08-28-2011, 08:56 PM | #41 |
Join Date: Aug 2011
Location: Sydney
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Re: Dice Of Doom: GURPS Review
Hi guys,
I run the Dice of Doom blog. The review was written by Ellisthion (or Duncan if you listen to the podcast) as he was the person who ran the game. It is clear from some of the posts here that you are all very passionate (and protective) of the game that you play. This is a good thing, it speaks to the game's appeal. We didn't mean to tread on any toes, we were merely reviewing the game as we experienced it. Some things that may need some clarification. We only had a month to learn and play the game. We have been cycling through a game a month in a year long project. This was game 8 in the cycle. Clearly a month is not enough time to 'get' everything about a system, and we acknowledge that in the podcast review and in the post. We know we missed things and a lot of you have been very helpful pointing things out in the comments on our post. We appreciate that. The review is written from the point of view of a gaming group who have had no experience with GURPS picking it up for the first time and trying to find their feet. This would accurately reflect the majority of our readers. Many of you would have been introduced to the game by someone experienced in running it, and would have passed it on in a similar fashion. I would ask you to consider what it might be like to pick it up with a clean slate, so to speak. At the end of the day we really enjoyed the game and some of us in the group (myself included) are interested in picking it up again sometime. It got a very high review score from us compared to some of the other games we've tried (Gamma World only got 48% for example). Thanks again to those of you who have commented on the site clarifying things, we really appreciate it. (And if you'd like to point out the flaws in 'sample character', please feel free to do so...). |
08-29-2011, 01:10 AM | #42 |
Join Date: Apr 2006
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Re: Dice Of Doom: GURPS Review
I think this is a fair review for what it is: a first impression formed without the benefit of advice from more experienced players, by someone who is more used to D&D. For instance, the complaints about a lack of ready monsters and advice on encounter balancing seem to assume a fairly hack-and-slash game, whereas a GURPS game could easily have humans as the only opponents - or even a peaceful diplomacy/court intrigue/etc. game with very little combat. Likewise, many of the complaints about the system itself are less valid if you understand the nuances of the system, and so really they're complaints about insufficient hand-holding for new players - which is a valid criticism (and one that was made, to give credit where it's due), but not a ding on the system per se.
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08-29-2011, 04:41 AM | #43 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Dice Of Doom: GURPS Review
A pony probably should have more than 10 ST - without looking at the books, I'd guess somewhere around 15 would be more appropriate.
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08-29-2011, 06:12 AM | #44 | ||
Join Date: Aug 2010
Location: MI
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Re: Dice Of Doom: GURPS Review
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Fanboy A: "GURPS doesn't have a monster manual!" Fanboy B: "Yes it does: pgs x-xiv in book X, pgs v-xi in book Y and the racial templates in book Z!" Fanboy A: "That's not a manual..." Overall, I liked the review. It was obviously people that didn't go months in-depth creating a world and going over all the possible options beforehand, but that stated that from the get-go.
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08-29-2011, 09:23 AM | #45 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Dice Of Doom: GURPS Review
I find that interesting, because it was the basis of the first GURPS campaign I ran. I had nobody to act as a mentor, and I'm the one who introduced GURPS to my group. I saw the templates in the basic set as a good basis for a modern urban fantasy campaign, and Creatures of the Night was perfect for setting a low-powered monster hunters campaign in Detroit, a city with plenty of darkness and scariness on its own.
The default magic system isn't ideal. It's not even what I would have preferred. But I did find that even with Basic Set, a starting wizard was a pretty powerful foe. Our group's wizard dealt with several a lot of supernatural horrors in a very permanent sort of way. The biggest trick is to not approach GURPS like it's D&D. It's not. So I worked early on to get people accustomed to different ways of thinking about combat, not as the abstracted D&D combat, but a quick and cinematic system where you described what you were doing, rolled some dice, and then described the results. We made fights quick and deadly, and they got into that right away.
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08-29-2011, 10:12 AM | #46 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Dice Of Doom: GURPS Review
I don't believe that people nowadays are significantly more stupid than I was when I was 16--which is when I taught myself GURPS and started my own game. So I always find it interesting when people say that GURPS (and other games) are too difficult. I wonder what happened?
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As an example, everybody is really clear that Vampire and D&D don't have anything in common and I'd see D&Ders adjust to Vampire easier than to GURPS. I think it is because the systems were so different that they came to them fresh. |
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08-29-2011, 10:45 AM | #47 | |
Join Date: Apr 2009
Location: South Shore-ish, MA
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Re: Dice Of Doom: GURPS Review
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What's more you guys mechanically did a good job, the idea of using GURPS Lite is one of the things I only picked up a while after getting back into GURPS. And as I said earlier, ˆ*saw the review as good, that was why I mentioned it - GURPS folks have some serious concerns that the game is overshadowed by D&D and seen unfairly as "overly complex", so good press is, well...good! :) What's more, I really appreciate that you came HERE to follow up, that's really cool. |
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08-29-2011, 10:49 AM | #48 | |
Join Date: Aug 2004
Location: Seattle, WA
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Re: Dice Of Doom: GURPS Review
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But if I had limited time or limited interest, I would have never bothered to push through the learning curve. I was already familiar with a dozen or more roleplaying systems, and they were easier. Why bother with this one? As it turns out, GURPS is now my favorite game system. But "too difficult" can mean as little as "more difficult than that one, which I was also considering buying."
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Thomas Weigel Gamer, Coder, Geek |
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08-29-2011, 12:01 PM | #49 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Dice Of Doom: GURPS Review
I found it less difficult than the World of Darkness games. I found it had too many dials to tweak in ways that weren't all that clear. GURPS has fewer dials, with more guidance on what tweaks are appropriate.
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Online Campaign Planning |
08-29-2011, 12:11 PM | #50 | |
Join Date: Sep 2004
Location: Canada
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Re: Dice Of Doom: GURPS Review
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One of our most system-phobic players found WoD and GURPS easier than D&D to play (she won't do character creation in any system at all), and of the three, she prefers GURPS significantly.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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