Did the nerds win?


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So my takeaway is that GURPS was the big complex math system, which did get a good amount of players in its heyday.
I would say that GURPS was higher complexity than D&D, but still not at the top end with stuff like Aftermath, Chivalry & Sorcery, Space Opera, Hero System (which I commonly saw lauded by everyone who thought GURPS was too simplified and dumbed-down) Powers & Perils, Enforcers, or Champions. Or at the ultimate extreme, Phoenix Command.
 
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I previously mentioned Space Opera and I think it qualifies as both math complex and rules complex. Character creation would take upwards of an hour, involving modifications based on sums, averages, and percentages. Then there was starship building. If you have an hour and a half free, this video details character creation.
I always mention Enforcers from 1987. A calculator was required for play and the book had a LOTUS 1-2-3 spreadsheet in its pages for you to copy. I bought this game and never played it because of its complexity. You had to calculate square roots during character generation and there were even some complex math functions during game play. I don't know who this game was designed for but it wasn't designed for fun.

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on that note: MERP: yay or nay?
I ran a Rolemaster campaign based in the pre-Hobbit years of The Third Age. I probably should have just used the slightly simplified MERP system instead, but didn't have it when I started out. Only one of the players had any real LotR lore knowledge and he was constantly riding herd on the Murder Hobo ambitions of the other players.
 



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