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Old 07-12-2017, 02:11 PM   #7
Mark Skarr
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Default Re: What GURPS needs... now

Quote:
Originally Posted by David Johansen View Post
But I really think a core book that cuts out all the cinematic and non-mundane stuff would be a great resource for new players and GMs.
I would have no use for a book like that. I can't imagine many players, especially new players, would as well.

I could see the opposite being much more useful: something that ramps up the cinematic, and really pares down the mundane. Most of the players I've encountered don't want to play Papers and Paychecks, they want to do something amazing.

To Andrew's point, most of the players I've encountered would rather see GURPS combat simplified. Sure, a GM with all of the important bits memorized can speed combat right along, but, for new players . . . something simple is better than something complex.

And I'm of a mixed mind about identical weapons. But, he's probably right about that as well.

I'm another voter for the power of the modular system. There are lots of things we don't use when playing. There are, additionally, lots of things we bring in from various places. I like how, in general, swapping things in GURPS doesn't, automatically, break the system.
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