innerdude
Legend
For 3 or 4 months now, one of my game group buddies has been asking to run a campaign after our last Savage Worlds campaign finished up. Well two weeks ago, the SW campaign ended on a high note.
2 days later, my buddy drops an email --- "Hey guys, I'm prepping for our new campaign! It's going to be a super heroes game loosely based in Brandon Sanderson's Reckoners universe, and I'm dropping Savage Worlds to use GURPS instead."
Imagine my reaction based on the following facts:
I've asked myself several times in the intervening weeks why I had agreed to do it.
But the GM's a good friend of mine, and he really wants to give it a shot, so last night we spent 4 hours doing a GURPS character building session. And for better or worse, it's the game in front of us.
I'm interested in hearing how you all navigated the tricky emotional pitfalls when it's something your buddy's really in to but you just don't have an affinity for it, how you avoided subconsciously sabotaging the proceedings (or maybe even if you didn't avoid it) . . . . I'm sure there's some good stories out there, so kindly share if you're of a mind.
2 days later, my buddy drops an email --- "Hey guys, I'm prepping for our new campaign! It's going to be a super heroes game loosely based in Brandon Sanderson's Reckoners universe, and I'm dropping Savage Worlds to use GURPS instead."
Imagine my reaction based on the following facts:
- I think GURPS is a bloviated, unnecessarily complex system that largely detracts from, rather than enhances the fun of roleplaying.
- Super heroes is my least favorite genre of speculative fiction, by a large, large, large margin. My preferences for campaign genres would look something like this:
Fantasy == Age of Sails == Space Opera == Cyberpunk == Roman Period > Western > Modern >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Super Heroes - It's well-established collective wisdom that GURPS is TERRRRRIBBBBLE for emulating "epic" supers.
- The GM hasn't actively run a game of any kind for 10+ years---and I know from past experience, that even when he wasn't shaking off the "GM rust," he wasn't the most dynamic of GMs to begin with.
I've asked myself several times in the intervening weeks why I had agreed to do it.
But the GM's a good friend of mine, and he really wants to give it a shot, so last night we spent 4 hours doing a GURPS character building session. And for better or worse, it's the game in front of us.
I'm interested in hearing how you all navigated the tricky emotional pitfalls when it's something your buddy's really in to but you just don't have an affinity for it, how you avoided subconsciously sabotaging the proceedings (or maybe even if you didn't avoid it) . . . . I'm sure there's some good stories out there, so kindly share if you're of a mind.
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