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Can somebody Explain Gurps?
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<blockquote data-quote="Ashrum the Black" data-source="post: 1924143" data-attributes="member: 1585"><p>Thanks for moving the thread Darkness.</p><p></p><p>Does gurps suffer from the problem of the Hero system in that the tool kits allow for the contraction of almost anything, but tend to bog the game down with the tool kits. </p><p></p><p>What I found when playing hero, was that while the game mechanics of a laser and an eye beam may be structuraly the same, when I have to create hardware items by adding laser emission with the physical object limitation, I sort of lost the feel of scifi. It ultimately turned me off on the system because I was just never able to immerse myself in the world and play, and kept focusing on how everything went together. </p><p></p><p>I'm hoping Gurps is generic, but when they hand over a scifi setting such as traveller I'm not worrying about adding a life support power to my starship so the crew doesn't suffocate. Instead I can add a life support module purchased at Harries Used Star Parts, that may be a little on the shady side, but hey, we're leaving as soon as it's installed anyway. And things which make scifi intersting, such as ship contruction, have rules that make a little sense to an engineer. Instead of just adding powers until I'm moderatly happy with the result or can't afford any more. :\ </p><p></p><p>If you can follow what I'm trying to say.</p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 1924143, member: 1585"] Thanks for moving the thread Darkness. Does gurps suffer from the problem of the Hero system in that the tool kits allow for the contraction of almost anything, but tend to bog the game down with the tool kits. What I found when playing hero, was that while the game mechanics of a laser and an eye beam may be structuraly the same, when I have to create hardware items by adding laser emission with the physical object limitation, I sort of lost the feel of scifi. It ultimately turned me off on the system because I was just never able to immerse myself in the world and play, and kept focusing on how everything went together. I'm hoping Gurps is generic, but when they hand over a scifi setting such as traveller I'm not worrying about adding a life support power to my starship so the crew doesn't suffocate. Instead I can add a life support module purchased at Harries Used Star Parts, that may be a little on the shady side, but hey, we're leaving as soon as it's installed anyway. And things which make scifi intersting, such as ship contruction, have rules that make a little sense to an engineer. Instead of just adding powers until I'm moderatly happy with the result or can't afford any more. :\ If you can follow what I'm trying to say. -Ashrum [/QUOTE]
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