GURPS was also my personal version of the dead internet theory before the dead internet theory existed. I can't be certain, but there is a very real probability that I've see more GURPS books than I've seen people who play GURPS.
Honestly? Me too. I'm pretty sure I've played GURPS with maybe 15-16 other people over the last 30 years. I used to be able to see more GURPS books than that at my local gaming store in 1991.GURPS was also my personal version of the dead internet theory before the dead internet theory existed. I can't be certain, but there is a very real probability that I've see more GURPS books than I've seen people who play GURPS.
GURPS was also my personal version of the dead internet theory before the dead internet theory existed. I can't be certain, but there is a very real probability that I've see more GURPS books than I've seen people who play GURPS.
What did you find that didn’t work?I tried to run a GURPS campaign once. It dampened all the excitement I had about the system, and taught me a lot about how to tell the difference between a well written system and one that plays well. I learn a ton from studying GURPS, but it produced very little gameplay.
And that's my impression of the system overall. It was much more widely read than it was played. Many GMs bought its source books as inspiration, but played their games in other systems.
What did you find that didn’t work?
For me it was the feeling of combat, so much work for most turns to feel like whiffing. Then the first person hit was going to lose and all turns after that felt like a formality.
This can be indeed a problem. I'll also add that the point-buy system for PCs can be very flexible, but it also has a lot of issues.The occasional point twiddling and min/maxing too. I think a lot of crunchy games get that to some degree.
The 3d6 curve is probably my favorite part of the system...The bell curve of 3d6 stats and roll under fell flat to me too, eventually, and stifling.
I have vague memories of the period when I was subscribed to Pyramid around the turn of the millennium, and it had an article saying "Yeah, we're in TL 8 now" (In GURPS 3rd ed, I think 2000 was the delineation between TL 7 (then-current era) and 8 (near future)) and then going on to saying that while we're technically in TL 8, it's still super-early so we're only seeing some TL 8 things so far. I'm pretty sure that if they were still doing that kind of article, that's what they'd say about TL 9 now.Though I have to think the authors were thinking of something more general than what we have now, but also it’s day one.
huh. I should take a lesson from when I learned to love AD&D 1e as written (or as close as one could get) by playing with a GM that really knew what he was doing and had done it for decades and had done it with some of the designers.I - sadly - haven't played a lot of GURPS, but all my experiences were very good. Once, at GenCon UK (back when it still existed), I was able to play in three different adventures, two ran by Phil Master and another by Roger Burton West. Good times.
What did you find that didn’t work?