06-01-2023, 08:05 PM | #11 |
Join Date: Apr 2005
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Re: GURPS Key Feature
The rules for most real world stuff, like how much you can lift, how fast you can climb, or how far can you jump, is based on physics and research.
GURPS is, or can be, a fairly realistic melee or small arms skirmish combat simulator. Those bases make it one of the best "sandbox" systems if you want to add something new. Paradoxically, for all that GURPS has a reputation for scary math, I also find it very easy to track experience points for characters once they're designed. XP come in single digit numbers which can be immediately applied to character traits if you want. From the GM's point of view, lack of class- or level-based restrictions on character advancements makes it easy to keep players happy. There are lots of ways the GM can use the rules to say yes rather than no and lots of little ways the GM can reward good play on the spot. ("Congratulations, you just boggled the GM/made everyone laugh/whatever. You get 1 XP to apply to a Perk or skill or which you can use as an Impulse Point.") |
06-03-2023, 02:48 PM | #12 |
Join Date: Jun 2022
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Re: GURPS Key Feature
Inversely, it's makes predicting how a PC will end up more difficult. So if you like "preplanning" your final End Boss set pieces around PCs of "certain levels and abilities"... well... that's not a key feature of GURPS, indeed, it's rather a key feature that you can't make those predictions.
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06-03-2023, 02:53 PM | #13 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: GURPS Key Feature
Seconding Pursuivant --
Verisimilitude - GURPS starts with a fundamental basis in the real world, and provides tools for simulating that (falling, lifting, jumping, healing, tricking, persuading...). Verisimilitude is what makes GURPS capable of delivering its other claims: Generic and Universal which I also value highly. |
06-04-2023, 10:41 AM | #14 |
Join Date: Dec 2020
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Re: GURPS Key Feature
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