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Games that are fun, but need a one-in-a-million GM
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<blockquote data-quote="WizarDru" data-source="post: 380220" data-attributes="member: 151"><p><strong>Re: Re</strong></p><p></p><p></p><p></p><p>Having GM'ed GURPS games for over 15 years, I can tell you that it neccessarily so. GURPS Fantasy, for example, has an ample amount of gameworld material, as does the GURPS Supers and Traveller settings. Plus, SJG puts out lots of generic settings and material adaptable to any game, such as Places of Mystery, Who's Who and Warehouse 23, three of the best supplements for any game you play. Many of the modern day settings really don't need much material, hence the lack of them. </p><p></p><p>Classic example: in one of the rare instances of my chance to play rather than run a game, Scorch ran a GURPS 'Best of the Best' game, where we all participated in a bloodsport competition, each for his own reasons (secret agent, street tough, revenge, etc.). It was great. And we really didn't need that much material to work with...subway car, basement arena, alleyway ambush...all straightforward stuff. For my GURPS Supers game, I just used a map of Philadelphia, and some local knowledge. Badda-bing!</p><p></p><p>Truthfully, you only need as much material as you desire. It's true that GURPS can require more work on the DM's part if he wants, but depending on how freewheeling you are, it's no more than a d20 game would require.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 380220, member: 151"] [b]Re: Re[/b] Having GM'ed GURPS games for over 15 years, I can tell you that it neccessarily so. GURPS Fantasy, for example, has an ample amount of gameworld material, as does the GURPS Supers and Traveller settings. Plus, SJG puts out lots of generic settings and material adaptable to any game, such as Places of Mystery, Who's Who and Warehouse 23, three of the best supplements for any game you play. Many of the modern day settings really don't need much material, hence the lack of them. Classic example: in one of the rare instances of my chance to play rather than run a game, Scorch ran a GURPS 'Best of the Best' game, where we all participated in a bloodsport competition, each for his own reasons (secret agent, street tough, revenge, etc.). It was great. And we really didn't need that much material to work with...subway car, basement arena, alleyway ambush...all straightforward stuff. For my GURPS Supers game, I just used a map of Philadelphia, and some local knowledge. Badda-bing! Truthfully, you only need as much material as you desire. It's true that GURPS can require more work on the DM's part if he wants, but depending on how freewheeling you are, it's no more than a d20 game would require. [/QUOTE]
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