innerdude
Legend
On the eve of our gaming group getting together tomorrow, I've found myself mustering very little enthusiasm for the current campaign.
And I don't know if it's the system (GURPS 3e), the campaign (a supers setting riffed directly from Brandon Sanderson's Reckoners novels), the GM's handling of the "plot" (is there a plot? None of the characters know a damn thing about anything, so we're mostly wandering aimlessly) . . . but the whole thing is falling way beyond flat for me, and is coming nigh unto full-on cratering.
Truthfully it's probably a combination of all of the above (in addition to disliking GURPS and the plot being non-existent, supers is my least favorite speculative fiction genre by a country mile). But we're now 9 or 10 sessions in to the campaign. And I've played two other GURPS 3e campaigns that lasted about as long as this one.
So while my experience with GURPS probably barely crosses the "total newbie" threshold, I can say without any hesitation, after 30+ sessions of GURPS, I just don't get it.
Or more appropriately, I just don't get who this system is for.
And the inner gnome tinker inside my head wants to know why. It's about exploring the design space of GURPS as an academic exercise.
I'd describe GURPS as being "high input dependent exception based design."
The "exception based design" qualifier is easy to spot, as every modifier to the base mechanic in GURPS is a circumstantial exception. It's a modifier based on range/distance/speed, some mitigating character advantage/disadvantage, equipment modifiers, modifiers based on previously completed (or aborted) actions (things like readying a weapon, facing, available active defenses, etc.).
Obviously this is hardly new design space. It's pretty much de rigueur for what we'd consider "modern" game design, and considering GURPS first arrived on the scene in 1986, this isn't "new tech" on the design scene.
To me the difference with GURPS lies in that every exception is "high input dependent"---the frequency and breadth of inputs needed to adjudicate a single rules application is high. At least, if you're playing rules-as-written.
At it's core, GURPS' base resolution mechanic is simple. Roll 3d6, try to roll less than a target number. Yet this simplicity could be used to much greater effect if the players are willing to remove the high input dependencies and simply accept that the relative scale of results are to be applied as broad strokes rather than singular, narrow ranges. But the very essence of GURPS plays against the "broad strokes" approach.
For me, rules adjudication is about finding out what happened in the fictional state. Yet GURPS very much seems to believe that the rules should explain---in as concrete, representative terms as possible---how things happened in the fiction. And that the how should be transparent to every player.
The ethos seems to be, if you account for as many "pre-input" factors as possible, it leads to more satisfying outcomes and adjudication on the back end, because there's less volatility between GM and players about "what actually just happened inside the game world."
The very ethos of GURPS expects that you will embrace as much of the system as you're willing to handle---and not only does the system generally give off that vibe in its writing, you're exposed to that same line of thinking from long-time, experienced GURPS fans. Playing GURPS is a complete waste of time if you're not using Compendium I and II, Martial Arts, Magic, and Psionics. Oh, and you should really use UltraTech I and II, and Sci-Fi as well.
To really "get" the point of GURPS, it seems, you're supposed to embrace the crunch. Wrap it lovingly around you. Because if you actually don't want that level of crunch, why did you choose GURPS in the first place? If you're going to just kind-of, sort-of eyeball stuff and make off-the-cuff adjudications, wouldn't it be better to go with a system that's designed to do that?
So what kind of players does a "high input dependency" game appeal to? What kind of "fun" should I be getting from this kind of system that I'm not achieving?
And I don't know if it's the system (GURPS 3e), the campaign (a supers setting riffed directly from Brandon Sanderson's Reckoners novels), the GM's handling of the "plot" (is there a plot? None of the characters know a damn thing about anything, so we're mostly wandering aimlessly) . . . but the whole thing is falling way beyond flat for me, and is coming nigh unto full-on cratering.
Truthfully it's probably a combination of all of the above (in addition to disliking GURPS and the plot being non-existent, supers is my least favorite speculative fiction genre by a country mile). But we're now 9 or 10 sessions in to the campaign. And I've played two other GURPS 3e campaigns that lasted about as long as this one.
So while my experience with GURPS probably barely crosses the "total newbie" threshold, I can say without any hesitation, after 30+ sessions of GURPS, I just don't get it.
Or more appropriately, I just don't get who this system is for.
And the inner gnome tinker inside my head wants to know why. It's about exploring the design space of GURPS as an academic exercise.
I'd describe GURPS as being "high input dependent exception based design."
The "exception based design" qualifier is easy to spot, as every modifier to the base mechanic in GURPS is a circumstantial exception. It's a modifier based on range/distance/speed, some mitigating character advantage/disadvantage, equipment modifiers, modifiers based on previously completed (or aborted) actions (things like readying a weapon, facing, available active defenses, etc.).
Obviously this is hardly new design space. It's pretty much de rigueur for what we'd consider "modern" game design, and considering GURPS first arrived on the scene in 1986, this isn't "new tech" on the design scene.
To me the difference with GURPS lies in that every exception is "high input dependent"---the frequency and breadth of inputs needed to adjudicate a single rules application is high. At least, if you're playing rules-as-written.
At it's core, GURPS' base resolution mechanic is simple. Roll 3d6, try to roll less than a target number. Yet this simplicity could be used to much greater effect if the players are willing to remove the high input dependencies and simply accept that the relative scale of results are to be applied as broad strokes rather than singular, narrow ranges. But the very essence of GURPS plays against the "broad strokes" approach.
For me, rules adjudication is about finding out what happened in the fictional state. Yet GURPS very much seems to believe that the rules should explain---in as concrete, representative terms as possible---how things happened in the fiction. And that the how should be transparent to every player.
The ethos seems to be, if you account for as many "pre-input" factors as possible, it leads to more satisfying outcomes and adjudication on the back end, because there's less volatility between GM and players about "what actually just happened inside the game world."
The very ethos of GURPS expects that you will embrace as much of the system as you're willing to handle---and not only does the system generally give off that vibe in its writing, you're exposed to that same line of thinking from long-time, experienced GURPS fans. Playing GURPS is a complete waste of time if you're not using Compendium I and II, Martial Arts, Magic, and Psionics. Oh, and you should really use UltraTech I and II, and Sci-Fi as well.
To really "get" the point of GURPS, it seems, you're supposed to embrace the crunch. Wrap it lovingly around you. Because if you actually don't want that level of crunch, why did you choose GURPS in the first place? If you're going to just kind-of, sort-of eyeball stuff and make off-the-cuff adjudications, wouldn't it be better to go with a system that's designed to do that?
So what kind of players does a "high input dependency" game appeal to? What kind of "fun" should I be getting from this kind of system that I'm not achieving?