Flexor the Mighty!
18/100 Strength!
So how much of an upgrade is the current ruleset over the prior one? I have a bit of 3e GURPS stuff but never really looked at the new stuff. How much conversion would be needed to use the old stuff with the new? Were any glaring flaws corrected, or left in?
My group is running a Fantasy Trip game, which is kind of proto-GURPS. When this ends I was thinking of firing the old C&C game up but one player hates the lack of customization and was never a D&D player to begin with so he has no nostalgic connection to the game like I do, and half the group are long time fans of the GURPS/TFT system as it is. I was also thinking of 3.5 but the more I think of it the more I think that is a bad idea, the game has 6-7 players and grew to hate 3.0 when running it with just 4, plus there are just some of the parts of the game I don't like. So now I'm thinking of firing up GURPS for a quick campaign and I'm not sure if it would be worth buying the upgraded version.
My group is running a Fantasy Trip game, which is kind of proto-GURPS. When this ends I was thinking of firing the old C&C game up but one player hates the lack of customization and was never a D&D player to begin with so he has no nostalgic connection to the game like I do, and half the group are long time fans of the GURPS/TFT system as it is. I was also thinking of 3.5 but the more I think of it the more I think that is a bad idea, the game has 6-7 players and grew to hate 3.0 when running it with just 4, plus there are just some of the parts of the game I don't like. So now I'm thinking of firing up GURPS for a quick campaign and I'm not sure if it would be worth buying the upgraded version.