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#7 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
I remember doing the same thing once for a group, and I so successfully converted D&D into GURPS that, at the end of the experience, the group said "Well, GURPS doesn't do anything that D&D doesn't do, so we don't see why we should change systems," and went back to D&D. I've learned since then that if someone is open to a new system, they often want to see what the new system actually does, how it's different, how it stacks up, and so on. If they're not actually open to a new system, they're not going to care how much effort you put into it, because they've already made their decision and they're just going to suffer through your session and declare it a failure anyway, so conversion is pointless for them too. What you do want to do is show them that they can play their favorite genres in GURPS. Dungeon Fantasy is great for this, because it's about going into dungeons, beating up monsters and taking their stuff, but unlike D&D it doesn't involve rigid classes or the mage-as-artillery concept or abstract war-gamey mechanics. So I say showcase its strengths and how its different and let them judge it honestly. Don't file off the serial numbers and present them "D&D with 3d6 instead of a d20." (This is not an argument against converting anything from D&D, just against trying to sell D&D-types on GURPS by making GURPS look as much like D&D as you can).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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| Tags |
| conversion, conversions |
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