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Old 02-10-2018, 08:18 AM   #9
starslayer
 
Join Date: Dec 2006
Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

The Elder Scrolls: Daggerfall and Morrowind would like to have a word with you regarding 'no RPM'

(Though from what I read apparently The Elder Scrolls: Arena was at the very least heavily inspired by GURPS)

Of course it was completely possible to build utterly broken spells and with no GM to veto it, you had an utterly broken spell that radically unbalanced the game.

Level vs 'you have 3 CP to spend' is a pretty arbitrary distinction and quite frankly about equivalent- many games use a slow progression system like this without too much incident (some of them also tie certain things to levels like extra HP or loot levels).

Some advantages like Gadgeteering would either have to see their usefulness 'baked in' to the campaign (IE- it becomes an extra dialog option) or just not included- there is basically no way to allow that type of open ended use unless you were building say 'Minecraft: GURPS edition' (With gadgeteer being a requirement for a lot of the high end refinements, materials, and recipes)
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