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GURPS or HERO?
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<blockquote data-quote="Harmon" data-source="post: 3579223" data-attributes="member: 24357"><p>I started playing Hero in the early '80s and didn't stop until the early '90s, playing Champions mainly with a few shots at Fantasy that I was unimpressed with. Champions I loved, it had a great feel, though some of the rules we Housed to make a few things work more logically.</p><p></p><p>(Shh- don't tell Coyote6 (or DarthJaye for that matter) I said this but- M&M pulls the hero campaign off better then Heros though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>GURPs we picked up to play military campaigns- Twilight2000, and another campaign that ran for about 15 years (ya, guys its been that long). The long running campaign went from Special Ops (Force Recon) to a mystical/psionic super powers on the rim to extra planar travel to a high tech thing that is ever changing. The system kept pace, very well.</p><p></p><p>Someone said something about GURPs being low on the roleplaying- I disagree, I think our roleplaying took a dive when we got back into D&D (but in the last year has started to pick back up).</p><p></p><p>Also keep in mind that you need to be well versed in GURP's combat system, have your Players help you with number crunching (I use to run through the negitives aloud so the Player knew what their chances were with conditions from the characters POV). Also we house ruled a Blunt Damage system which allowed for people to have a good ol' fashion bar room brawl and not be down for a month (though during the fight you could get killed), though you might have a broken limb or something like that.</p><p></p><p>Emm- all in all, I would go back to GURPs this Saturday without a thought, but I might have hesitation in going back to Hero, but I would still love to play Hero again.</p><p></p><p>Take care, good luck, and hope everything works out for you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Harmon, post: 3579223, member: 24357"] I started playing Hero in the early '80s and didn't stop until the early '90s, playing Champions mainly with a few shots at Fantasy that I was unimpressed with. Champions I loved, it had a great feel, though some of the rules we Housed to make a few things work more logically. (Shh- don't tell Coyote6 (or DarthJaye for that matter) I said this but- M&M pulls the hero campaign off better then Heros though ;) ) GURPs we picked up to play military campaigns- Twilight2000, and another campaign that ran for about 15 years (ya, guys its been that long). The long running campaign went from Special Ops (Force Recon) to a mystical/psionic super powers on the rim to extra planar travel to a high tech thing that is ever changing. The system kept pace, very well. Someone said something about GURPs being low on the roleplaying- I disagree, I think our roleplaying took a dive when we got back into D&D (but in the last year has started to pick back up). Also keep in mind that you need to be well versed in GURP's combat system, have your Players help you with number crunching (I use to run through the negitives aloud so the Player knew what their chances were with conditions from the characters POV). Also we house ruled a Blunt Damage system which allowed for people to have a good ol' fashion bar room brawl and not be down for a month (though during the fight you could get killed), though you might have a broken limb or something like that. Emm- all in all, I would go back to GURPs this Saturday without a thought, but I might have hesitation in going back to Hero, but I would still love to play Hero again. Take care, good luck, and hope everything works out for you. :D [/QUOTE]
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