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GURPS 4th Edition Revised Announced
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<blockquote data-quote="Willie the Duck" data-source="post: 9787884" data-attributes="member: 6799660"><p><em><span style="font-size: 12px"><u>Pre-emptive note: I'm going to be leaning on 3e references, as that is what I have the most experience with.</u></span> </em></p><p></p><p>I think the primary logic is that one major reason why a person/group would pick up GURPS is that they were thinking of playing D&D or an OSR D&D, but one person in the group suggested they play GURPS instead. Yes, part of the value of GURPS is that it can play many genres well, but highlighting where it can do an existing and well-loved genre is perhaps a good sales pitch scenario for the system. </p><p></p><p>Beyond that, I think a Fantasy game (particularly a dungeon-crawler) does a good job of showcasing a lot of the system's strength and breadth, without going to far into the places where it... let's just say has the potential to get bogged down. </p><ul> <li data-xf-list-type="ul">A discrete and limited selection of skills are important in fantasy milieus. </li> <li data-xf-list-type="ul">The system allows you to do things like create playable races and classes (templates) that the game does well.</li> <li data-xf-list-type="ul">Various genre archetypes (the pure combatant, the skill-dominant character, the magic-user) are both possible, and highlight the 'can put your points anywhere, but can't have everything' system of GURPS quite well (examples: a pure-combatant build will fight better than someone with 2-dozen skills, but have real trouble against various situations; a magic user, unlike D&D, can wear armor, but is unlikely to have the starting gold/high Str to have good armor). </li> <li data-xf-list-type="ul">The combat system has nuances like feints and cover and the weighing options between thrusting/piercing or swinging/cutting depending on your strength and opponent DR. However, there isn't the intimidating mass of text involved in modern+ firearm combat (nor number of 1-second rounds sitting and aiming and hoping your opponent is the one dumb enough to pop up from behind cover).</li> <li data-xf-list-type="ul">Various equipment exists, tends to have pros and cons beyond a 'most expensive is always best' framing, and is acquired and lost at semi-regular frequency (<em><span style="font-size: 12px">Giving a reason to go treasure hunting; and making the GURPS default 'spend cash on this' model instead of the Hero System 'fancy equipment is just another character trait' model</span></em>)</li> <li data-xf-list-type="ul">Off-the-shelf GURPS assumes you care about encumbrance and money, and lo and behold they show up a lot in such games.</li> <li data-xf-list-type="ul">Fewer things go 'off the scale' -- Although magic and dragonsfire can be any level you want it, the whole thing can stay within skills of 6-16, damages of 1-4d6, and no one having ability scores outside the normal human range. No fusion cannons (or modern mortars) where a direct hit should obliterate a person in most cases. No fighter jet dogfights where every modifier chart from size to weather to light level to relative velocity get used.</li> </ul></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9787884, member: 6799660"] [I][SIZE=3][U]Pre-emptive note: I'm going to be leaning on 3e references, as that is what I have the most experience with.[/U][/SIZE][SIZE=2] [/SIZE][/I] I think the primary logic is that one major reason why a person/group would pick up GURPS is that they were thinking of playing D&D or an OSR D&D, but one person in the group suggested they play GURPS instead. Yes, part of the value of GURPS is that it can play many genres well, but highlighting where it can do an existing and well-loved genre is perhaps a good sales pitch scenario for the system. Beyond that, I think a Fantasy game (particularly a dungeon-crawler) does a good job of showcasing a lot of the system's strength and breadth, without going to far into the places where it... let's just say has the potential to get bogged down. [LIST] [*]A discrete and limited selection of skills are important in fantasy milieus. [*]The system allows you to do things like create playable races and classes (templates) that the game does well. [*]Various genre archetypes (the pure combatant, the skill-dominant character, the magic-user) are both possible, and highlight the 'can put your points anywhere, but can't have everything' system of GURPS quite well (examples: a pure-combatant build will fight better than someone with 2-dozen skills, but have real trouble against various situations; a magic user, unlike D&D, can wear armor, but is unlikely to have the starting gold/high Str to have good armor). [*]The combat system has nuances like feints and cover and the weighing options between thrusting/piercing or swinging/cutting depending on your strength and opponent DR. However, there isn't the intimidating mass of text involved in modern+ firearm combat (nor number of 1-second rounds sitting and aiming and hoping your opponent is the one dumb enough to pop up from behind cover). [*]Various equipment exists, tends to have pros and cons beyond a 'most expensive is always best' framing, and is acquired and lost at semi-regular frequency ([I][SIZE=3]Giving a reason to go treasure hunting; and making the GURPS default 'spend cash on this' model instead of the Hero System 'fancy equipment is just another character trait' model[/SIZE][/I]) [*]Off-the-shelf GURPS assumes you care about encumbrance and money, and lo and behold they show up a lot in such games. [*]Fewer things go 'off the scale' -- Although magic and dragonsfire can be any level you want it, the whole thing can stay within skills of 6-16, damages of 1-4d6, and no one having ability scores outside the normal human range. No fusion cannons (or modern mortars) where a direct hit should obliterate a person in most cases. No fighter jet dogfights where every modifier chart from size to weather to light level to relative velocity get used. [/LIST] [/QUOTE]
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