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Grade the GURPS System
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<blockquote data-quote="dbm" data-source="post: 9136723" data-attributes="member: 8014"><p>I’ve played and GMed GURPS for about 30 years, and it was my favourite system for a good chunk of that time. I still like it, but the system has certain features which mean that it is no longer my favourite, and so I voted ‘pretty good’.</p><p></p><p>There are two or three key features which made me cool to it.</p><p></p><p>The first is the way it models competence, which is predominantly through high levels of skill giving the ability to absorb penalties from doing cool stuff, like called shots or acrobatic manoeuvres etc. The implication of this is that when the chips are down your best route to success is through doing the most basic actions available to you, absorbing things like damage or shock penalties rather than manoeuvre penalties. That feels a bit anti-climactic to me, and doesn’t promote the more ‘pulp action’ feel that I prefer for my gaming.</p><p></p><p>Second, the one second combat round is counter productive in my opinion. It is confusing to people with experience of other games; most games allow a number of significant actions to be taken in a round but with a one second allowance actions in GURPS are quite tightly constrained. It has side effects like an archer only being able to fire every two or three (or more) rounds due to drawing an arrow, nocking it, aiming, then firing.</p><p></p><p>Finally, the system is tightly engineered which means that making changes in one area can have significant and unexpected side effects in another area. This makes home brewing more difficult in my experience.</p><p></p><p>It’s still a good game, however, and I would pick it for games where having a very extensive list of detailed skills would be useful. The system is truly encyclopaedic.</p><p></p><p><img src="https://live.staticflickr.com/65535/52695068026_20732b7f01_b.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="dbm, post: 9136723, member: 8014"] I’ve played and GMed GURPS for about 30 years, and it was my favourite system for a good chunk of that time. I still like it, but the system has certain features which mean that it is no longer my favourite, and so I voted ‘pretty good’. There are two or three key features which made me cool to it. The first is the way it models competence, which is predominantly through high levels of skill giving the ability to absorb penalties from doing cool stuff, like called shots or acrobatic manoeuvres etc. The implication of this is that when the chips are down your best route to success is through doing the most basic actions available to you, absorbing things like damage or shock penalties rather than manoeuvre penalties. That feels a bit anti-climactic to me, and doesn’t promote the more ‘pulp action’ feel that I prefer for my gaming. Second, the one second combat round is counter productive in my opinion. It is confusing to people with experience of other games; most games allow a number of significant actions to be taken in a round but with a one second allowance actions in GURPS are quite tightly constrained. It has side effects like an archer only being able to fire every two or three (or more) rounds due to drawing an arrow, nocking it, aiming, then firing. Finally, the system is tightly engineered which means that making changes in one area can have significant and unexpected side effects in another area. This makes home brewing more difficult in my experience. It’s still a good game, however, and I would pick it for games where having a very extensive list of detailed skills would be useful. The system is truly encyclopaedic. [img]https://live.staticflickr.com/65535/52695068026_20732b7f01_b.jpg[/img] [/QUOTE]
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