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General Tabletop Discussion
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Any good examples of TTRPGs with high degree of "Asymmetry" I might have missed?
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<blockquote data-quote="Argyle King" data-source="post: 7095846" data-attributes="member: 58416"><p>Hasn't been my experience with GURPS at all.</p><p></p><p>I have successfully run cross-genre games.</p><p></p><p>The topic of magic is a little different, but I do not feel your responses accurately represent what is presented in the "splat books." The systems which differ significantly from the baseline assumptions say that; as a matter of fact, the splat book which introduces most of the alternative systems has several pages which explain that some of the alternative systems differ significantly from the baseline game. As such, it's not some sort of surprise which is sprung upon the GM or players. If a group is choosing to use those systems, they go into it knowing that they work differently.</p><p></p><p>The only other book which I would say has issues would be Ultra-Tech (the book for futuristic tech) for GURPS 4E. That's because it was printed prior to High-Tech (the book for modern day tech), and the last few years in the real world have produced things that are actually better at what the guesses about the future were. High-Tech is well-researched and based upon actually available weaponry and armor. <em>(On a side note: GURPS books tend to be some of the most informative rpg books I own; I've actually cited one for a college paper and it was deemed an acceptable source by the professor.)</em></p><p></p><p></p><p>Aside from that, most other things are consistent. Where they aren't, the rules address it, and the adjustments are minor. Personally, I've had far less problems using the various GURPS rules together (most notably during a supers game in which the players had vastly different ideas for characters) than I have had using most D&D rules during the last three editions. </p><p></p><p>I don't have enough experience with Hero to speak on behalf of it from what I feel would be an educated viewpoint. My passing familiarity with it and how it handled costs for certain things (in what was maybe 3rd or 4th edition, but I'm not sure) is actually what prompted me to buy GURPS instead. That's not a knock against the game; simply stating my personal preference and that my experiences with the systems mentioned have been vastly different than yours.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7095846, member: 58416"] Hasn't been my experience with GURPS at all. I have successfully run cross-genre games. The topic of magic is a little different, but I do not feel your responses accurately represent what is presented in the "splat books." The systems which differ significantly from the baseline assumptions say that; as a matter of fact, the splat book which introduces most of the alternative systems has several pages which explain that some of the alternative systems differ significantly from the baseline game. As such, it's not some sort of surprise which is sprung upon the GM or players. If a group is choosing to use those systems, they go into it knowing that they work differently. The only other book which I would say has issues would be Ultra-Tech (the book for futuristic tech) for GURPS 4E. That's because it was printed prior to High-Tech (the book for modern day tech), and the last few years in the real world have produced things that are actually better at what the guesses about the future were. High-Tech is well-researched and based upon actually available weaponry and armor. [I](On a side note: GURPS books tend to be some of the most informative rpg books I own; I've actually cited one for a college paper and it was deemed an acceptable source by the professor.)[/I] Aside from that, most other things are consistent. Where they aren't, the rules address it, and the adjustments are minor. Personally, I've had far less problems using the various GURPS rules together (most notably during a supers game in which the players had vastly different ideas for characters) than I have had using most D&D rules during the last three editions. I don't have enough experience with Hero to speak on behalf of it from what I feel would be an educated viewpoint. My passing familiarity with it and how it handled costs for certain things (in what was maybe 3rd or 4th edition, but I'm not sure) is actually what prompted me to buy GURPS instead. That's not a knock against the game; simply stating my personal preference and that my experiences with the systems mentioned have been vastly different than yours. [/QUOTE]
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Any good examples of TTRPGs with high degree of "Asymmetry" I might have missed?
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