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Old 07-02-2010, 01:01 PM   #12
Qoltar
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Default Re: Narrativism in GURPS

Quote:
Originally Posted by nanoboy View Post
....................

What I am thinking is that the U in GURPS could be made more accurate, if there was a way to put in some narrative components. (Keep in mind that when I say "narrative," I am not referring to GURPS lacking stories. I'm talking about rules systems that allow players to alter the game world in ways that are outside of their characters' control.) These concepts are apparently in vogue in the indie RPG world right now, and they seem kind of neat. However, most of the indie games lack the level of simulation that GURPS provides for those of us who actually like that sort of thing. Basically, I'm wondering if anyone knows of good ways to elegantly work these ideas into GURPS, because when I am ready to game again, I would love to have my cake and eat it, too.
Just because those ideas are 'in vogue" in the Indie game world that doesn't mean they are actually good ideas or would work with GURPS.

Stuff from The 'Forge'/ Indie games or the IPR world likely doesn't work that well with GURPS.

GURPS is a traditional roleplaying game.

Now if what you really want is to streamline things so its easier for you to GM a GURPS game session or two - thats already very doable with GURPS as it is.

One player could makle up some aspects of the game world ahead of time and e-mail it to you and the rest of the group, another player could coordinate making the characters and character sheets with the GCA - things like that. You would still be the one in control as the GM, you just had some of the lkegwork and research done ahead of time.


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