Quote:
Originally Posted by Kromey
If I were running a campaign in a zombie apocalypse, Horror would definitely be on my list. However, for a one-shot, and especially in a system that's likely to never be used again by my group, having already spent $50 on books is already really hard to swallow; bringing that up to $70 with the PDF for Horror just isn't in the cards right now.
If, on the other hand, my group likes the system and wants to play a real campaign using GURPS (*crosses fingers*), then I'll definitely be getting more books to accommodate that -- at the least LT, HT, or UT (depending on the TL they want to play in) and a setting book or two.
Knowing my group, we'll probably end up in DF, as it's quite likely that we'll end up converting our current D&D 4e campaign into GURPS, perhaps even to include adapting a form of magic to reproduce/simulate the powers that all D&D 4e characters have (or maybe DF or Fantasy already can account for that?).
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I was tempting to suggest you exactly this. For D&D players I would run a Fantasy (or DF, or Low-Fantasy, or Historical...) game first. Make simple characters with roles that your players can +- visualize (I think that the templates of DF are a little complicated for a first try). But try to not reproduce an D&D game on GURPS, so they can see that the system is strong in others parts (they may think that the combat in GURPS is worse than in D&D in a first impression, so I would avoid a combat heavy game). Put enfazis on the infinite possibilites of GURPS and in the use of skills (but dont pass the impression that they NEED to have to roll a skill to do mundane things like walk or climb a tree).
EDIT: You have to remember that GURPS is a tool box, you only have to use what you NEED and in the way that you fill is enjoyable and is confortable with.