Quote:
Originally Posted by pawsplay
Which brings us back to square one: GURPS has limited options for fantasy worlds, many of which are quite different than modern genre fantasy.
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If you are arguing that GURPS fails because it doesn't have a D&D-style setting, I'm going to disagree with you strongly. There are lots of settings. There is even
Dungeon Fantasy, which doesn't
require a setting (though it can take one if you want to build or borrow it).
Is the argument that GURPS needs its own
Forgotten Realms, with a stream of supplements and adventures set there? Yuck. I wouldn't buy them.
I too find the claim that GURPS lacks quick-to-use settings incomprehensible. I for one appreciate not getting thick books for settings all the time. The time-strapped GM can read a short PDF or section of a book, then
make stuff up. Read "Ghost-breakers" from
All Star Jam 2004, make a few ghosts and a map of a haunted house or two, then go for it! Read
Tales of the Solar Patrol, write up a couple of villians, and start blasting bad guys! What's the problem? You don't have to write a full-length adventure to run a game. Just make it up as you go.
And when you
do find an odd moment or two, takes some notes of ideas.
My most successful games are the ones I don't overprepare for.