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#31 | |
Join Date: Nov 2008
Location: Pennsylvania
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You brought up a good point about people not dealing with dying very well. I'm just trying to figure out a way to base things on local areas so that I have more things they can relate to while learning a new set of rules. |
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#32 | ||
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Join Date: Sep 2004
Location: Southeast NC
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* In my experience, though, poorly run 3.5 games outnumber well run ones by a wide margin. That will probably improve as time goes by, as GM skill seems to be inversely proportional to "Oh, shiny new book!" Quote:
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RyanW My name is spelled without a B. Like Minnesota. |
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#33 | |||
Join Date: Oct 2006
Location: Chagrin Falls
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Summary: race definitions are setting specific, not game specific. Quote:
"eh.. so he's a protestant, so what" didn't play well in Rome for a long time.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#34 |
Join Date: Nov 2008
Location: Pennsylvania
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I'm aware I can still play 3rd Edition of D&D, but it's starting to get harder to find a 3E game. I do play 4E, and I can have fun doing so, but the system doesn't mesh well with what I want to do. It has a different mentality behind it than what I want with the world I'm trying to build. (I said earlier I'm planning on running a modern game, but my main motivation for trying a new system is to attempt to fully realize the fantasy world that has been in my mind and in a few notebooks of mine for a while now.)
Ironically, it is D&D 4E which made me realize that I'd rather play a different system. One of the things I like about the new system is that there is less of a power curve between levels. I loved 3rd Edition, but one thing that was rough to deal with as a GM was that gaining one or two levels could greatly change what sort of creatures were appropriate challenges. 4th Edition closed the power gap between levels and made creatures more able to remain a challenge at a wider variety of levels. It was then that I realized I would like to try playing a game without levels. At some point in D&D (regardless of edition) the PCs get to a power point at which they are above the rest of the world. The PCs don't exist as part of a world; the world exists because the PCs are there. That's not a bad concept, and it's one that I've had a lot of fun with and still do enjoy when I play it, but I want to try something with which I can build more of a living breathing world. Aside from that, I'd like to try a more gritty game. I'd like to try something in which my fantasy is at least somewhat grounded in reality to some extent. With those interests in mind, I don't feel that D&D is the system with which to do those things. I suppose a good example to give is similar to what I said in one of the other threads on these forums concerning realism in fantasy. One of my favorite authors is R. Howard, and the reason that he's one of my favorite authors is because he finds a way to make things feel real. His Conan and Kull books having magic, sorcerers, strange creatures, and all sorts of other things which are fantastic in nature, but he still finds a way to make them feel real. Conan himself is a good example. Conan has nearly super-human strength and battle skills, and he might be able to single handedly chop down a lot of people, but in the process he still gets hurt or injured most of the time, and no matter how strong he is, he still can't take on an entire army by himself. He's still realistic enough, and the stories are still realistic enough that I can actually believe that the story is real. I can lose myself in the reality of it even though it has fantastical elements. That's what I want. I want to be able to have adventure and heroics, but I also want some realism. In D&D, a 20th level fighter can easily mow down an entire army without hardly breaking a sweat. I'm not saying that style of play is wrong; it's something that I've enjoyed doing for years, but now I want to try something different, and the something different that I want to try isn't very well supported by the D&D system -especially not the new version of the system. I know that earlier I said that the power curve between levels was less, but another thing about the system is that the power curve between monsters and PCs is much different. The threat of death in D&D 4E is pretty much laughable at best and minor setback at worst. That's not to say that I think PCs should regularly die; I don't think a DM/GM should set out to slaughter the PCs, but I do think that the threat and challenge of failure makes victory somewhat more satisfying. Aside from all of that, I would like a system which has a broader range of things that it can handle. If the PCs want to do the typical D&D-esque adventure with a small band of heroes, I can do that, but GURPs (from what I can see) also has the capacity to handle things if they decide to upscale things and put together an army or something similar. D&D 3E had some capacity to do this, but the pitfalls of a level based system still prevailed; no number of 1st level followers can realistically challenge even one opponent who is enough levels higher. Another problem is that a disruptive PC can potentially be above the rest of the world. They can laugh in the face of the town guard and not worry about anything. One way to deal with this is by leveling up the rest of the world, but eventually this leads to the question of "well, if these guards are so tough, why don't they just go kill the dragon?" Even in Lord of The Rings which is full of the heroes doing completely unrealistic things, there is still some sense of realism. Aragorn and Gimli stand on a bridge during the battle of Helm's Deep and fend off a large mob of the enemy, but it's still made somewhat realistic by them being on a bridge which is small and doesn't allow the enemy to completely swarm them. In D&D the high level heroes could have just walked out into the middle of the enemy army and defeated them all. I'm not bashing D&D; I have fun with it. It just has a different mentality behind the design. GURPs (and other game systems I have looked