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<blockquote data-quote="Paragon Lost" data-source="post: 9751804" data-attributes="member: 6966375"><p>I won't disagree on DF. I went all in on the Dungeon Fantasy Kickstarter and actually have two of everything that they released for it. That said, the power level (250 point start), the snarky munchkin-ism implied etc made it feel limited. I say this is a me problem because when I ran 2e/3e from 1987 to 2000 I always started them at a points, it worked well for my low magic, dark fantasy setting used Thieves' World as the campaign. I'd translated from using originally RuneQuest when the Thieves' World box set released to Palladium Fantasy rpg when it released due to issues getting players to accept a skill based, lower hit point system that used amore active combat mechanics (parry, dodge, block and armor absorbing damage) system. Yet was similar to AD&D 1st edition to get them in the door.</p><p></p><p> Anyhow my players used missile weapons very well. Most crossbow use was tied to opening volley before drawing other weapons. Though we did have one summer where I wanted to run something different and so that summer we ran GURPS Swashbuckler and the players would great use of aiming with muskets from the crows nest at the other ships officers for example. As I said in a previous post it was easier to get players to embrace the 1 second round if you explained it in a more loose sort of way. I told them it was basically around 3 seconds and they shrugged and off we went.</p><p></p><p>I miss the days when players were more open to trying different systems. Since moving to where I'm at now, most of the game play is in ttrpgs that I don't have any real interest in. Plus organized play (Pathfinder/Starfinder Society and Adventurers League) are not my thing at all. I've tried it and just ugh, I'd rather play an mmorpg or a MUD in that case. Anyhow GURPS is definitely not something for those who want to focus on narrative primarily, not saying GURPS can't be narrative. I personally feel that all ttrpgs are narrative by default and folks who think they aren't are missing the point of table top Roleplaying game. Some have better tools to aid in narrative and roleplay, that's for sure. Though some feel clunky and I'd rather have immersive, organically happening roleplay. (shrugs)</p></blockquote><p></p>
[QUOTE="Paragon Lost, post: 9751804, member: 6966375"] I won't disagree on DF. I went all in on the Dungeon Fantasy Kickstarter and actually have two of everything that they released for it. That said, the power level (250 point start), the snarky munchkin-ism implied etc made it feel limited. I say this is a me problem because when I ran 2e/3e from 1987 to 2000 I always started them at a points, it worked well for my low magic, dark fantasy setting used Thieves' World as the campaign. I'd translated from using originally RuneQuest when the Thieves' World box set released to Palladium Fantasy rpg when it released due to issues getting players to accept a skill based, lower hit point system that used amore active combat mechanics (parry, dodge, block and armor absorbing damage) system. Yet was similar to AD&D 1st edition to get them in the door. Anyhow my players used missile weapons very well. Most crossbow use was tied to opening volley before drawing other weapons. Though we did have one summer where I wanted to run something different and so that summer we ran GURPS Swashbuckler and the players would great use of aiming with muskets from the crows nest at the other ships officers for example. As I said in a previous post it was easier to get players to embrace the 1 second round if you explained it in a more loose sort of way. I told them it was basically around 3 seconds and they shrugged and off we went. I miss the days when players were more open to trying different systems. Since moving to where I'm at now, most of the game play is in ttrpgs that I don't have any real interest in. Plus organized play (Pathfinder/Starfinder Society and Adventurers League) are not my thing at all. I've tried it and just ugh, I'd rather play an mmorpg or a MUD in that case. Anyhow GURPS is definitely not something for those who want to focus on narrative primarily, not saying GURPS can't be narrative. I personally feel that all ttrpgs are narrative by default and folks who think they aren't are missing the point of table top Roleplaying game. Some have better tools to aid in narrative and roleplay, that's for sure. Though some feel clunky and I'd rather have immersive, organically happening roleplay. (shrugs) [/QUOTE]
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