03-25-2023, 11:37 AM | #21 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Why is GURPS not considered a good fit for the Supers genre?
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03-25-2023, 11:42 AM | #22 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Why is GURPS not considered a good fit for the Supers genre?
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03-25-2023, 11:48 AM | #23 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Why is GURPS not considered a good fit for the Supers genre?
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GURPS generally takes more up-front work than most other games. That's what is meant by "curation." You have to trim it and configure it and decide what you want it to do. This takes more work for a system that could do anything than for a system that was specifically built to handle your genre or something close to it. Supers just happens to be a genre that is extremely varied, requiring that much more work from the GM. |
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03-25-2023, 11:54 AM | #24 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Why is GURPS not considered a good fit for the Supers genre?
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03-25-2023, 12:04 PM | #25 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Why is GURPS not considered a good fit for the Supers genre?
Yup. This. So much this.
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03-25-2023, 12:29 PM | #26 | |
Join Date: Aug 2007
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Re: Why is GURPS not considered a good fit for the Supers genre?
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Build to effects levels or goals rather than points costs. Who really cares if ST 300 costs 3000 pts? What matters is if it ends up balanced against the Blaster. By the way you also got 300 HP with that ST and have significantly less need to do systems gymnastics to keep him from being an egg armed with a hammer.
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03-25-2023, 12:35 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Why is GURPS not considered a good fit for the Supers genre?
GURPS can be used to run supers, and it will function, but there are some pretty drastic changes you need to make. Most notably, you need to completely rescale the damage/DR of all high tech weapons, vehicles, and armor, because the gap between "can be hurt by X" and "will be killed by X" is very very large in supers, and the effectiveness of fists and melee weapons is very high relative to the effectiveness of firearms.
I would note that this is actually a problem with GURPS and all cinematic genres, not just Supers. Last edited by Anthony; 03-25-2023 at 12:59 PM. |
03-25-2023, 12:42 PM | #28 | |
Join Date: Jun 2017
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Re: Why is GURPS not considered a good fit for the Supers genre?
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03-25-2023, 01:14 PM | #29 |
Join Date: Aug 2006
Location: L.I., NY
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Re: Why is GURPS not considered a good fit for the Supers genre?
I've run a few campaigns of supers in GURPS, and I've found it can handle people with superpowers well. By default though, it plays like 'people with powers' in a more realistic world (for example the tv show Alphas), or maybe a deconstruction of comic book tropes.
It takes a bit of work to run a conventional comic book supers setting, with the tropes and logic you often see at work in mainline DC or Marvel settings. The GM has to be deliberate about how powers are crafted, limits on maximum damage and DR, and use of advantages like luck, hard to kill, etc., I found the advice in GURPS Supers, particularly on limiting the scale of damage from powers or swing damage and DR, is very helpful. |
03-25-2023, 01:25 PM | #30 | |
Join Date: Oct 2007
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Re: Why is GURPS not considered a good fit for the Supers genre?
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For a less experienced GM, point totals are a good way to make it seem like people are in the same ballpark. It's the same for players that aren't mature enough to ignore level/point differences in favour of storytelling. And we're kidding ourselves if we start to claim that those two types aren't a common combination. |
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