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Old 07-12-2013, 09:39 AM   #10
Pmandrekar
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Join Date: Jun 2005
Location: Oregon, WI
Default Re: 4E's hit point philosophy

Quote:
Originally Posted by hal View Post

If all we're supposed to view GURPS as, is a game that has no real need to stick to any level of realism, then why are we bothering to create formulas for gun damage based upon actual scientific principles?
I have to speak up, since I've been a playtester and contributor to several GURPS Supplements while using and applying my scientific training and background to bring the level of realism up in those books.

1) We do have to strike a balance between playability and the underlying science. One of the continued problems that non GURPS players have with the system is that it is too realistic, and thus too easy for characters to die.

2) One of the reasons that players do like GURPS is that it folds in more of that science than other systems. That's for certain. My gaming group currently consists of a PhD Raman Spectroscopist, PhD nuclear chemist, PhD in Engineering (I think) who writes medical software, another guy who writes medical software, a BS level oceanographer, and a guy who assembles particle accelerators for a living. Oh, and I have a MS in Genetics, I've been well-known in Forensic DNA circles for about a decade now. In all due fairness, it may not be a science textbook (but then, how much fun would a science text book be? I've got tons of 'em, and I still use my GURPS Books).

3) When any game, TV series, movie wanders into an area of science where we have expertise, especially deep expertise, it does become painful to see how far off of our understood reality it can be. I cannot watch "CSI" for this reason, even though some of the products that I've designed have actually been featured on those shows. Too painful. Makes my science brain itch with the hurty.

So, yeah. It's a game.... and there's nothing wrong with that.

-P
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