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#1 |
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Join Date: Sep 2010
Location: Swansea...U.K.
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I Have to admit, I am a roleplayer now of 25 years, and I've played many systems ( AD&D - D&D - Tunnels & Trolls - Call of Cthulhu - Warhammer - Paranoia, well lets just say the list goes on a long way ), my point is that until Feb of this year when I met an interesting young man from my local gaming club, I had never played GURPS. Truthfully I never wanted to, I hadn't read the rules or then again even bothered to look at the cover of a GURPS book, But all this changed when he asked if he could run an adventure he wrote using the GURPS rules, so reluctantly, myself and my RPG group said OK.
Well to cut a long story short, I haven't enjoyed playing any other RPG's since then, I just cant get enough GURPS, I dont care what the genre is, it always works with GURPS. So now I play mostly GURPS ( but still play a little AD&D ) and am in the process of getting the GURPS 4ed core rules. I never realised I could like a system so much, but it's just sooooo bloody good. GROM |
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#2 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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I like GURPS, but sometimes I don't need the level of detail and the variety of fiddly bits it provides, or another system is better suited to what I'd like to run.
other games I like to run: Basic/Expert D&D Boot Hill Call of Cthulhu Classic Traveller I also run D&D3.5 online, and have done so for a few years now. It isn't my favorite system, but it works well for my purposes. |
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#3 | |
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Join Date: Apr 2005
Location: France
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Quote:
Actually, you can keep the game as light as you want, by using only the basic rules (which are explained in GURPS lite or in the Quick Start Section of the Basic Set) and the Task Difficulty Modifiers. But I perfectly understand what you (and others) mean by... All what I wanted to add is that I've played a lot of Cthulhu campaigns with the Basic Role Playing System. I really like this game which is very well designed. Now, I have also tried it with GURPS and it works even better. GURPS wounding system really adds something to the game, with its realism. And GURPS fright check system (where you get more and more mental disadvantage) is as frightening for players as losing sanity points. Perhaps even more. Furthermore, it's more simple for them to understand exactly how their character become crazy rather than a very generic sanity point loss. Add to that the fact that GURPS rules can be as simple as Call of Cthulhu ones, and you will immediately understand why I play my Cthulhu campaigns exclusively with GURPS rules now. Just try it once. It's amazing. Last edited by Gollum; 11-08-2011 at 04:35 AM. |
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#4 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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I don't buy into 'one size fits all.'
Take character generation; GURPS doesn't give me the quick and easy classes of D&D, the fun lifepath system of Cyberpunk 2020, the career system of WFRP, etc. It works really well for making highly detailed PCs who are designed without any randomness. Some people like randomness. Not everyone wants a high level of detail. GURPS is fun and well-designed, but I don't like to use it for all games I run, and I doubt I ever will. Last edited by combatmedic; 11-08-2011 at 04:45 AM. |
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#5 | |
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Join Date: Nov 2004
Location: Flushing, Michigan
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Quote:
Having said that, I'm perfectly happy to let someone else do the work and run some other kind of game. d20 has grown on me; it is good for certain kinds of campaigns and adequate for most other genres. Savage Worlds works quite well for cinematic action (it's like a cinematic-oriented little brother of GURPS). Other systems are fine, too. I just don't use them myself anymore when I'm either building or running a campaign. Mark |
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#6 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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I have sat down to play different systems over the last few years with different GMs. Throughout each session I kept thinking "GURPS does this better". By the end of the day I'm saying to myself "why am I wasting my very limited gaming time trying to learn a different system when GURPS is better anyway?"
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#7 | |
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Join Date: Oct 2007
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Quote:
Frequently under the other GMs, the group branches off into Top Secret for a week, or All Flesh Must Be Eaten for three or four sessions, or Icons for three games. Inevitably I wonder as a player what exactly we are gaining by doing this, as whatever novelties the games offer seem counterbalanced by the way the clumsing or non-existent handling of many situations and the way they fail reality tests all over the place. That said, there are occasional perfect matches of non-GURPS mechanics to situations, for which I am more than happy to put aside my loyalties. TOON was mentioned upthread and is a fine example. Call of Cthulhu's SAN mechanism is no less brilliant today than when I started running a game in high school, more than 25 years ago. Car Wars' rudimentary systems for dealing with characters is fine for a game that focuses in vehicle combat. Still, in practice, I am at one with the OP. |
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#8 | |
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Join Date: Feb 2005
Location: Virginia, US
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Quote:
On the other hand when it comes down to playing? As long as the campaign description is intriguing and the GM doesn't automatically expect me to be up to speed (i.e. a little help would be appreciated) on an unfamiliar system, I'm fine with it. Of course, whether I can actually take a top-down approach to character generation (concept-through mechanics-to-character) rather than a bottom up (mechanics-to concept-to character) is another question entirely. Kage |
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#9 |
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Join Date: Aug 2004
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I was a GURPS only gamers for a long time and if it was a "can only have one" situation it would be my choice. Its probably the best designed multi purpose game on the market with Unisystem running 2nd place
That being said I play and run quite a few other things, Pathfinder , OSR D&D variants, Risus Unisystem -- it really depends on what seems interesting at the time... |
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#10 |
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Join Date: Oct 2004
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I realy love GURPS - that part of why i bought so much stuff around it - but i need to say, that it is too complicated in my parts for me and my players.
We always tend to search around in books and seek this or that rule. Yes, we could wave such things, but we instead try to find and learn ... This begins with simple things like Details of Grappling or Area attacks. The problem for *me* is, that GURPS books are so dense - if you seek a rule, mostly it points you to other rules and other books, who in turn ... yes, points to the next thing. For me, GURPS would be greatly enhanced, if all books and rules would contain more "fluff" and more redundance - not pointing to other pages at all, but explaining all details *there*.
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4E books: Basic, Powers, Fantasy, Magic, Thaumatology, High Tech, Ultra-Tech, Martial Art, Supers, Space (SC only), Spaceships plus GCA and 66 of 3E books PDF: 4E as above plus Bio-Tech, DF and more |
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| Tags |
| gurps fan, systems |
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