at recently) seems more capable of building a world in which the PCs are part of a living world which has some sense of reality and consistancy. D&D doesn't lend itself as well to what I want to do as a world builder. With all that being said, there are certain aspects of D&D which I plan to keep. I like the concept of "skill challenges" which is used in D&D 4E. Basically, a skill challenge sets the difficulty for a certain skill such as trying to win over the help of the king. Instead of simply making one diplomacy roll and succeeding, it may take multiple successes to plead your case. A diplomacy skill challenge might require 4 successes before 2 failures; if you fail twice you say something which causes the king not to help your or you insult him or whatever the DM decides. This doesn't replace roleplaying though. In most cases roleplaying in such a situation always trumps rollplaying, but I think it's a good mechanic to use so as to not punish players who are shy about roleplaying (in the diplomacy example) while still giving a good mental idea of how difficult it would be to complete a task. Another skill challenge idea could be picking a lock; a tougher lock would require more successful rolls before a lower amount of failed rolls. I'm not sure how well this idea will fit into GURPs, but I'm looking into it. Last edited by Johnny Angel; 12-01-2008 at 11:46 AM. |
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#35 | |
Join Date: Sep 2004
Location: Medford, MA
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Or, you can go rules as written and go with Regular Contests of Skill (not Quick Contests of Skill). My Diplomacy vs. your Diplomacy. If you roll a success and I roll a success...we are at an impasse. We roll again and try a new tactic. With each roll other players may try to aid the main Diplomat with relevant skills, giving a bonus to his roll. Then the next round of negotiating begins. |
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#36 | ||
Join Date: Aug 2005
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The character with the split points is likely to be a better generalist while the just skills can focus and be very very good at one or two things. Quote:
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#37 | |
Join Date: Aug 2005
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It seems like in your game the best character to play would be the combat monster with Pacifism: Total non violence, and just ignore the disad as you will not enforce it in any way. This is free points. |
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#38 | |
Join Date: Oct 2006
Location: Chagrin Falls
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__________________
Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#39 |
Join Date: Oct 2004
Location: Washington
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First of all, welcome. You're in for a treat, RPG-wise.
The only advice I have for you is to take GURPS in small bites; it's very easy to get overwhelmed since you have so many options to choose from. Very little is "pre-packaged" compared to D&D and entails much more effort from you. But you'll like the result.
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"I am so old now. I used to have so much mercy." --The Doctor |
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#40 | ||||||||
Join Date: Apr 2006
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Note that class templates are somewhat optional. They act as examples of what skills and advantages a particular "class" or "job" might have, and they can speed up character creation if you use them as written, but you don't have to write up templates for every setting you run a game in, and players aren't really bound to use them (unless you say so). Quote:
On that note: being more realistic, combat in GURPS tends to be a lot deadlier than it is in D&D, even if you ignore all the optional rules (extra hit locations, bleeding, etc). Encourage your players to avoid unnecessary fights and use superior tactics. Quote:
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For instance, suppose one of the fighter-types wants to guard an area (or a person). In GURPS, there's no such thing as an opportunity attack when people run past you; if you're busy fighting someone, you're too busy to get a free attack on someone else just because they got near you! The correct thing to do here is to take Wait maneuvers and say that you'll attack any enemy that comes within range.. and that makes sense, if you picture the scene in your head. But a lot of D&D players miss this. If you know what they're trying to do, you can tell them how to do it right, rather than waiting for their assumptions to trip them up. Quote:
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A lot of people have house rules that say that you can only improve things that you actually used during an adventure. Others require you to come up with some kind of rationale for spending points, and enforce any attendant consequences; for instance, a player can say that his character is taking classes at the local community college, but then you could charge his character a couple hundred bucks for class fees and materials, and say that he has to spend two half-days a week going to school or doing homework instead of working or adventuring, until the semester is over. (Incidentally, the things that people do in their downtime are a good way to enable characterization, introduce clues or adventure hooks, and so on. For instance, the guy taking college classes might have the chance to earn Favors or Contacts, or maybe even be introduced to potential Patrons or Allies. They could even make Enemies. If he has a Secret, there's a chance that he'll have to prevent it from being exposed. Or maybe he'll make some ordinary friends, or meet a girlfriend. Maybe the school gets attacked, or a professor goes missing. Or, if you don't want to bother with any of that because it would split up the party too much, then at least you know that the PC would rather spend time taking classes than messing around in his garden or hanging out in bars.) Overall, I don't think I'd worry about it too much except when someone wants their PC to learn something that they have no plausible way to learn. Quote:
Last edited by Xplo; 12-01-2008 at 02:44 PM. |
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Tags |
gurps recruitment, gurps revival, introductions to gurps |
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