Eyes of Nine
Everything's Fine
You know why I would never play GURPS today? because while there are tons of setting books, there are precious few adventures. I just don't have time to do all the work to run a game
You know why I would never play GURPS today? because while there are tons of setting books, there are precious few adventures.
the type of players who flock to a game system are one of the most important factors in being able to actually play the game with people.I am not sure we should judge a game based on its player community.
Plus there's little depth to their setting books. Maybe I'm spoiled with D&D's constant splatbooks and setting guides, but I always felt it would be really nice to have an expanded--or even just updated--Fantasy II or Technomancer.You know why I would never play GURPS today? because while there are tons of setting books, there are precious few adventures. I just don't have time to do all the work to run a game
But after two campaigns, there was something I came to utterly hate . . . * snip * . . . The one second melee rounds are a plague.
I'm a weak-kneed GM. I don't like telling my players "no." This is why I like systems with very defined rules, and I get nervous about more narrative systems.
GURPS is crunchy, but it also depends heavily on the GM setting the expectations of play. If you can't tell a GURPS player "no" - and do it often - it's going to be a disaster, as I discovered.
Here's an example...
Through a combination of Edges and Hindrances (or whatever they're called in the system), I had a player who made a Blind Sharpshooter Pacifist - who used his accuracy to take excellent photographs, somehow.
Every adventure had to be completely written, every campaign had to have custom dials turned and described to the players with a lengthy campaign booklet.
My bad experience with GURPS kept me from playing any other universal RPG system (Savage Worlds, Basic RPG) for over a decade.
QFT.
It wouldn't be such a problem if the rest of a player "action turn" could resolve faster such that 1-second rounds weren't so punitive for, you know, actually having fun. It's a design decision that has MASSIVE downstream effects on basically everything combat related (so, you know, like 90% of the game), and none of them are particularly good in terms of making the game more fun and usable.
I learned quickly from the GURPS "power users" that literally anything that forces you to lose a combat round FOR ANY REASON needed to be built against.
In melee combat it was weapons that required a round to "ready" after using, like axes and two-handed pole arms. It was essentially useless to build a ranged character if you weren't planning to take every advantage in the book to eliminate the extra round requirements to draw and nock an arrow. Anything that forced you to waste a round moving or re-facing on your "hex" in combat had to be eliminated, stat. Not from the rules, of course; the rule itself had to remain. It was just up to the players to instinctively know how to do character builds to eliminate all the hassles the rules created.
The whole process was a damning exercise in "trap avoidance," but of course, the solution wasn't to just make the game more fun. The solution was for me as a player to just "git gud" and know the traps.