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Gurps? Where do I start?
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<blockquote data-quote="WayneLigon" data-source="post: 3559629" data-attributes="member: 3649"><p>If they can reject something that quickly, there's probably not much hope of them liking anything you do that isn't d20.</p><p></p><p></p><p></p><p>Well, what do you consider high level? Really, you should be able to get a year or so out of a weekly D&D game before you start getting into the higher levels. Throttle XP some, and you can draw it out as long as you like. Or just go with the True20 method and tell them they level when you feel like it.</p><p></p><p>GURPS doesn't substantially change at hgher point values in some ways. In other ways it might; I haven't played a GURPS campaign for any real length of time to be able to tell. </p><p></p><p>One thing they will learn early on is that unless you use certain combat options, GURPS is not the wahoo cinematic game that D&D is. Character death is much more likely from things that even a medium level D&D character will shrug off. A single crossbow bolt can kill you if you're a 100 or 500 point GURPS character (which points up more a difference in what is considered useful in GURPS than a real combat example, but it's certainly possible).</p><p></p><p>GURPS values things against their absolute utility to a character instead of just their combat values. Thus, being immortal is an amazingly expensive advantage even though in the course of play it might affect your character very little at all. But being immortal is an astounding advantage when considered among the various normal human traits. Thus, it can be hard to look only at point costs of things and make a value judgement if all you're looking at is combat effectiveness.</p><p></p><p>If cost is a consideration (and it sounds like you don't want to invest too much with this group), definately check out GURPS Lite. It's free. I ran an entire mini campaign using just that book. You could even just use GURPS third edition, which you should be able to pick up cheaply; the GURPS Lite for Third Ed is a much better product in my opinion; it comes with simple psi and magic rules as well, to the point that you could run a low level fantasy game just with that free book and maybe a creatures book.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3559629, member: 3649"] If they can reject something that quickly, there's probably not much hope of them liking anything you do that isn't d20. Well, what do you consider high level? Really, you should be able to get a year or so out of a weekly D&D game before you start getting into the higher levels. Throttle XP some, and you can draw it out as long as you like. Or just go with the True20 method and tell them they level when you feel like it. GURPS doesn't substantially change at hgher point values in some ways. In other ways it might; I haven't played a GURPS campaign for any real length of time to be able to tell. One thing they will learn early on is that unless you use certain combat options, GURPS is not the wahoo cinematic game that D&D is. Character death is much more likely from things that even a medium level D&D character will shrug off. A single crossbow bolt can kill you if you're a 100 or 500 point GURPS character (which points up more a difference in what is considered useful in GURPS than a real combat example, but it's certainly possible). GURPS values things against their absolute utility to a character instead of just their combat values. Thus, being immortal is an amazingly expensive advantage even though in the course of play it might affect your character very little at all. But being immortal is an astounding advantage when considered among the various normal human traits. Thus, it can be hard to look only at point costs of things and make a value judgement if all you're looking at is combat effectiveness. If cost is a consideration (and it sounds like you don't want to invest too much with this group), definately check out GURPS Lite. It's free. I ran an entire mini campaign using just that book. You could even just use GURPS third edition, which you should be able to pick up cheaply; the GURPS Lite for Third Ed is a much better product in my opinion; it comes with simple psi and magic rules as well, to the point that you could run a low level fantasy game just with that free book and maybe a creatures book. [/QUOTE]
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