02-08-2013, 10:57 AM | #41 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Why doesn't GURPS do Superheroes well?
Part of the issue, I think, is that people aren't separating "genre" from "mode of play" very well. I would assert the following:
GURPS is a perfectly good generic game. It handles all genres moderately well. It does what it says on the tin.Then we look at what "supers" is. Hint: It isn't a genre. It's a storytelling style that could be used in any genre . . . you can have pulp action supers, police detective supers, sci-fi supers, etc. The salient features are that the universe conforms to the heroes' abilities, not vice versa, and that drama trumps realism. In a game, that would be a style of play, one where players set the limits on their abilities, bound only by the rules of drama, and the GM is there to provide opposition, not judgment. Which isn't really what GURPS is good at. So yeah, GURPS probably does that badly. Which isn't reason not to try, but something to consider.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
02-08-2013, 11:10 AM | #42 |
Join Date: Feb 2007
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Re: Why doesn't GURPS do Superheroes well?
There are no better transmodal games, are there?
If so, it seems a bit harsh criticizing GURPS for not being an especially good transmodal game. I would say that it is the best transmodal game.
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02-08-2013, 11:15 AM | #43 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Why doesn't GURPS do Superheroes well?
Back in the 3e days, some of the most fun I had was playing without a character point limit. It opened people's creativity in a huge way. Suddenly instead of trying to munchkin (what would be the point?) everyone tried to make a cool character that was fun to play. This would seem to be the way to go for a good supers game.
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02-08-2013, 11:15 AM | #44 |
Join Date: Mar 2010
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Re: Why doesn't GURPS do Superheroes well?
I dunno. I've had good experiences with using the Ultrapower advantage and associated rules to handle instances of "bound only by the rules of drama". (I've used it as the core power for characters before, with their actual powers alt'd off of Ultrapower in a similar fashion to how Divine Favor does it.)
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02-08-2013, 11:17 AM | #45 | ||
Join Date: Sep 2004
Location: Canada
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Re: Why doesn't GURPS do Superheroes well?
Quote:
I ID'd a while ago that I can't GM supers-mode games; changing mode is in some ways significantly harder than changing rules or genre. "Genre expectations" are often actually from the mode of play, and one of the places you get conflict at the table if people had differing expectations going into it. Quote:
That said, gaming really takes a group that's willing to co-operate, so.
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02-08-2013, 11:20 AM | #46 | |
Join Date: Feb 2007
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Re: Why doesn't GURPS do Superheroes well?
Quote:
I don't want to learn a whole new system complex enough to handle super abilities. SJG needs to sell me a new PDF already. :p
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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02-08-2013, 11:22 AM | #47 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Why doesn't GURPS do Superheroes well?
Quote:
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02-08-2013, 11:31 AM | #48 |
Join Date: Aug 2004
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Re: Why doesn't GURPS do Superheroes well?
I found that if the GM basically builds a "Kewl Powers" book for players to pick from while building characters, fairly high powered Supers works just fine. If the GM sees GURPS abilities that need tweaks to be balanced in the campaign, this lets him do it, AND saves players time building characters...
But it costs a hell of a lot of GM time. The worked example books like Psi Powers are super valuable to me for exactly this reason. A worked example book that handled other powers would be very welcome, if only to steal ideas from. The barrier to ME writing something like that is, as for many, the high standard GURPS holds its authors to. But now that I have a long list of prebuilt powers, the campaign itself flows pretty smoothly. ESPECIALLY if you enforce Powers and what abilities can fit in a particular origin/power modifier. That helps keep huge point totals from creating all generalists.
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02-08-2013, 11:31 AM | #49 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Why doesn't GURPS do Superheroes well?
Quote:
Bill Stoddard |
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02-08-2013, 11:35 AM | #50 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Why doesn't GURPS do Superheroes well?
OK that got me to look as I have a different idea of the word genre.
genre noun 1. a class or category of artistic endeavor having a particular form, content, technique, or the like: the genre of epic poetry; the genre of symphonic music. 2. Fine Arts. a. paintings in which scenes of everyday life form the subject matter. b. a realistic style of painting using such subject matter. 3. genus; kind; sort; style. adjective 4. Fine Arts. of or pertaining to genre. 5. of or pertaining to a distinctive literary type. To me a setting is a specific world or framework, including charecters and such. A Genre is broader and more about style. For example Space Opera is a style where the Heroes are larger then life and typically its about good vs. evil (or at least bad). Supers is like Space Opera but the idea is that drama and the story trump realisim.
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