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GURPS or HERO?
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<blockquote data-quote="greywulf" data-source="post: 3581108" data-attributes="member: 4285"><p>Wow. So many opinions. All of them good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The thing is, with GURPS vs. HERO, you're comparing two games that are both very, very good indeed. I've been a long-time player and DM of both, and love them both equally well. HERO served as our superhero RPG system for almost 15 years, and it's only recently been superceded by Mutants & Masterminds. That change was more due to an influx of new players than anything. That said, MM is a truly great system; it's accessible to folks used to D&D, but can be granular enough for even the most picky of gamer. And a lot of my longtime gamer buddies can be very picky <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>We use GURPS mainly for modern and near-modern gaming where it's grittiness and ability to fine-tune your characters really shines through. I'd argue there's no better system for gaming the 20th-21st century if it's heroic rather than superheroic. That stands for 3e as well as 4e. </p><p></p><p>Either system is as grainy as you want it to be - an Energy Blast can be just an Energy Blast in either system - but it's all too tempting (and fun! Let's not forget that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) to keep remodelling and refining your character over time. That's a part of the charm of both GURPS and HERO, really. Your character can start off generated in wide sweeping paintbrushes then be increasingly detailed over time. Especially if you've got a Happy GM (like me) who doesn't mind a lot of points re-jiggling if it improves the character concept.</p><p></p><p>In short - both systems are as simple, or as complex, as you want them to be, but expect the complexity to grow on you over time. </p><p></p><p>In terms of feel, of the two, GURPS feels more gritty, and HERO more four-colour. There's no rules justification for this whatsoever, but it's there nonetheless. </p><p></p><p>That said, neither are the best system if you've got constraints on your time. There's a lot of downtime work involved in creating mooks, badguys and villains for either system. Fun to do, but time consuming.</p><p></p><p>If that's going to be a worry, Mutants & Masterminds might be your best bet. There's nothing you could do with either GURPS or HERO which couldn't be done in M&M.</p></blockquote><p></p>
[QUOTE="greywulf, post: 3581108, member: 4285"] Wow. So many opinions. All of them good :) The thing is, with GURPS vs. HERO, you're comparing two games that are both very, very good indeed. I've been a long-time player and DM of both, and love them both equally well. HERO served as our superhero RPG system for almost 15 years, and it's only recently been superceded by Mutants & Masterminds. That change was more due to an influx of new players than anything. That said, MM is a truly great system; it's accessible to folks used to D&D, but can be granular enough for even the most picky of gamer. And a lot of my longtime gamer buddies can be very picky :) We use GURPS mainly for modern and near-modern gaming where it's grittiness and ability to fine-tune your characters really shines through. I'd argue there's no better system for gaming the 20th-21st century if it's heroic rather than superheroic. That stands for 3e as well as 4e. Either system is as grainy as you want it to be - an Energy Blast can be just an Energy Blast in either system - but it's all too tempting (and fun! Let's not forget that :) ) to keep remodelling and refining your character over time. That's a part of the charm of both GURPS and HERO, really. Your character can start off generated in wide sweeping paintbrushes then be increasingly detailed over time. Especially if you've got a Happy GM (like me) who doesn't mind a lot of points re-jiggling if it improves the character concept. In short - both systems are as simple, or as complex, as you want them to be, but expect the complexity to grow on you over time. In terms of feel, of the two, GURPS feels more gritty, and HERO more four-colour. There's no rules justification for this whatsoever, but it's there nonetheless. That said, neither are the best system if you've got constraints on your time. There's a lot of downtime work involved in creating mooks, badguys and villains for either system. Fun to do, but time consuming. If that's going to be a worry, Mutants & Masterminds might be your best bet. There's nothing you could do with either GURPS or HERO which couldn't be done in M&M. [/QUOTE]
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