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GURPS or HERO?
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<blockquote data-quote="Mercule" data-source="post: 3578789" data-attributes="member: 5100"><p>Simply put, I don't entirely agree with them. It really depends on where you're coming from.</p><p></p><p>Hero enables you to do a significant amount of customization to your setting. It even encourages it. It does not, however, demand it. And that's a pretty significant point. If you're someone who is drawn to tweaking and twiddling details of setting, then Hero can really suck away your time. On the other hand, if you can keep yourself to some predefined concepts, then you don't have to have the time sink.</p><p></p><p>There are several sourcebooks for Hero that will define your magic system, spells, races, classes, and the rest of the structure you need to play, just like there is for GURPS. If you're fine with those, then Fantasy Hero is a totally "off the shelf" playable game.</p><p></p><p>Actually, even if you want to customize things, Hero <u>can</u> be an "off the shelf" game. In the campaign I mentioned above, the GM had the players create their own magic systems, within certain parameters, and we ran with them. He also ran a nine month long campaign, at 6-8 hours of play per week almost off the cuff. And it was a blast. I'll grant that this guy had a better than average understanding of the Hero rules, but it definitely shows what's in the realm of possibility.</p></blockquote><p></p>
[QUOTE="Mercule, post: 3578789, member: 5100"] Simply put, I don't entirely agree with them. It really depends on where you're coming from. Hero enables you to do a significant amount of customization to your setting. It even encourages it. It does not, however, demand it. And that's a pretty significant point. If you're someone who is drawn to tweaking and twiddling details of setting, then Hero can really suck away your time. On the other hand, if you can keep yourself to some predefined concepts, then you don't have to have the time sink. There are several sourcebooks for Hero that will define your magic system, spells, races, classes, and the rest of the structure you need to play, just like there is for GURPS. If you're fine with those, then Fantasy Hero is a totally "off the shelf" playable game. Actually, even if you want to customize things, Hero [u]can[/u] be an "off the shelf" game. In the campaign I mentioned above, the GM had the players create their own magic systems, within certain parameters, and we ran with them. He also ran a nine month long campaign, at 6-8 hours of play per week almost off the cuff. And it was a blast. I'll grant that this guy had a better than average understanding of the Hero rules, but it definitely shows what's in the realm of possibility. [/QUOTE]
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