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Best universal rpg system?
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<blockquote data-quote="innerdude" data-source="post: 8622887" data-attributes="member: 85870"><p>I've played Savage Worlds (lots and lots), GURPS (a small bit) and Fate (a tiny bit).</p><p></p><p>Savage Worlds is an excellent system, as long as you prefer its particular brand of "pulp" action style/feel. It's biggest weakness is that after 10-15 sessions of a campaign, it can become difficult to scale linearly. Players who are way into optimization can quickly go into "arms race escalation" mode in ways that stress some of the baseline system assumptions. </p><p></p><p>It's also definitely not a "zero to hero" kind of system. It's more of a "broadly competent to renowned master" progression. Characters generally will never reach an overall power level higher than an equivalent 9th level D&D character.</p><p></p><p>GURPS is ... Well, let's just say I'm not a fan. I will say it allows for near infinite ability to build any character concept you can come up with. But everything about its design --- rigid granularity, process simulation, direct input / output physics modeling --- leaves me completely cold. If you're interested in boring, overly-complicated, takes 2 hours to work through 4 rounds of combat (but oh so realistically!), GURPS is your baby.</p><p></p><p>None of this was helped by my interactions with the GURPS players in my groups, most of which have been negative. From my admittedly limited perspective, it's primarily a system for people who are more interested in bragging about their sophisticated gaming tastes because "anyone who knows anything knows that GURPS is the best role-playing system in the world" than about actually producing enjoyable gameplay at the table. As a system it rewards rules lawyering and system mastery to the nth degree. They'll happily spend 6 hours building a character, and get into an hour-long argument over how a particular application of one tiny piece of the combat model works. It's ironic, because I created one of the best half-orc fighter character concepts ever using GURPS, but the gameplay is so stilted, obtuse, and desultory I never even got to enjoy it. </p><p></p><p>Fate, I don't know that I really have enough experience with to give a wholly valid opinion. I do know that I spent a lot of time trying to fully grasp its workings, study how to best play it, read up on techniques, etc. ..... and it still never really clicked for me the few times I've played it.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8622887, member: 85870"] I've played Savage Worlds (lots and lots), GURPS (a small bit) and Fate (a tiny bit). Savage Worlds is an excellent system, as long as you prefer its particular brand of "pulp" action style/feel. It's biggest weakness is that after 10-15 sessions of a campaign, it can become difficult to scale linearly. Players who are way into optimization can quickly go into "arms race escalation" mode in ways that stress some of the baseline system assumptions. It's also definitely not a "zero to hero" kind of system. It's more of a "broadly competent to renowned master" progression. Characters generally will never reach an overall power level higher than an equivalent 9th level D&D character. GURPS is ... Well, let's just say I'm not a fan. I will say it allows for near infinite ability to build any character concept you can come up with. But everything about its design --- rigid granularity, process simulation, direct input / output physics modeling --- leaves me completely cold. If you're interested in boring, overly-complicated, takes 2 hours to work through 4 rounds of combat (but oh so realistically!), GURPS is your baby. None of this was helped by my interactions with the GURPS players in my groups, most of which have been negative. From my admittedly limited perspective, it's primarily a system for people who are more interested in bragging about their sophisticated gaming tastes because "anyone who knows anything knows that GURPS is the best role-playing system in the world" than about actually producing enjoyable gameplay at the table. As a system it rewards rules lawyering and system mastery to the nth degree. They'll happily spend 6 hours building a character, and get into an hour-long argument over how a particular application of one tiny piece of the combat model works. It's ironic, because I created one of the best half-orc fighter character concepts ever using GURPS, but the gameplay is so stilted, obtuse, and desultory I never even got to enjoy it. Fate, I don't know that I really have enough experience with to give a wholly valid opinion. I do know that I spent a lot of time trying to fully grasp its workings, study how to best play it, read up on techniques, etc. ..... and it still never really clicked for me the few times I've played it. [/QUOTE]
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