Quote:
Originally Posted by DukeofDellot
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.
Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
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Or suggest they focus on the sweeping strokes of character creation, like stats, big advantages, big disadvantages, and wild card skills.
Someone with Scientist!, IQ 16, Mathematical Ability+2 and Absent-Minded is basically the same as someone with IQ 14, Per 15, Will 12, lightning calculator, Dabbler, Hyper-Specialized, Physics (Meson/Electron Interactions) 18, Astronomy 14, Geology 15 and Mathematics (Applied) 16 (just an example, don't crucify me on point totals). Both give you that kewl scientist feel, but one is much more suitable for a broadly defined scientist, and the other is better for someone who wants to be very specific about what his character is capable of doing.
Just because there are options that let you define
each and every point doesn't mean you have to use them. That's WHY we have talents, wild card skills and very broad attributes. If your players are skeptical, make a few example characters for them. When they glance at their sheet and realize their extremely competent character has a mere 5-10 skills listed on his sheet, they'll start to change their tune.
(Same applies with stuff like Martial Arts. If you want to be a Sambo Practitioner, you don't NEED triangle choke-hold, iron-neck and neck snap. All you really need is Karate, Wrestling and Judo)