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<blockquote data-quote="Grendel_Khan" data-source="post: 8349255" data-attributes="member: 7028554"><p>In high school I was very promiscuous with GURPS. Used it to try out all kinds of ill-advised or shortsighted campaigns that were essentially one- or two-night stands. That's one of the things I loved about it, at the time--you could gamify whatever comic (Hard-Boiled) or movie franchise (Aliens) you were currently obsessed with. None of these campaigns set in established settings worked for me, though. I'd lose interest after a session or two. The definition of failed campaigns. </p><p></p><p>What's interesting to me is seeing how well some of the more recent games capture the tone and themes of established settings without making you feel like the world is bounded by those movies/books/comics, or like you're an extra in some NPC's grand story. The One Ring and the Alien RPGs, for example, do a great job of that. Compare those to MERP or the first, little-known and less-played Aliens-set RPG, and I think you see how far game design has come. If those games had been out when I was a compulsively-GM-ing teen I might have still dropped them quickly, but I have a feeling those campaigns would have lasted at least a few more sessions.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8349255, member: 7028554"] In high school I was very promiscuous with GURPS. Used it to try out all kinds of ill-advised or shortsighted campaigns that were essentially one- or two-night stands. That's one of the things I loved about it, at the time--you could gamify whatever comic (Hard-Boiled) or movie franchise (Aliens) you were currently obsessed with. None of these campaigns set in established settings worked for me, though. I'd lose interest after a session or two. The definition of failed campaigns. What's interesting to me is seeing how well some of the more recent games capture the tone and themes of established settings without making you feel like the world is bounded by those movies/books/comics, or like you're an extra in some NPC's grand story. The One Ring and the Alien RPGs, for example, do a great job of that. Compare those to MERP or the first, little-known and less-played Aliens-set RPG, and I think you see how far game design has come. If those games had been out when I was a compulsively-GM-ing teen I might have still dropped them quickly, but I have a feeling those campaigns would have lasted at least a few more sessions. [/QUOTE]
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