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Old 10-20-2012, 09:53 PM   #1
d10tavern
 
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Default Simulationst or Light

How many people would you say play GURPS as more of a simulationist system, taking into account every little detail, and how many play it more as a light system, ignoring most of the details and just sticking to the basic system?
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Old 10-20-2012, 09:56 PM   #2
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Default Re: Simulationst or Light

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Originally Posted by d10tavern View Post
How many people would you say play GURPS as more of a simulationist system, taking into account every little detail, and how many play it more as a light system, ignoring most of the details and just sticking to the basic system?
I usually pick a couple areas of the rules where I want more details (depending on the genre and campaign), and use that to zoom in on that part of the action, mechanically. The rest of the areas of the game I just use the basic system and glaze over the finer details.
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Old 10-20-2012, 10:18 PM   #3
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Default Re: Simulationst or Light

Can I say "Yes"?

Actually, I've run GURPS in a range of styles. It depends on my narrative purpose, which is a matter of what the theme of the campaign is and how the setting supports it. GURPS works in more than one style.

On the other hand, the genius of GURPS really is in "your characters are real people moving and acting in the real world." If I want a really light generic game, I look at BESM ("your characters are figures in a visualized world and can do what can be visualized") and FUDGE ("your characters are characters in a narrative and can do what can be narrated"). GURPS works, not so much for more realistic games, as for games with a stronger aesthetics of "realism," games that are supposed to feel like the engineering and economic facts matter.

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Old 10-20-2012, 11:02 PM   #4
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Default Re: Simulationst or Light

I tend to be more fast-and-loose with the rules, using the base rules and not worrying about the more fiddly details unless necessary.
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Old 10-20-2012, 11:12 PM   #5
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I am definitely here for what Bill calls out as GURPS's sweet spot - real people in a real world. It may not be our real world, but it is a real world, and I want to simulate that world as thoroughly as possible. I will always err on the side of greater granularity where possible, at least in those areas that I am focused on at the time.

I've been gaming, off and on, since '79, and the best way I can think of to describe my goal in a game is to give players a system that accurately portrays the universe, no matter how fantastical, as being based on our own. I want to be able to entirely immerse myself in my characters and make decisions utterly through their eyes, without any reliance on information they would not possess, roll the dice, and honor the combination by seeing what story emerges, stochastically, from the results.
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Old 10-20-2012, 11:15 PM   #6
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Default Re: Simulationst or Light

My current campaign is pretty "talky" (to the point of soap opera sometimes), so there are entire sessions where the rules don't matter ... well, except the ones in Social Engineering. :) But since it's supposed to be a fairly gritty superhero series, I don't throw the rules out the door. Combat can still be deadly, surgery can still be risky, and so on. In fact, Bio-Tech's rules on surgical procedures are proving useful, since one major NPC has cancer and another has had to be treated for massive brain trauma.

"Real people in a real world." Maybe that needs to be the next big tag line; it sure fits my game.
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Old 10-21-2012, 12:26 AM   #7
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Default Re: Simulationst or Light

Honestly I think the real genius of GURPS is how well it's worked for Everything I've Tried To Do. I've done some pretty seriously gritty games, and some game concepts call for that. But I've also done some wildly off-the cuff and cinematic games, still using GURPS.

But I have to agree, there is a sweet spot. Even in the most off-the-cuff games, throwing in a little salt of realism from time to time, (the details of a surgery in a supers game is a damn fine example) really thickens the soup.

Am I mixing metaphors? Maybe... maybe.

Simulationist or Light? Depends on the game, but usually somewhere right in the middle.
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Old 10-22-2012, 11:04 AM   #8
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Default Re: Simulationst or Light

Quote:
Originally Posted by Crakkerjakk View Post

I usually pick a couple areas of the rules where I want more details (depending on the genre and campaign), and use that to zoom in on that part of the action, mechanically. The rest of the areas of the game I just use the basic system and glaze over the finer details.
That describes how I run my campaign, too. Sometimes I go a step further and turn on the extra-detailed rules when one specific scene calls for them, but otherwise leave them switched off. For instance, I don't bother looking up exact modifiers to Explosives (Demolition) and whipping out the calculator to determine the damage when somebody slaps a C4 block onto something fragile during a foot chase, but I do work out all the details when the entire adventure culminates in a demolition job. Likewise, I'll fret the details of bleeding, surgery, antisepsis, and long-term recovery for a mortal wound, but never for a 1 HP knife cut in a minor brawl.

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My current campaign is pretty "talky" (to the point of soap opera sometimes), so there are entire sessions where the rules don't matter
There's a huge element of that in what I said above, too. There are entire months of weekly gaming wherein the dice get rolled maybe four times. I don't rely on rules to provide "realism" in situations like having discussions with friendly NPCs, or when the PCs make plans, assemble gear, and assign tactical roles. I find that I can get a fairly intense level of detail without using the game system at all. Indeed, I find conversation and preparation more immersive and believable without constant interruptions for dice rolling.
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Old 10-22-2012, 07:06 AM   #9
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Default Re: Simulationst or Light

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Originally Posted by d10tavern View Post
How many people would you say play GURPS as more of a simulationist system, taking into account every little detail, and how many play it more as a light system, ignoring most of the details and just sticking to the basic system?
What has that got to do with Simulationism?
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