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#28 |
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Join Date: Jun 2005
Location: Utah by way of West Virginia
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My two cents on the subject:
In D&D, you walk into a room. There are three Dire Wolves, six Human Thralls, Four Vampires, and a Vampire Lord. You kill all of them -- because you are a bad-a**. In GURPS, you enter a town that has been plagued by disappearing livestock. You investigate and find that a trio of Dire Wolves have been hunting in the region. You set a trap to kill one, then engage the other two in frantic combat before killing them. In the process of searching their lairs, you find clues that show they were being controlled by several humans in the village. Watching them, it becomes apparent that they are Thralls. You collect evidence and turn it over to the Sheriff, and help the guardsmen to capture the six -- who are hung the next morning. Before dying, one of the Thralls threatens the village with destruction when their masters come. Seeking out these masters, you go through a series of challenges to hunt and kill each of the four Vampires. Clues acquired at each lair lead you to the true power behind the attacks -- the Vampire Lord. After preparing for a daring daytime-raid of the Vampire Lord's lair (and with every bit of equipment or knowledge you could acquire), you fight this undead nightmare. Finally you manage to kill him and end the threat to the region -- because you are a bad-a**. Note, that isn't to say one cannot handle another. But that seems to me that the systems have a style they are particularly effective for. D&D is Zelda -- explore and fight and have fantastical magical adventures as long as you don't look too closely at what is happening (it is fun). GURPS is Demon's Souls -- plan and cautiously fight and do your best not to get two critters to surround you so you don't die; you can stare at the details all you want, and it will still hold up (also fun). |
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| combat rules, gurps |
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