banestorm has it's Keep on the Borderland I think your idea would be a great addition and show the strength of GURPS as a RPG.
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Yes and no. The Yes I think
Yes and no.
The Yes
I think your Enclave idea is pretty good. I think it should have both the standard GURPS layout that includes History, Culture, Character template, etc as well as section where the region is placed on a numbered hex grid or at least a map with keyed locations. Followed by a gazetteer detailing each of the locales.
You have to look at the banetorm maps and see what the optium scale is. I know the people think that 135 mile by 95 mile coverage (11.5 by 8.5 paper) I use in Points of Light is the right size for a campaign.
http://www.goodman-games.com/4381preview.html
The No
I think a continuing problem with GURPS is the fact it is not ready out of the box for a novice Gamemaster (to GURPS) to use. THere is no Keep on the Borderlands with a town, dungeon, and wilderness keyed and detailed with stats already filled out. It doesn't need to be the focus of GURPS but it should have two or three adventures for each of the big three genres (Fantasy, Space, and Horror). These should not be in the form of a mini sourcebook like Harkwood but follow the form and conventions used by the major RPGs of the respective genres (D&D, Traveller, & Call of Cthulu). This way new players have a point of reference in understanding how to use GURPS with their favorite genre. In addition unlike Dungeon Fantasy is should not be emulating the main RPG of the genre but rather be stated like a normal GURP game would be (100 to 150 pt character etc)
Once Banestorm has it's Keep on the Borderland I think your idea would be a great addition and show the strength of GURPS as a RPG.