Re: GURPS Hermeneutics
That every GM uses some of the optional rules but no GM uses all of the optional rules. Before you join a game with a new GM, make sure that you are comfortable with the optional rules he or she is using before you commit so that you can minimize conflicts between yourself and the GM. Before you make a new game as a GM, clarify which optional rules you are using and make sure to not change the optional rules in the middle of the game so that you can minimize conflicts with your players.
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Re: GURPS Hermeneutics
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This doesn't come up often as a concern, but I'd like to think it's a principle of modern GURPS. I refer specifically to a minor grumble I had about older books occasionally slapping PC races with real limitations but under the Taboo Traits label. "You can't swim – which means that, unaided, you sink and die in any pool, lake, river, moat, dungeon cistern, or 3/4 of the Earth's surface. Taboo Trait, 0 points, try to stay out of the water." Not a fan of that. : ) |
Re: GURPS Hermeneutics
Pay for the effect, not for the fluff.
This is a guiding principle when building abilities. |
Re: GURPS Hermeneutics
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Needless to say, after being a writer and editor for 23 years, I know there are formal differences between certain choices of words and phrases. But ordinary people speak and write informally, and that's our house style. We actively seek not to write "legalese" even if that would make the rules clearer to the minority who didn't fall asleep reaching the end. |
Re: GURPS Hermeneutics
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Re: GURPS Hermeneutics
In any case, it's usually cleaner and simpler to keep discrete effects discrete. It's easier to put things together in a package than it is to separate them out of one because you don't have to remember which package the thing you wanted was in.
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Re: GURPS Hermeneutics
I think another base assumption is that the GM and players are on the same "team" unless playing a specific genre (which would be discussed and agreed upon by the same players and GM). I see people trying to come up with stuff so as to ambush the GM with their "concoction" while this is a definite style of play I assume it isn't the assumed default.
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Re: GURPS Hermeneutics
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Re: GURPS Hermeneutics
After a while, it makes you want to ban ATR, and it is one of the reasons why I tend to require people to buy Enhanced Defenses +1 per level of ATR.
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Re: GURPS Hermeneutics
Another thing with GURPS is that it is not only a universal role playing game (which already means that the GM will have to define which advantages, disadvantages, skills and equipment are or are not allowed in his game world) but GURPS is also a generic one.
Thus, for a given situation, they are often several RAW answers (depending on the level of realism, how much detail and the optional rules the GM wants). Newcomers may be very surprised when they come to that forum, ask a quite simple question and ... get different answers to solve their problem. |
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