The game that's closest to GURPS that I like is probably Savage Worlds.Honesty, GURPS is a pretty good litmus test for me. If a game feels like GURPS, chances are I’m not going to like it much.
The game that's closest to GURPS that I like is probably Savage Worlds.Honesty, GURPS is a pretty good litmus test for me. If a game feels like GURPS, chances are I’m not going to like it much.
Savage Worlds has a somewhat different philosophy when it comes to adapting other settings to their game. GURPS is pretty hard line about translating skills, powers, and abilities into something that can be measured (in Imperial units of course). If you have a character from fiction, let's say a telepath from a science fiction setting, GURPS is pretty specific about translating that to their system based on what you know about the characters power as demonstrated in the setting. What's the range in yards? Are there any limitations? Are there situations where it works particularly well? If the telepathy only works within 10 yards then that will have an impact on how many points it's worth.The game that's closest to GURPS that I like is probably Savage Worlds.
Oh yeah, I know they are different in lots of ways, but SW has a lot more in common with GURPS than any other game I currently play.Savage Worlds has a somewhat different philosophy when it comes to adapting other settings to their game. GURPS is pretty hard line about translating skills, powers, and abilities into something that can be measured (in Imperial units of course). If you have a character from fiction, let's say a telepath from a science fiction setting, GURPS is pretty specific about translating that to their system based on what you know about the characters power as demonstrated in the setting. What's the range in yards? Are there any limitations? Are there situations where it works particularly well? If the telepathy only works within 10 yards then that will have an impact on how many points it's worth.
Savage Worlds is a bit more wishy washy when it comes to adapting a setting. They don't really encourage you to make the adaptation exactly like the source material. Just get the jist of it and move on.
All those things are exactly why I like GURPS, and any other game that focuses on modeling something in the imaginary world as accurately as is practical. Wishy-washy is just what I don't want my game mechanics to be, ideally.Savage Worlds has a somewhat different philosophy when it comes to adapting other settings to their game. GURPS is pretty hard line about translating skills, powers, and abilities into something that can be measured (in Imperial units of course). If you have a character from fiction, let's say a telepath from a science fiction setting, GURPS is pretty specific about translating that to their system based on what you know about the characters power as demonstrated in the setting. What's the range in yards? Are there any limitations? Are there situations where it works particularly well? If the telepathy only works within 10 yards then that will have an impact on how many points it's worth.
Oh yeah, I know they are different in lots of ways, but SW has a lot more in common with GURPS than any other game I currently play.
Rolemaster is my first love and I'm running a campaign of it right now. If I took widespread opinions and feelings on the game as some kind of personal attack, I'd be gibbering mess.While I agree there's a difference between insulting people and insulting games, I think to assume the separation is complete there misunderstands human nature.
Rolemaster is my first love and I'm running a campaign of it right now. If I took widespread opinions and feelings on the game as some kind of personal attack, I'd be gibbering mess.
I do agree that many people don't handle rejection of the things they like well, but I think that's something such people need to learn to deal with, not a reason for everyone else to walk on egg-shells. I do think explicitly negative conversations (Let's discuss what RPGs everyone hates the most!) are generally a bad idea, simply because they're predicated on focusing on negativity, but genuinely held criticisms and honest assessments of personal preference should not need to be self-censored when part of a wider conversation.
Luckily no one has ever advanced mocking criticism of the two RPGs I've spent more consecutive years playing than any others - Rolemaster, and 4e D&D. So my gaming ego is unaffronted.While I can understand the impulse to not like criticism of things one enjoys… and I know perfectly well that I do this myself from time to time… I can only muster so much sympathy for people who can’t either engage in some way or ignore it and move on.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.