08-30-2011, 05:05 PM | #71 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Dice Of Doom: GURPS Review
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But I'm getting off-topic. If you want to share notes on it, we can do so through PM or via the RPG general forum.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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08-30-2011, 05:23 PM | #72 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Dice Of Doom: GURPS Review
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08-31-2011, 02:03 PM | #73 |
Join Date: Mar 2005
Location: Harrisonburg VA
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Re: Dice Of Doom: GURPS Review
I weigh in on this in a lengthy blog post here.
The short version: playtesting should include at least some component of reviewing how the game/supplement will go over with people that are picking it up cold. All this stuff that is so obvious to the "experts" should be written up somewhere. I really like the review, but still... I can't resist fisking the darn thing! (Most of what I say is probably derivative of the comments here and there, but maybe not.) Last edited by Jeffr0; 08-31-2011 at 02:28 PM. |
08-31-2011, 02:14 PM | #74 | ||
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Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Dice Of Doom: GURPS Review
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I think my favorite observation in the whole review comes, mirabile dictu, from the comments: Quote:
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08-31-2011, 04:23 PM | #75 | |
Join Date: Mar 2005
Location: Harrisonburg VA
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Re: Dice Of Doom: GURPS Review
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Few people realize they are as parochial as they are. You see a similar thing when people learn new programming languages. They are aggravated and beat their heads against the wall until the get over the learning curve enough to benefit from it. It can still take years to be able to code idiomatically in the new language, though. It's painful because you actually have to learn not just new ways of solving problems, but new ways of thinking about problems.... |
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08-31-2011, 07:13 PM | #76 | |||
Join Date: Aug 2011
Location: Sydney
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Re: Dice Of Doom: GURPS Review
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In the end we do hope that we've encouraged people to try out GURPS. We enjoyed it and we're certain that others would as well if they gave it a go. Quote:
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While 12 Games/12 Months might not be appropriate for all gaming groups, I would highly recommend changing things up for a month or two here and there. It give you an opportunity to try out that game you've always been interested in playing or a chance to mix things up a bit. After all, that's how we got to play GURPS for the first time :) Last edited by RupertG; 08-31-2011 at 07:21 PM. Reason: oops, forgot something... |
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08-31-2011, 07:32 PM | #77 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Dice Of Doom: GURPS Review
Regarding the idea that one needs an expert to help one learn GURPS...I suppose I might count as expert now...but in 1988 I wasn't. I was a 16 year old high school kid and no one I new played GURPS at all. I'd never seen it in action. I just saw the shiny, shiny books in the gaming store...especially the GURPS Prisoner book...and thought..."This looks cool!"
So I bought it, read it, taught myself how to play and GM with nothing but the Basic set...no other supplements. And ran a Fantasy game (with no magic). And it was fine. Sometimes I think the difficulty of GURPS (and many other games) is overstated. Maybe the problem is not that GURPS or D&D or Vampire or whatever is difficult...maybe the problem is that as we get older we get a bit more set in our ways and less willing to put in the time and effort that we would regularly put into games when we were in high school or college. I mean back in the day the groups I was in would regularly play all sorts of random things...many games which were not well written or organized. I still value variety...for example the sort of variety the Dice of Doom folks are doing. But so often I meet groups that will only play one game ever (that game usually being D&D). I remember sitting at this 3.5 game and the players rejected playing Trinity because they thought it was too difficult...and this was the group that had basically memorized 8 bazillion 3.5 books...in all their quirky complicatedness. They could tell me that I definitely wanted by Rogue to take the Master Thrower Prestige Class to maximize damage, and then take this obscure magic item and then one obscure Feat from this one other book. And then argue about AoO and all these really, really complex and not always well explained exceptions and unclear things. But that wasn't too difficult. Then they went to 4e...which involves a lot of data tracking. But also not too complicated. But Vampire was too complicated? GURPS was too complicated? I think a lot of this, as I said in the comments of the original review, has a lot to do with the sort of paradigm you have normalized, a certain amount of inertia...and...well...for my D&D players...it is a certain other thing. For the D&D group I was in, there was power in having memorized 8 bazillion splat books and being able to game the system in really arcane ways. There was power in knowing obscure lore details about Forgotten Realms and having read the books and so on. The minute you switch to a new system, you lose that power and everyone is equalized as a beginner again. I think that is not attractive to all people. Last edited by trooper6; 08-31-2011 at 07:41 PM. |
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