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<blockquote data-quote="wingsandsword" data-source="post: 2661640" data-attributes="member: 14159"><p>I'll agree with the chorus here:</p><p></p><p>GURPS Suppliments: Great source material, great references, great stuff on genres often not covered much by other RPG's. You rarely go wrong picking up the GURPS sourcebook on a subject you are interested in.</p><p></p><p>GURPS rules: Blech, overcomplicated, bland, and tedious. Character creation takes hours, and the learning curve is daunting to say the least. Rules for things that might actually come up in games like vehicles, magic, psionics, or space travel get overwhelmingly complex (as it was pointed out to me, you have to perform calculus to determine the hit points of a vehicle, since it requires calculating the exact surface area of the entire vehicle to derive its HP). </p><p></p><p>I've known two GMs who actually run GURPS and tried it out, and apparently there are two different ways to actually make GURPS playable (each one did one):</p><p>1. Become an absolute expert on the system, preferably backed up with computer programs to calculate a lot of things, have a big library of GURPS books you can quickly access, and know them by heart. </p><p>2. Discard most of the rules, use just the free "GURPS Lite" simplified rules, and use it for rules-light roleplaying-heavy games.</p><p></p><p>Honestly, d20 in some ways became what GURPS tried to be, a universal multi-genre system. There isn't one single "d20" book for all genres, but it's a system that just about every gamer is at least passingly familiar with, and it's been adapted to virtually every genre and setting out there (either officially or unofficially). GURPS strength is in the suppliments, not the rules.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2661640, member: 14159"] I'll agree with the chorus here: GURPS Suppliments: Great source material, great references, great stuff on genres often not covered much by other RPG's. You rarely go wrong picking up the GURPS sourcebook on a subject you are interested in. GURPS rules: Blech, overcomplicated, bland, and tedious. Character creation takes hours, and the learning curve is daunting to say the least. Rules for things that might actually come up in games like vehicles, magic, psionics, or space travel get overwhelmingly complex (as it was pointed out to me, you have to perform calculus to determine the hit points of a vehicle, since it requires calculating the exact surface area of the entire vehicle to derive its HP). I've known two GMs who actually run GURPS and tried it out, and apparently there are two different ways to actually make GURPS playable (each one did one): 1. Become an absolute expert on the system, preferably backed up with computer programs to calculate a lot of things, have a big library of GURPS books you can quickly access, and know them by heart. 2. Discard most of the rules, use just the free "GURPS Lite" simplified rules, and use it for rules-light roleplaying-heavy games. Honestly, d20 in some ways became what GURPS tried to be, a universal multi-genre system. There isn't one single "d20" book for all genres, but it's a system that just about every gamer is at least passingly familiar with, and it's been adapted to virtually every genre and setting out there (either officially or unofficially). GURPS strength is in the suppliments, not the rules. [/QUOTE]
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