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<blockquote data-quote="Argyle King" data-source="post: 9739041" data-attributes="member: 58416"><p>For me personally, I chose GURPS over Hero because I liked how GURPS handled gear and equipment better. </p><p></p><p>I've also found that I have an easier time starting from a grounded/real-ish baseline and then adding fantasy stuff on top of that, as opposed to when I start with something more gonzo and try to add some plausibility back in.</p><p></p><p>In that same vein, I have found that the modular design of GURPS mostly does what it advertises and actually does a good job of being modular. So much so that I have been able to incorporate elements of other games (Edge of the Empire & D&D 4E) into how I handle done things in GURPS. Doing so hasn't broken the system. </p><p></p><p>I've mostly played GURPS 4th Edition, but I've briefly dabbled in 3rd Edition. I still buy 3rd Edition books because they can be used with GURPS 4th Edition -often with very minimal work.</p><p></p><p>As far as Dungeon Fantasy goes, I feel that a lower power level is better for teaching the game to a new group. That's why I suggested the products from Gaming Ballistic. Don't get me wrong; I still highly enjoy Dungeon Fantasy, but it starts at a point that would be akin to trying to throw 3rd-4th level D&D characters at a new group.</p><p></p><p>Even if you want to run a more gritty fantasy game at a lower point total, the Dungeon Fantasy boxed set (as well as the pdfs) are valuable products to show worked examples of how something can be done in GURPS, without needing to sift through all the options in Basic Set. </p><p></p><p>At some point, I should start a (+) thread to post various powers, abilities, and racial/species templates that I've made for GURPS.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9739041, member: 58416"] For me personally, I chose GURPS over Hero because I liked how GURPS handled gear and equipment better. I've also found that I have an easier time starting from a grounded/real-ish baseline and then adding fantasy stuff on top of that, as opposed to when I start with something more gonzo and try to add some plausibility back in. In that same vein, I have found that the modular design of GURPS mostly does what it advertises and actually does a good job of being modular. So much so that I have been able to incorporate elements of other games (Edge of the Empire & D&D 4E) into how I handle done things in GURPS. Doing so hasn't broken the system. I've mostly played GURPS 4th Edition, but I've briefly dabbled in 3rd Edition. I still buy 3rd Edition books because they can be used with GURPS 4th Edition -often with very minimal work. As far as Dungeon Fantasy goes, I feel that a lower power level is better for teaching the game to a new group. That's why I suggested the products from Gaming Ballistic. Don't get me wrong; I still highly enjoy Dungeon Fantasy, but it starts at a point that would be akin to trying to throw 3rd-4th level D&D characters at a new group. Even if you want to run a more gritty fantasy game at a lower point total, the Dungeon Fantasy boxed set (as well as the pdfs) are valuable products to show worked examples of how something can be done in GURPS, without needing to sift through all the options in Basic Set. At some point, I should start a (+) thread to post various powers, abilities, and racial/species templates that I've made for GURPS. [/QUOTE]
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