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Grade the GURPS System
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<blockquote data-quote="uzirath" data-source="post: 9186975" data-attributes="member: 8495"><p>From a GM's perspective, I think this is fair. GURPS has a <em>lot</em> of moving parts and a nigh-infinite array of options and switches.</p><p></p><p>As I mentioned somewhere upthread, though, GURPS can also be very welcoming for new players with an experienced GM. I've found this particularly true with players new to RPGs altogether. I routinely run one-shots with new folks, ranging in age from 6 to 60+. Whereas I've had newcomers bounce off of D&D's more abstract systems (hit points, character classes, Vancian magic, etc.), I can't remember a new player who had any difficulty grokking a pre-generated character and getting into the swing of things with GURPS. The system is pretty friendly to a "describe what you want to do" approach. They see a nice list of skills on the sheet. Disadvantages and Quirks are evocative handles for roleplaying. Etc. This was one of the reasons that I turned to GURPS in the first place.</p><p></p><p>Things get more difficult rapidly if you want new players to generate their own characters. Even with templates (pseudo-classes), it's a complex process. If I'm not using pre-gens, I always create characters in tandem with my new players so that they can focus on the big picture without getting lost in the weeds of calculating swing damage and whatnot.</p></blockquote><p></p>
[QUOTE="uzirath, post: 9186975, member: 8495"] From a GM's perspective, I think this is fair. GURPS has a [I]lot[/I] of moving parts and a nigh-infinite array of options and switches. As I mentioned somewhere upthread, though, GURPS can also be very welcoming for new players with an experienced GM. I've found this particularly true with players new to RPGs altogether. I routinely run one-shots with new folks, ranging in age from 6 to 60+. Whereas I've had newcomers bounce off of D&D's more abstract systems (hit points, character classes, Vancian magic, etc.), I can't remember a new player who had any difficulty grokking a pre-generated character and getting into the swing of things with GURPS. The system is pretty friendly to a "describe what you want to do" approach. They see a nice list of skills on the sheet. Disadvantages and Quirks are evocative handles for roleplaying. Etc. This was one of the reasons that I turned to GURPS in the first place. Things get more difficult rapidly if you want new players to generate their own characters. Even with templates (pseudo-classes), it's a complex process. If I'm not using pre-gens, I always create characters in tandem with my new players so that they can focus on the big picture without getting lost in the weeds of calculating swing damage and whatnot. [/QUOTE]
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