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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="pemerton" data-source="post: 7840954" data-attributes="member: 42582"><p>I got into Rolemaster in 1990 - so around the same time you're talking about. Before then I had played D&D and a bit of Classic Traveller.</p><p></p><p>There were three things that drew me to RM straight away, as soon as I encountered it in play: (1) the PCs had a vibrancy, in respect of their mechanical definition and what that implied about them as protagonists, that D&D simply couldn't match; (2) the resolution (combat and spell casting) actually revealed what was happening in the fiction <em>on the way through</em>- it wasn't just outcome states; (3) because of the first two factors, it promised a type of sophistication in the fiction that D&D seemed not to.</p><p></p><p>In the interventing 30 years I've learned of other RPGIng techniques to achieve vibrant PCs and hence sophisticated fiction that lean a bit less heavily on mechanical definition and also that pare the mechanics back while still bringing them to bear for this purpose. (The leanest model I know is Cthulhu dark, where you get a bonus die in your pool if what you're doing falls within your field of occupational expertise: occupations I've seen in play include journalist, longshoreman, legal secretary and butler, and this system achieves both (1) and (3) with nothing more than that descriptor on the PC sheet and a four-page rulebook.)</p><p></p><p>But as I posted upthread, this doesn't stop me appreciating the attraction of these "simulationist" systems, and seeing that it can extend well beyond (though can also encompass) power-gaming.</p><p></p><p>Have you tried Marvel Heroic RP?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7840954, member: 42582"] I got into Rolemaster in 1990 - so around the same time you're talking about. Before then I had played D&D and a bit of Classic Traveller. There were three things that drew me to RM straight away, as soon as I encountered it in play: (1) the PCs had a vibrancy, in respect of their mechanical definition and what that implied about them as protagonists, that D&D simply couldn't match; (2) the resolution (combat and spell casting) actually revealed what was happening in the fiction [I]on the way through[/I]- it wasn't just outcome states; (3) because of the first two factors, it promised a type of sophistication in the fiction that D&D seemed not to. In the interventing 30 years I've learned of other RPGIng techniques to achieve vibrant PCs and hence sophisticated fiction that lean a bit less heavily on mechanical definition and also that pare the mechanics back while still bringing them to bear for this purpose. (The leanest model I know is Cthulhu dark, where you get a bonus die in your pool if what you're doing falls within your field of occupational expertise: occupations I've seen in play include journalist, longshoreman, legal secretary and butler, and this system achieves both (1) and (3) with nothing more than that descriptor on the PC sheet and a four-page rulebook.) But as I posted upthread, this doesn't stop me appreciating the attraction of these "simulationist" systems, and seeing that it can extend well beyond (though can also encompass) power-gaming. Have you tried Marvel Heroic RP? [/QUOTE]
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