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<blockquote data-quote="uzirath" data-source="post: 7597037" data-attributes="member: 8495"><p>I don't want to get wildly off track here, but this seems like an odd statement. GURPS was first published in 1986 with its most recent edition in 2004—though, for D&D-style play, you might focus on the <a href="http://www.sjgames.com/dungeonfantasy/" target="_blank">Dungeon Fantasy RPG</a> which was published in 2018—and the most recent GURPS supplement (<a href="http://www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy20/" target="_blank">Slayers</a>) was published last week. If we use "designed" to mean first published, then, yeah, GURPS is from the '80s. But by that logic, D&D is from even further back in the last century (1974) right?</p><p></p><p></p><p></p><p>Fourth edition rules are fairly smooth in this regard with self-control rolls when disadvantages might kick in. Good roleplayers, of course, are encouraged not to roll most of the time. But if you need to try and resist your baser urges, there's a simple mechanic in place to do so. But yeah, I get that its not for everyone. I just can't imagine playing a "God" game where your divine blind spots were optional roleplaying fluff. That usually just encourages everyone to be optimal except when it doesn't matter. Of course, I've played in D&D games where flaws were enforced via XP mechanics, similar to the way GURPS PCs earn more character points for good roleplaying. So any system can be hacked to make this work.</p><p></p><p>To bring this solidly back on-topic, <em>one way</em> that a deity-tier campaign would be interesting would be to focus on those flaws and weaknesses. That could be accomplished through mechanics or session zero agreements between players and the GM. To me, this would differentiate the tone of play from simply high-powered adventuring. If I'm playing someone like Aphrodite, I would be disappointed if I just ran around using my charm and beauty powers all the time without some complications that created dramatic tension between my basic desire for good and my vicious jealous streak (e.g., stopping some evil plague vs. getting revenge on the queen who dared compare her beauty to mine).</p></blockquote><p></p>
[QUOTE="uzirath, post: 7597037, member: 8495"] I don't want to get wildly off track here, but this seems like an odd statement. GURPS was first published in 1986 with its most recent edition in 2004—though, for D&D-style play, you might focus on the [URL="http://www.sjgames.com/dungeonfantasy/"]Dungeon Fantasy RPG[/URL] which was published in 2018—and the most recent GURPS supplement ([URL="http://www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy20/"]Slayers[/URL]) was published last week. If we use "designed" to mean first published, then, yeah, GURPS is from the '80s. But by that logic, D&D is from even further back in the last century (1974) right? Fourth edition rules are fairly smooth in this regard with self-control rolls when disadvantages might kick in. Good roleplayers, of course, are encouraged not to roll most of the time. But if you need to try and resist your baser urges, there's a simple mechanic in place to do so. But yeah, I get that its not for everyone. I just can't imagine playing a "God" game where your divine blind spots were optional roleplaying fluff. That usually just encourages everyone to be optimal except when it doesn't matter. Of course, I've played in D&D games where flaws were enforced via XP mechanics, similar to the way GURPS PCs earn more character points for good roleplaying. So any system can be hacked to make this work. To bring this solidly back on-topic, [I]one way[/I] that a deity-tier campaign would be interesting would be to focus on those flaws and weaknesses. That could be accomplished through mechanics or session zero agreements between players and the GM. To me, this would differentiate the tone of play from simply high-powered adventuring. If I'm playing someone like Aphrodite, I would be disappointed if I just ran around using my charm and beauty powers all the time without some complications that created dramatic tension between my basic desire for good and my vicious jealous streak (e.g., stopping some evil plague vs. getting revenge on the queen who dared compare her beauty to mine). [/QUOTE]
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