03-25-2023, 07:45 AM | #11 | |
Join Date: Jun 2017
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
Or just play with non-lethal genre conventions.
__________________
Pronoun: "They/She" Last edited by SilvercatMoonpaw; 03-25-2023 at 07:48 AM. |
|
03-25-2023, 09:09 AM | #12 |
Join Date: Aug 2007
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Gurps for Supers isn't impossible but it is problematic.
Strength v. Innate Attack is problematic and the "solutions" you usually see are excessively compilcated patches over the problem.. Deadliness is a problem. Tech v. Powers is a problem. 20 pts for High tL and 50 pts for Filthy Rich (or maybe Patron) and perhaps some Military Rank so you can ignore the Legality ratings in UT can look _very_ attractive compared to an equal amount of cp spent on Powers. These are just some of the problems and you might encounter others others but they boil down to you not being able to say "Here's 1000pts. Go build a superhero". I'm sure Christopher Rice can run a Gurps Supers game and so can I but it takes too much GM'ing to be really attractive.
__________________
Fred Brackin |
03-25-2023, 09:33 AM | #13 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
Every kind of GURPS game requires curating. Some require more work than others, but there's a reason there's an extensive Campaign Planning Form in the back of the Campaigns book. That is simply the nature of a generic system, and it is no different if you declare the genre to be supers. |
|
03-25-2023, 09:57 AM | #14 | |
Join Date: Aug 2007
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
Setting up a Supers campaign would require a lot more work. Quite possibly to the point where I needed to do all the characters myself and some people don't want to give up that much control.
__________________
Fred Brackin |
|
03-25-2023, 10:40 AM | #15 | |
Join Date: Aug 2004
Location: Pioneer Valley
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
But tossing out "It just takes curating," with the subtext of "... if you're not too lazy or clueless to bother," is all very well and good. Thing is, there are plenty of folks out there who don't want to do that much heavy lifting, and there are a number of supers systems out there than don't compel them to do so.
__________________
My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
|
03-25-2023, 11:10 AM | #16 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
I'm calling this one out specifically because quite honestly if you are not sitting with your players while they make their characters you're going to have problems. You can't just through pasta at the wall and see if it'll stick in GURPS. The GM needs to be involved in character creation for anything even remotely complicated at character creation and that doesn't mean points (but it can).
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
03-25-2023, 11:11 AM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
It would be easier and more balanced in Fourth Edition. However Champions is less work, though I feel less reward too. Many character types, mostly super normals wouldn't work as well as say blasters. Gadgeteers specifically would be easier to keep in line using Champions. But a lot of verisimilitude would be lost and GURPS is much better for the out of combat stuff.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
03-25-2023, 11:12 AM | #18 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Why is GURPS not considered a good fit for the Supers genre?
This is true. There are some systems where the heavy lifting happens in game play v. happening at character creation. And while that seems easier...it's not. Not for the GM. Supers is one place where the front-loaded aspect of GURPS character creation works in your favor because once your done it is EASY to run the game itself.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
03-25-2023, 11:25 AM | #19 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
You can make GURPS work for supers, but you need to really bring out your tools to force it into shape, because by default it doesn't want to. A system like Champions or Mutants and Masterminds has similar flexibility to GURPS but has default scaling that works for supers (as a consequence, they don't work for other genres as well). |
|
03-25-2023, 11:26 AM | #20 | |
Join Date: Oct 2007
|
Re: Why is GURPS not considered a good fit for the Supers genre?
Quote:
And a lot of them come with a built in setting already, so it's much quicker for a GM to set up a campaign. Yes, you can do it all using GURPS as well, but it takes more work from the GM. The GM needs to select which optional rules are used, curate (or help build) player powers, flesh out organizations (both friendly and hostile) and figure out stats and abilities of super NPCs. Some GMs like doing that work, others want to spend that time fleshing out the various plots of campaign. |
|
Thread Tools | |
Display Modes | |
|
|