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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="John Dallman" data-source="post: 7839715" data-attributes="member: 6999616"><p>I think that may be at the root of your problems, apart from having a GM who doesn't tell you much (my preferred tactic for GMs who persist with that is to start doing things myself and ignore their attempts to impose their plot, at least for a while).</p><p></p><p>No GURPS players that I know try to use <em>all</em> the applicable RAW. It is, as you say, too much like hard work. However, this does not "unbalance the game". It may lead to less-than-optimal tactics, but suggesting better ones is something the GM, and even the other players, can and should do. </p><p></p><p>In the two overlapping GURPS groups I play in, it's completely normal for the different players to be operating at different levels of system mastery. This doesn't have to upset anyone, because suggesting better GURPS tactics usually maps onto applicable real-world tactics. </p><p></p><p>For example, you want to shoot someone. If the gun you're using makes sense for shooting your target in the default location, the torso, then you have a decent tactic, and nobody will try to coach you. If you have a low-powered pistol, the target is wearing body armour, and the primary objective is to capture them, it's reasonable for another player to suggest shooting them in the leg, both in GURPS and real-world terms. </p><p></p><p>Yes, this means that the <em>players</em> aren't usually in competition with each other. That's fine with me. The groups I play in are mostly composed of people in their fifties or older; we have someone in her thirties, but she's not playing or GMing at present because she's just had a child. </p><p></p><p>She's a college librarian; the rest of the people in the groups are computer programmers or sysadmins, a professional games writer, and an accountant. They are all people who are happy with a fair amount of detail, but none of them seem to be on the autistic spectrum. They <em>are</em> willing to think about the games they play in outside sessions, make plans, and think about the plots they're interacting with.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 7839715, member: 6999616"] I think that may be at the root of your problems, apart from having a GM who doesn't tell you much (my preferred tactic for GMs who persist with that is to start doing things myself and ignore their attempts to impose their plot, at least for a while). No GURPS players that I know try to use [I]all[/I] the applicable RAW. It is, as you say, too much like hard work. However, this does not "unbalance the game". It may lead to less-than-optimal tactics, but suggesting better ones is something the GM, and even the other players, can and should do. In the two overlapping GURPS groups I play in, it's completely normal for the different players to be operating at different levels of system mastery. This doesn't have to upset anyone, because suggesting better GURPS tactics usually maps onto applicable real-world tactics. For example, you want to shoot someone. If the gun you're using makes sense for shooting your target in the default location, the torso, then you have a decent tactic, and nobody will try to coach you. If you have a low-powered pistol, the target is wearing body armour, and the primary objective is to capture them, it's reasonable for another player to suggest shooting them in the leg, both in GURPS and real-world terms. Yes, this means that the [I]players[/I] aren't usually in competition with each other. That's fine with me. The groups I play in are mostly composed of people in their fifties or older; we have someone in her thirties, but she's not playing or GMing at present because she's just had a child. She's a college librarian; the rest of the people in the groups are computer programmers or sysadmins, a professional games writer, and an accountant. They are all people who are happy with a fair amount of detail, but none of them seem to be on the autistic spectrum. They [I]are[/I] willing to think about the games they play in outside sessions, make plans, and think about the plots they're interacting with. [/QUOTE]
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