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Look On The Light Side Of Life (And Fantasy Gaming)
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<blockquote data-quote="Doctor Futurity" data-source="post: 7689202" data-attributes="member: 10738"><p>GURPS at it's core is rules lite, but rules lite usually refers to how many options and exceptions a game offers, not just the core mechanic. I love GURPS, ran it throughout the late 80's, 90's and right up until 4th edition which (for reasons still hard to explain) ended my time with GURPS. For some, GURPS had a sweet spot between complexity and accessibility in 3rd edition, and the consolidation of all the supplemental rules into core actually created a problem of "too many choices." It is (for better or worse) easier for me, these days, to pull out Savage Worlds or BRP with very clean, defined options and get my players going than it is to spend a long time prepping for GURPS. </p><p></p><p>I don't know that this is GURPS' fault as a system...I really do like it....but the climate of gamers changed, and the time it takes to invest in a GURPS character or setting for play is tough for most people these days, it seems. Dungeon Fantasy is a perfect example (imo) of how GURPS has provided some update support to make this process easier, but you have to really be in to GURPS and know they are still supporting it with PDFs to be aware of this.....to most gamers today GURPS looks dead and the few books in print look complex. (Again, I don't think it is....it's just time consuming to prepare templates, characters, world details and such; I'm just saying my experience as a guy who wants to play GURPS has been that it's hard to sell people on it, and the lack of visible in-print support makes it even harder).</p><p></p><p>EDIT: Hmmm I think a better way to say that is that GURPS Lite is definitely Lite. But GURPS regular, compared to examples in the article like Beyond the Wall and Whitehack, will amply demonstrate that GURPS is, in fact, not lite.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 7689202, member: 10738"] GURPS at it's core is rules lite, but rules lite usually refers to how many options and exceptions a game offers, not just the core mechanic. I love GURPS, ran it throughout the late 80's, 90's and right up until 4th edition which (for reasons still hard to explain) ended my time with GURPS. For some, GURPS had a sweet spot between complexity and accessibility in 3rd edition, and the consolidation of all the supplemental rules into core actually created a problem of "too many choices." It is (for better or worse) easier for me, these days, to pull out Savage Worlds or BRP with very clean, defined options and get my players going than it is to spend a long time prepping for GURPS. I don't know that this is GURPS' fault as a system...I really do like it....but the climate of gamers changed, and the time it takes to invest in a GURPS character or setting for play is tough for most people these days, it seems. Dungeon Fantasy is a perfect example (imo) of how GURPS has provided some update support to make this process easier, but you have to really be in to GURPS and know they are still supporting it with PDFs to be aware of this.....to most gamers today GURPS looks dead and the few books in print look complex. (Again, I don't think it is....it's just time consuming to prepare templates, characters, world details and such; I'm just saying my experience as a guy who wants to play GURPS has been that it's hard to sell people on it, and the lack of visible in-print support makes it even harder). EDIT: Hmmm I think a better way to say that is that GURPS Lite is definitely Lite. But GURPS regular, compared to examples in the article like Beyond the Wall and Whitehack, will amply demonstrate that GURPS is, in fact, not lite. [/QUOTE]
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