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<blockquote data-quote="thullgrim" data-source="post: 9137717" data-attributes="member: 8103"><p>Combat reflexes generally gets repriced in my games. I tend to be pretty heavy handed though. Mandating templates, or when I ran an action game we used the Action 4: Specialist rules and tightly controlled how and what was available.</p><p></p><p>If Rule 0 is have fun, in GURPS Rule 0.1 is the GM has to validate and inspect character sheets. Period. Full stop. You have to be willing to have a conversation with your game group and individual players about what you are trying to accomplish and their selections may or may not fit into the world you are setting up. More than a lot of games a social contract is important. Getting on the same page is important. I say more than a lot of other games, because GURPS, even with templates and other restrictions, is really easy to abuse and min-max.</p><p></p><p>Interesting too, there are a number of GURPS supplements about hacking the game itself. GURPS Power Ups 9: Alternate Attributes is a deep and far ranging discussion about changing point values for primary and secondary attributes, splitting secondary attributes out from their primary attribute and other things of interest to those who are into looking under the hood. GURPS Power Ups 5: Impulse Buys includes a way to use character points as essentially a meta-currency if you feel you need it.</p><p></p><p>If your interested in trying GURPS, beyond the Basic books, or GURPS lite, I highly recommend How to be a GURPS GM. It's the second or third essential book to really get started. I would think if they ever did a 5th edition, the How to be a GURPS GM would form the core of the Gamemastering section.</p><p><a href="https://warehouse23.com/products/how-to-be-a-gurps-gm?_gl=1%2A1h6smb0%2A_ga%2AOTU5NDQ5MTk3LjE2OTM3MDIxNjk.%2A_ga_BZNY1LRRWR%2AMTY5NTUwNDcxMS41LjAuMTY5NTUwNDcxMS4wLjAuMA.." target="_blank">How to be a GURPS GM</a></p></blockquote><p></p>
[QUOTE="thullgrim, post: 9137717, member: 8103"] Combat reflexes generally gets repriced in my games. I tend to be pretty heavy handed though. Mandating templates, or when I ran an action game we used the Action 4: Specialist rules and tightly controlled how and what was available. If Rule 0 is have fun, in GURPS Rule 0.1 is the GM has to validate and inspect character sheets. Period. Full stop. You have to be willing to have a conversation with your game group and individual players about what you are trying to accomplish and their selections may or may not fit into the world you are setting up. More than a lot of games a social contract is important. Getting on the same page is important. I say more than a lot of other games, because GURPS, even with templates and other restrictions, is really easy to abuse and min-max. Interesting too, there are a number of GURPS supplements about hacking the game itself. GURPS Power Ups 9: Alternate Attributes is a deep and far ranging discussion about changing point values for primary and secondary attributes, splitting secondary attributes out from their primary attribute and other things of interest to those who are into looking under the hood. GURPS Power Ups 5: Impulse Buys includes a way to use character points as essentially a meta-currency if you feel you need it. If your interested in trying GURPS, beyond the Basic books, or GURPS lite, I highly recommend How to be a GURPS GM. It's the second or third essential book to really get started. I would think if they ever did a 5th edition, the How to be a GURPS GM would form the core of the Gamemastering section. [URL='https://warehouse23.com/products/how-to-be-a-gurps-gm?_gl=1%2A1h6smb0%2A_ga%2AOTU5NDQ5MTk3LjE2OTM3MDIxNjk.%2A_ga_BZNY1LRRWR%2AMTY5NTUwNDcxMS41LjAuMTY5NTUwNDcxMS4wLjAuMA..']How to be a GURPS GM[/URL] [/QUOTE]
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