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Grade the GURPS System
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<blockquote data-quote="uzirath" data-source="post: 9138358" data-attributes="member: 8495"><p>I fell in love with GURPS when we first met in the 1990s. Converted our long-running D&D Greyhawk campaign to GURPS 3e and kept that going for another decade. Continued playing in D&D games up through 3.5, but most of my gaming friends had become GURPS fans. </p><p></p><p>I took some time off from gaming to start a new career and a family. Then went back to D&D about 12 years ago. Played it for a while, both 4e and 5e. Had a good time, but it always felt like it was missing something. When the Dungeon Fantasy Roleplaying Game (powered by GURPS) came out, I bought it and learned the GURPS 4e rules from it. GURPS is now the preferred game for most of the groups I play with. We even have a middle school club dedicated to it and GURPS summer camps for both middle school and high school. (Indeed, my kids are running a GURPS campaign in the next room with some friends as I write this.)</p><p></p><p>Despite its reputation for complexity (which is fair... the rabbit holes run deep), I've found it <em>incredibly</em> easy to use as a system for new players. The core mechanic (roll 3d vs. skill) is dead simple. It's easy to create characters that feel like real people, with all their quirks and foibles. We regularly hand character sheets to people who have never played an RPG in their life and they can tell what sort of character they've got by glancing over their advantages, disadvantages, and skills. Then they just describe what they want to do and we're off.</p></blockquote><p></p>
[QUOTE="uzirath, post: 9138358, member: 8495"] I fell in love with GURPS when we first met in the 1990s. Converted our long-running D&D Greyhawk campaign to GURPS 3e and kept that going for another decade. Continued playing in D&D games up through 3.5, but most of my gaming friends had become GURPS fans. I took some time off from gaming to start a new career and a family. Then went back to D&D about 12 years ago. Played it for a while, both 4e and 5e. Had a good time, but it always felt like it was missing something. When the Dungeon Fantasy Roleplaying Game (powered by GURPS) came out, I bought it and learned the GURPS 4e rules from it. GURPS is now the preferred game for most of the groups I play with. We even have a middle school club dedicated to it and GURPS summer camps for both middle school and high school. (Indeed, my kids are running a GURPS campaign in the next room with some friends as I write this.) Despite its reputation for complexity (which is fair... the rabbit holes run deep), I've found it [I]incredibly[/I] easy to use as a system for new players. The core mechanic (roll 3d vs. skill) is dead simple. It's easy to create characters that feel like real people, with all their quirks and foibles. We regularly hand character sheets to people who have never played an RPG in their life and they can tell what sort of character they've got by glancing over their advantages, disadvantages, and skills. Then they just describe what they want to do and we're off. [/QUOTE]
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