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<blockquote data-quote="Jürgen Hubert" data-source="post: 1960453" data-attributes="member: 7177"><p>Shadowrun and WoD are both rather easily done with GURPS, and while I haven't had the chance to test GURPS 4E for really high power levels (such as the superhero genre), it does seem to handle these better than the last edition...</p><p></p><p></p><p></p><p>Admittedly, the setting as presented in 4E is not that deep - but then again, how could it, with only one chapter? Personally, I reserve final judgement until <em>GURPS Infinite Worlds</em> comes out in February - and since Ken Hite has written it, I have high hopes. For if GURPS can be said to have a flavor, Ken Hite stands for it: High-concept weirdness.</p><p></p><p>I mean, what game company other than Steve Jackson Games would think of writing an RPG supplement covering the Y2K bug and other ways of Ending Civilization As We Know It?</p><p></p><p></p><p></p><p>Of course, the reverse may also be true - that the flavor of the game system limits the possibilities of the setting. Take Fading Suns, for example - one of the best settings out there, but its VPS system has some (to me) rather annoying "Spiritual Attributes", like Calm, Passion, Faith, Ego... These attributes mean that you either roll versus them in situations which many people would prefer to roleplay, or that you try to ignore them entirely - which is hard to do, since they play an important part in character creation and some of the obscure game mechanics. Either way, for some people (like me) they detract from what would otherwise be a decent system.</p><p></p><p>GURPS places no such assumptions on how you want to run your campaign. For example, most "cyberpunk" games assume that you gradually loose "humanity" as you get cybernetic implants, and that serves to "balance" them - but again, there are no such limits in GURPS. A GM can easily implement them, if he wants to - but he <strong>doesn't have to</strong>.</p><p></p><p>For some people, it might be a "lack of flavour". For others, it is "freedom".</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1960453, member: 7177"] Shadowrun and WoD are both rather easily done with GURPS, and while I haven't had the chance to test GURPS 4E for really high power levels (such as the superhero genre), it does seem to handle these better than the last edition... Admittedly, the setting as presented in 4E is not that deep - but then again, how could it, with only one chapter? Personally, I reserve final judgement until [i]GURPS Infinite Worlds[/i] comes out in February - and since Ken Hite has written it, I have high hopes. For if GURPS can be said to have a flavor, Ken Hite stands for it: High-concept weirdness. I mean, what game company other than Steve Jackson Games would think of writing an RPG supplement covering the Y2K bug and other ways of Ending Civilization As We Know It? Of course, the reverse may also be true - that the flavor of the game system limits the possibilities of the setting. Take Fading Suns, for example - one of the best settings out there, but its VPS system has some (to me) rather annoying "Spiritual Attributes", like Calm, Passion, Faith, Ego... These attributes mean that you either roll versus them in situations which many people would prefer to roleplay, or that you try to ignore them entirely - which is hard to do, since they play an important part in character creation and some of the obscure game mechanics. Either way, for some people (like me) they detract from what would otherwise be a decent system. GURPS places no such assumptions on how you want to run your campaign. For example, most "cyberpunk" games assume that you gradually loose "humanity" as you get cybernetic implants, and that serves to "balance" them - but again, there are no such limits in GURPS. A GM can easily implement them, if he wants to - but he [b]doesn't have to[/b]. For some people, it might be a "lack of flavour". For others, it is "freedom". [/QUOTE]
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