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Fantasy RPG: GURPS or D&D?
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<blockquote data-quote="Azgulor" data-source="post: 1306491" data-attributes="member: 14291"><p>Thanks for the analysis WizarDru. Probably the biggest appeal of D&D is the HUGE amount of support for it and d20 on the market. Between work, wife, and kid, not having to build from scratch or house-rule everything has a lot of appeal.</p><p></p><p>My players like a good mix of role-play & combat. Almost every character is "action-oriented" in some fashion. From a play perspective, the biggest benefit that "realism" has provided over the years is fewer debates about ridiculous in-game effects. I rarely encounter such debates when running GURPS. From a player perspective, the vulnerability/threat inherent in GURPS combat keeps the player's tension and excitement high: I get combats that play out more like a movie or novel (wounds & such) and the players seem to have a greater sense of accomplishment when they are victorious.</p><p></p><p>As far as making D&D more gritty, I did it when I was running AD&D through the use of critical hit tables, thresholds of pain (I guess an early VP/WP type of system), etc. The biggest complaint I had was every wizard had the same spell lists, every fighter used a longsword, <insert your favorite D&D cliche>, etc.</p><p></p><p>I don't see these problems when I EXAMINE GURPS. However, having never run GURPS for fantasy other than the occasional one-shot, I haven't discovered where GURPS has problems. We've found GURPS combat to be pretty fast-moving and that's using the Advanced Combat system - but it's mostly been Modern or Sci-Fi combat so not a lot of platemail, shields, or swords in the mix. I can see where a duel could take a long time if the participants are of comparable skill and are effective at parrying/blocking.</p><p></p><p>Taking all of the responses I've received as a whole, GURPS seems to be coming out on top. As a GM/DM, I hate the thought of the campaign stalling if it doesn't click with the players. However, it looks like it's time to just start rolling the dice and see what happens. </p><p></p><p>I'd like to thank everyone who responded. With gaming time a precious commodity these days, I wanted to make an informed decision without a bunch of trial runs. I think I can do that with the opinions and suggestions you've offered.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 1306491, member: 14291"] Thanks for the analysis WizarDru. Probably the biggest appeal of D&D is the HUGE amount of support for it and d20 on the market. Between work, wife, and kid, not having to build from scratch or house-rule everything has a lot of appeal. My players like a good mix of role-play & combat. Almost every character is "action-oriented" in some fashion. From a play perspective, the biggest benefit that "realism" has provided over the years is fewer debates about ridiculous in-game effects. I rarely encounter such debates when running GURPS. From a player perspective, the vulnerability/threat inherent in GURPS combat keeps the player's tension and excitement high: I get combats that play out more like a movie or novel (wounds & such) and the players seem to have a greater sense of accomplishment when they are victorious. As far as making D&D more gritty, I did it when I was running AD&D through the use of critical hit tables, thresholds of pain (I guess an early VP/WP type of system), etc. The biggest complaint I had was every wizard had the same spell lists, every fighter used a longsword, <insert your favorite D&D cliche>, etc. I don't see these problems when I EXAMINE GURPS. However, having never run GURPS for fantasy other than the occasional one-shot, I haven't discovered where GURPS has problems. We've found GURPS combat to be pretty fast-moving and that's using the Advanced Combat system - but it's mostly been Modern or Sci-Fi combat so not a lot of platemail, shields, or swords in the mix. I can see where a duel could take a long time if the participants are of comparable skill and are effective at parrying/blocking. Taking all of the responses I've received as a whole, GURPS seems to be coming out on top. As a GM/DM, I hate the thought of the campaign stalling if it doesn't click with the players. However, it looks like it's time to just start rolling the dice and see what happens. I'd like to thank everyone who responded. With gaming time a precious commodity these days, I wanted to make an informed decision without a bunch of trial runs. I think I can do that with the opinions and suggestions you've offered. [/QUOTE]
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