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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="Mookus" data-source="post: 7839773" data-attributes="member: 6679486"><p>OP, I feel for ya, getting "stuck" in a game you're not enjoying sucks. Does seem like it has more to do with the group, though, not the system. Most of this has already been mentioned by others -- I, too, have GMed GURPS games for decades running the gamut from "super simple romp with cartoon characters" to "hyper-gritty spec forces squad using every optional rule I can cram in" and everything in between with none of the issues described, etc. -- but in particular, this...</p><p></p><p>"Actually creating a roleplaying <em>story</em> or experiencing any sense of drama or stakes in the fiction is secondary to the experience of the mental satisfaction of spinning the wheels and cogs and levers of the GURPS machine..."</p><p></p><p>...is completely opposite to my experience. We've always loved GURPS because you <strong>don't</strong> have to endlessly fiddle with the rules (once the group decides which they're using/ignoring) and they just sort of fade to the background so we can concentrate on the story and the people in it.</p><p></p><p>Granted, this is partly because I've played long enough to have internalized everything I need, but the players themselves need to know very little. If they <em>want</em> to, if the player is into it, they <em>can</em> just go nuts and, for example, dig up obscure rules like the pince-nez above. But the fact that rule exists does not mean it's a signifier that the game is designed to be the most fun when rolling to keep your glasses on.</p><p></p><p>GURPS to me is more additive than subtractive (guaranteed those are the wrong terms lol, sorry)... I start with a barebones skeleton and add in a rule here and there <em>if I think they'll make this particular game</em> more fun.</p><p></p><p>Who is GURPS "for"? I can only speak for myself, but I've stuck with it <em>for</em>ever because I like to run a huuuuge variety of games. With GURPS I can use the same basic framework and just put together what I need for, say, "Aliens Colonial Marines," then the next month "Jem and the Holograms," then "Sinister Secret of Saltmarsh," then "Watership Down," on and on and on.</p></blockquote><p></p>
[QUOTE="Mookus, post: 7839773, member: 6679486"] OP, I feel for ya, getting "stuck" in a game you're not enjoying sucks. Does seem like it has more to do with the group, though, not the system. Most of this has already been mentioned by others -- I, too, have GMed GURPS games for decades running the gamut from "super simple romp with cartoon characters" to "hyper-gritty spec forces squad using every optional rule I can cram in" and everything in between with none of the issues described, etc. -- but in particular, this... "Actually creating a roleplaying [I]story[/I] or experiencing any sense of drama or stakes in the fiction is secondary to the experience of the mental satisfaction of spinning the wheels and cogs and levers of the GURPS machine..." ...is completely opposite to my experience. We've always loved GURPS because you [B]don't[/B] have to endlessly fiddle with the rules (once the group decides which they're using/ignoring) and they just sort of fade to the background so we can concentrate on the story and the people in it. Granted, this is partly because I've played long enough to have internalized everything I need, but the players themselves need to know very little. If they [I]want[/I] to, if the player is into it, they [I]can[/I] just go nuts and, for example, dig up obscure rules like the pince-nez above. But the fact that rule exists does not mean it's a signifier that the game is designed to be the most fun when rolling to keep your glasses on. GURPS to me is more additive than subtractive (guaranteed those are the wrong terms lol, sorry)... I start with a barebones skeleton and add in a rule here and there [I]if I think they'll make this particular game[/I] more fun. Who is GURPS "for"? I can only speak for myself, but I've stuck with it [I]for[/I]ever because I like to run a huuuuge variety of games. With GURPS I can use the same basic framework and just put together what I need for, say, "Aliens Colonial Marines," then the next month "Jem and the Holograms," then "Sinister Secret of Saltmarsh," then "Watership Down," on and on and on. [/QUOTE]
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