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#31 | |
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Join Date: Apr 2006
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Who's ignoring you? The forums are generally open to magic variants, or at least tolerant of them. The company put out an entire book full of rules and ideas for tweaking the standard magic system or replacing it entirely. If it was your players, that's not the game's fault. |
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#32 |
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Join Date: Jan 2009
Location: Sacramento metro, California
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The biggest trouble I've had with getting people to play GURPS is the buffet of options for building characters and campaigns. The strength of GURPS as a toolkit is its weakness as a system for new RPG players, or players new to GURPS.
With proper GM oversight and support, that's not as much of an issue as the people who have been complaining about GURPS make it out to be. GURPS 3e had no templates until around the Compendium days, so you just had 'a knight will typically have these advantages.' GURPS 4e has templates in all the major setting books that are easy to use as is and easy to modify. For example, the swashbuckler in Banestorm could easily move over to a historical Golden Age of Piracy (17th century on Earth) game, or be given a force sword and more high-tech transportation and become a space pirate. With templates, mathematically-challenged players and players who aren't sure what a particular character would look like in GURPS get a great deal of help. GURPS GMs should also be able to help, because as whswhs points out, when planning a campaign the GM knows what they want to run and can guide the players to making characters that work more effectively in that campaign. I have had players make characters the old-fashioned way and use templates for ease of use and I did narrative character creation where the players basically answered questions and I then made the characters based on that. Narrative was best, but mainly because I know the system and the players had characters in mind. I also left a little room at the end for tweaking, just so in case my interpretation of player input was off. Thus, character generation isn't that hard in GURPS, provided one knows what the campaign is about. That brings me to the second problem people have with GURPS, GMing it. These problems break down into three areas: rules, available settings and available modules. 1. rules: GURPS is a universal system with a lot of rules. HackMaster 4e, another rules-heavy game, is set for ultraviolent over-the-top old-school adventuring (while it could do less over-the-top adventuring, as a licensed AD&D product it has many of the limitations of that product). GURPS is actually better than HackMaster on the rules. GURPS has a design philosophy that it is a toolkit compared with the HackMaster mandate that all rules, however ridiculous they are (and there are several really bad rules), must be played to play the game right. GURPS also keeps the rules simple by having them be consistent. A -6 penalty to skill should be about the same for all skills, not some crazy modifier for a skill here and a second skill as in other RPGs (3.x.y D&D has this issue). Players need to know far less of the GURPS rules to play. Honestly, having your skill lists and knowing to roll 3d6 with simple math given to you by the GM covers you in GURPS for skill rolls. The combat rules, even though they were made more complicated between 3e and 4e GURPS, are still pretty simple for players to grasp. We've also seen the introduction of range bands in Action, vastly speeding up combat through reducing the time the Speed/Range table is needed. GURPS combat does not take substantially longer than combat in most other RPGs. If you use mook rules or the Army of One rules from Supers, it's quite quick with decisive players. 2. Settings: GURPS has a huge number of worldbooks from 3e that are digitized are cheaply available in dead tree (paper) format. The newer 4e genre books are indeed more like toolkits than prefabricated settings. FREX: Supers tells you how to build Supers worlds and gives you a number of examples but the sample worlds are a few paragraphs each. However, one should consider that few RPGs really have detailed settings. Even the 'By Night' series White Wolf did had small amounts of information on one area. Unless you have a long-running setting like Forgotten Realms or one with a great deal of fiction around the whole game is based such as Dragonlance, well you probably get a few specific setting pieces. Even attempts to build a setting from the ground up, such as the fine Kingdoms of Kalamar setting by Kenzer & Company leave huge amounts of information for the GM to develop (and that setting laid out a good amount of material in the campaign book, has two books to describe one city in detail, and its race books are more fluff than crunch. . .). If a GM needs that level of detail, well they probably won't find it in GURPS. However, with all of the information GURPS collects, much of it systemless, it's easy enough to mine GURPS for information to build your campaign. 3. prefabricated adventures, aka modules: these adventures sell poorly for almost every company. They tend to be fundlosers, instead of fundraisers. What the bulk of the complaintants forget in their analysis is that adventures are short and easily written. With the rise of electronic publishing and the release of the TSR back catalogue on PDF (sadly unavailable now in WOTC's anti-piracy campaign), adventures suddenly became widely available in the past few years for fairly cheap. However, prefabricated adventures always require the GM to adjust them. Prefabricated adventures vary widely in quality-the HackMaster version of Against the Giants, Annihilate the Giants. has far more potential for roleplaying and is far more detailed in setting a mood than Against the Giants. Against the Giants is a classic TSR adventure, so when it seems to be just a bunch of rooms and encounters, well you can see how difficult it is to write an adventure that works for a number of groups. What the smarter complaintants have noticed is that there are few adventures to help one new to writing GURPS adventures. This is true of many game systems-introductory adventures tend to be weak. A GM learns best by doing and very few modules could, without extensive notes, help a new GM with design. That being said, having some introductory adventures for DF and for Action would help new players. Those are two easy genres for most players to understand and if one were demoing GURPS, two good ways to quickly get players into the game. However, I don't think Steve Jackson Games should worry so much about the lack of introductory material. GURPS is a toolkit and it does its job very well. Unless I really want the over-the-top hack-n-slash of HackMaster or the alt-history West with the Shot Clock in Aces & Eights or some Car Wars car-on-car action (also by SJG), I'm playing GURPS or running GURPS. There's enough cheese in Dungeon Fantasy for all the 3.x.y players. .. So, I don't see the need to make others unhappy by ranting about how GURPS is so awesome. Those who don't get GURPS just want to play with prefab construction kits instead of using the ultimate adventure construction set. . .
