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Advice on using GURPs to replace 4E?
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<blockquote data-quote="Crakkerjakk" data-source="post: 4784119" data-attributes="member: 79874"><p>That's fair. There are actually guidelines on advancement (an entire chapter in Characters, and a very specific half-page in the Campaigns in the game-mastering section on guiding character advancement) but to be perfectly honest, no one ever reads those parts, they just grab the rules and commence to making their psychic blueberry muffins and ninja unicorns. When most people first try GURPS, they tend to try to use everything at once (I know I did) and it blows up in their face. Then, as you've mentioned, they start trimming off the pieces they don't like and end up after a few iterations with something approaching their preferred style of play. Once you've gotten familiar with the ruleset, you do all that before you start the game (as the parts of Campaigns that no one reads suggest you do), and things tend to move much more smoothly, and with less flying laser-armed hippopotamai.</p><p></p><p>That's actually one of the functions of suplements like Dungeon Fantasy, to give genre-specific advice on how to emulate the feel of the genre using GURPS (including details like character advancement, which gets around a page and a half in Dungeon Fantasy.) </p><p></p><p>I would agree that GURPS is less easy to pick up and start playing, if only becuase it lacks the focus a game committed to one genre can afford. It has less constraints on what it allows you to do, and inevitably, people tend to burn themselves on that occassionally. But that doesn't mean that it can't fill the same niche that D&D does for many gamers, just that like any game on the market, there's a bit of a learning curve at first.</p></blockquote><p></p>
[QUOTE="Crakkerjakk, post: 4784119, member: 79874"] That's fair. There are actually guidelines on advancement (an entire chapter in Characters, and a very specific half-page in the Campaigns in the game-mastering section on guiding character advancement) but to be perfectly honest, no one ever reads those parts, they just grab the rules and commence to making their psychic blueberry muffins and ninja unicorns. When most people first try GURPS, they tend to try to use everything at once (I know I did) and it blows up in their face. Then, as you've mentioned, they start trimming off the pieces they don't like and end up after a few iterations with something approaching their preferred style of play. Once you've gotten familiar with the ruleset, you do all that before you start the game (as the parts of Campaigns that no one reads suggest you do), and things tend to move much more smoothly, and with less flying laser-armed hippopotamai. That's actually one of the functions of suplements like Dungeon Fantasy, to give genre-specific advice on how to emulate the feel of the genre using GURPS (including details like character advancement, which gets around a page and a half in Dungeon Fantasy.) I would agree that GURPS is less easy to pick up and start playing, if only becuase it lacks the focus a game committed to one genre can afford. It has less constraints on what it allows you to do, and inevitably, people tend to burn themselves on that occassionally. But that doesn't mean that it can't fill the same niche that D&D does for many gamers, just that like any game on the market, there's a bit of a learning curve at first. [/QUOTE]
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