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<blockquote data-quote="Azgulor" data-source="post: 3232933" data-attributes="member: 14291"><p>As an owner of all three systems, I have to say this is a great analogy!</p><p></p><p>Years ago (pre-d20 Modern or Spycraft), I switched to GURPS exclusively. While I love the game and found it flows very smoothly in play, I found I spent WAY too much time tweaking and building things rather than writing adventures or making up NPCs. Also, I found balancing encounters to be rather difficult to do with any accuracy (likely my shortcoming, not the game's). As my familiarity with d20 games increased and 3rd-party OGL and d20 license games started showing the versatility of the system (looking at you Conan, Grim Tales, d20 Modern, Spycraft) I dropped the system in favor of d20 games. GURPS is a great game and I would jump at a chance to <em>play</em> in a GURPS game. But from a GM perspective, I needed to discover it 10+ years ago.</p><p></p><p>While I dislike some elements of d20 Modern, there are enough 3rd-party tweaks that almost of what I perceive as shortcomings can be overcome. Plus I can run any type of game I want using that set of rules from fantasy, pulp, noir, technothriller, to sci-fi. It's enough of a toolkit that I can tinker and customize without losing sight of my goals for the campaign as I did with GURPS.</p><p></p><p>Spycraft is very cool. However, I find tweaking MDT easier to tweak than WP/VP. WP/VP works well for balancing abstract vs. real damage in some respects, less so in others. And while I love the Campaign Qualities' ability to customize Spycraft to other genres, I still found the core class and Back-to-Basics leaned too far towards the highly-cinematic end of the action scale. I did borrow certain subsystems (like Dramatic Conflicts) for my d20 games - they're too cool to pass up.</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 3232933, member: 14291"] As an owner of all three systems, I have to say this is a great analogy! Years ago (pre-d20 Modern or Spycraft), I switched to GURPS exclusively. While I love the game and found it flows very smoothly in play, I found I spent WAY too much time tweaking and building things rather than writing adventures or making up NPCs. Also, I found balancing encounters to be rather difficult to do with any accuracy (likely my shortcoming, not the game's). As my familiarity with d20 games increased and 3rd-party OGL and d20 license games started showing the versatility of the system (looking at you Conan, Grim Tales, d20 Modern, Spycraft) I dropped the system in favor of d20 games. GURPS is a great game and I would jump at a chance to [I]play[/I] in a GURPS game. But from a GM perspective, I needed to discover it 10+ years ago. While I dislike some elements of d20 Modern, there are enough 3rd-party tweaks that almost of what I perceive as shortcomings can be overcome. Plus I can run any type of game I want using that set of rules from fantasy, pulp, noir, technothriller, to sci-fi. It's enough of a toolkit that I can tinker and customize without losing sight of my goals for the campaign as I did with GURPS. Spycraft is very cool. However, I find tweaking MDT easier to tweak than WP/VP. WP/VP works well for balancing abstract vs. real damage in some respects, less so in others. And while I love the Campaign Qualities' ability to customize Spycraft to other genres, I still found the core class and Back-to-Basics leaned too far towards the highly-cinematic end of the action scale. I did borrow certain subsystems (like Dramatic Conflicts) for my d20 games - they're too cool to pass up. Azgulor [/QUOTE]
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