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<blockquote data-quote="TGryph" data-source="post: 2854955" data-attributes="member: 19651"><p>Guys;</p><p></p><p> First off, I have been running a Gurps Low Fantasy campaign for over a year now. A 25 year D&D player, my group switched to HARP for a year, then tried Gurps, our current (and so far unchallenged) system of choice. I am going to chime in on some of these posts...</p><p></p><p> First off, I gotta say to those guys who can say what is wrong with Gurps when they haven't even TRIED it..loosen up and give it a shot. Gurps Lite is all you need for a decent try...hell, you could run a long-time campaign using nothing else. Don't be like a virgin trying to tell me what sex feels like <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> Second, true the Major Combat rules are in Campaigns, but there is a Combat Lite section at the tail-end of Characters that is quite sufficient to run a Fantasy campaign.</p><p></p><p> While it is true you don't HAVE to have Magic to run a fantasy campaign, I found it to be FAR easier to use it and have access to the pre-made spells rather than to make up a bunch myself. Plus, some of the alternate magic systems are pretty cool. You could literally run a long term fantasy campaign using just Gurps Lite and Magic.</p><p></p><p> As to the fact that Gurps is rules-heavy, I get a kick out of reading this on a D20-ruled board. I find Gurps to be much less rules-heavy than D20. Oh it CAN be a bugger if you use all the options, but basically it is just roll 3d6 under the skill level. You can add options as you wish, but they are just that...OPTIONS.</p><p></p><p> Now to the poster who was wishing for a Bestiary..oh yeah, I feel your pain. I have the old Bestiary and Fantasy Bestiary, but I will be the Happiest Camper on the Block when the new 4th Edition Bestiary comes out.</p><p></p><p> The one-second combat rules weren't a big issue with my group, nor was the alleged lethality of combat...maybe because Gurps puts a much smaller emphasis on combat than D&D. Heck, that was the major change I had to get used to in running my Gurps campaign. We sometimes go a session or two without a single melee...and I gotta say I don't miss it. Oh, and so far we have yet to lose a character..been close a couple of times, but no fatalities.</p><p></p><p> My group loves the flexibility and detail of the character generation system..it was the biggest selling point to them. Yeah, chargen can take a while, but that what options do to a game. And remember...the GM can eliminate the ones he doesn't want in his campaign.</p><p></p><p> So go to the SJ Games website and download the free Lite rules and give 'em a shot..you might be surprised <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></p><p> TGryph</p></blockquote><p></p>
[QUOTE="TGryph, post: 2854955, member: 19651"] Guys; First off, I have been running a Gurps Low Fantasy campaign for over a year now. A 25 year D&D player, my group switched to HARP for a year, then tried Gurps, our current (and so far unchallenged) system of choice. I am going to chime in on some of these posts... First off, I gotta say to those guys who can say what is wrong with Gurps when they haven't even TRIED it..loosen up and give it a shot. Gurps Lite is all you need for a decent try...hell, you could run a long-time campaign using nothing else. Don't be like a virgin trying to tell me what sex feels like :) Second, true the Major Combat rules are in Campaigns, but there is a Combat Lite section at the tail-end of Characters that is quite sufficient to run a Fantasy campaign. While it is true you don't HAVE to have Magic to run a fantasy campaign, I found it to be FAR easier to use it and have access to the pre-made spells rather than to make up a bunch myself. Plus, some of the alternate magic systems are pretty cool. You could literally run a long term fantasy campaign using just Gurps Lite and Magic. As to the fact that Gurps is rules-heavy, I get a kick out of reading this on a D20-ruled board. I find Gurps to be much less rules-heavy than D20. Oh it CAN be a bugger if you use all the options, but basically it is just roll 3d6 under the skill level. You can add options as you wish, but they are just that...OPTIONS. Now to the poster who was wishing for a Bestiary..oh yeah, I feel your pain. I have the old Bestiary and Fantasy Bestiary, but I will be the Happiest Camper on the Block when the new 4th Edition Bestiary comes out. The one-second combat rules weren't a big issue with my group, nor was the alleged lethality of combat...maybe because Gurps puts a much smaller emphasis on combat than D&D. Heck, that was the major change I had to get used to in running my Gurps campaign. We sometimes go a session or two without a single melee...and I gotta say I don't miss it. Oh, and so far we have yet to lose a character..been close a couple of times, but no fatalities. My group loves the flexibility and detail of the character generation system..it was the biggest selling point to them. Yeah, chargen can take a while, but that what options do to a game. And remember...the GM can eliminate the ones he doesn't want in his campaign. So go to the SJ Games website and download the free Lite rules and give 'em a shot..you might be surprised :) TGryph [/QUOTE]
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