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<blockquote data-quote="PrunellaUK" data-source="post: 9537397" data-attributes="member: 7048285"><p>It was the Worlds of Wonder edition, IIRC. Though this was 40 years ago, and my memory is hazy. I recall it was easy to stack up lethal damage and my character was cut in half by a villain's minigun.</p><p></p><p></p><p></p><p>I played GURPS a lot over the years, notably in a long-running Tékumel campaign. It's a system that works in very specific settings and genres, and not others.</p><p></p><p>Full disclosure: I have recently been helping Chaosium with their <em>QuestWorlds</em> line. One thing that struck me from my review passes on the rules is that the system clearly states what it is, what it's useful for, and what it's not optimised for. Yes, QW does pulp adventure well. No, it does gritty genres less well, and specifically, it's weak at horror and psychological horror.</p><p></p><p>I think when dealing with setting-agnostic systems it's always good to interrogate what they do well and what they don't. And supers settings cut hard against systems striving for any degree of realism, simulation, or mapping to real-world decision-making. Perhaps later editions of GURPS discovered a fix for this, but the first edition of GURPS Supers was, if I recall correctly, a grave misstep.</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9537397, member: 7048285"] It was the Worlds of Wonder edition, IIRC. Though this was 40 years ago, and my memory is hazy. I recall it was easy to stack up lethal damage and my character was cut in half by a villain's minigun. I played GURPS a lot over the years, notably in a long-running Tékumel campaign. It's a system that works in very specific settings and genres, and not others. Full disclosure: I have recently been helping Chaosium with their [I]QuestWorlds[/I] line. One thing that struck me from my review passes on the rules is that the system clearly states what it is, what it's useful for, and what it's not optimised for. Yes, QW does pulp adventure well. No, it does gritty genres less well, and specifically, it's weak at horror and psychological horror. I think when dealing with setting-agnostic systems it's always good to interrogate what they do well and what they don't. And supers settings cut hard against systems striving for any degree of realism, simulation, or mapping to real-world decision-making. Perhaps later editions of GURPS discovered a fix for this, but the first edition of GURPS Supers was, if I recall correctly, a grave misstep. [/QUOTE]
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