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Currently Running: Without Number family games which use a lot of GURPS material for details when the players start asking(online, sporadically) Waiting For: Schedule Sanity to Play Car Wars and my Fnordcon special alt Car Wars cards! |
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#33 | |
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Join Date: Apr 2006
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The GM advice chapter in Campaigns has a lot of high-level conceptual advice about GMing, but maybe doesn't delve into the nitty-gritty enough to help new GMs who understand the high-level concepts but lack enough familiarity with the system to know how to apply them in terms of rule choices and NPC design and such. I wonder if it would be a good idea to revise that chapter (or, given the limitations of editing and pagecount and the fact that old material would have to be cut to make room for new, maybe a separate online supplement would work better). |
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#34 | |
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Join Date: Sep 2004
Location: Medford, MA
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#35 | ||
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Join Date: Feb 2008
Location: Not really there...!
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I'm sure. It's what I get from everyone who pays interest to GURPS (or any other new system, for that matter). "Do you have something ready to run?". Handing them a stack of notes is like handing them a bowl of melted ice cream, they understand the gesture but can do nothing with it. If everything is in one easy packet, I could kick off playing groups like a franchise.
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Proud contributor to GEARS. GEARS Third Draft is available! Creator of GURPS Organizations, too! |
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#36 | |
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Join Date: Sep 2004
Location: Medford, MA
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All free PDFs and all you need to play. |
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#37 | ||
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Interesting. My own experience is quite different; I know barely a RPer who has ever ran a ready-made adventure. This doesn't prove anything one way or the other, of course, except that we have a different gaming background, you and me :)
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Seriously: all I can do is recruit new players to my group, and to spread the love to those I know. This is, as I understand it, Bringing the Gurps, in a very practical and useful way. I, personally, can do this without a special, dedicated supplement. Why should I bother to introduce people I'll never game with to Gurps? This is not a trick question; I'm seriously not getting it. As far as I can see, my only concern is, and can be, to get enough players to run a game. I'm not earning money with Gurps, so I don't see how convincing strangers does anything for me. That, too, of course.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#38 | |
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Join Date: May 2005
Location: Oz
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Antediluvian RPGs tended to over-interpret the element "-master" in "gamemaster" and "dungeonmaster", and gave GMing advice more suitable to running a gulag than to playing a game. That was wrong, but it's also wrong to lean over backwards. A GM is not a master, but he's not a servant either, and he is (typically) under no obligation to put himself out to amuse the character-players. |
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#39 | ||||
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Join Date: Feb 2008
Location: Not really there...!
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That's why I have asked people now and then about what they're actually thinking when they want to Spread The Word, Bring The GURPS, Boost The Fans, or whathaveyou. Want to show the game some love? Want to raise game awareness? Want to create a non-SJG resource network? "Bring the GURPS" is a nice slogan, but as all slogans, it's horribly vague on the actual goals.
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Proud contributor to GEARS. GEARS Third Draft is available! Creator of GURPS Organizations, too! |
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#40 | |
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Join Date: Feb 2008
Location: Not really there...!
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One adventure for a RPG is like promoting a webcomic with one free strip.
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Proud contributor to GEARS. GEARS Third Draft is available! Creator of GURPS Organizations, too! |
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| Tags |
| bring the gurps, diatribe, fanbase, gurps fan, opinion |
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