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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="Neonchameleon" data-source="post: 7846150" data-attributes="member: 87792"><p>Two things no one has mentioned. Firstly that GURPS Supers is just a bad combination. GURPS is full of gritty detail, and that just does not mesh with most superhero settings <em>at all</em>. And second that GURPS source books tend to be among the best researched and written for their setting/game style of any RPG source books I've read. I'd recommend them even for people who don't play GURPS.</p><p></p><p>As for who it's for - it's for the same sort of person who likes D&D 3.X (or to a lesser extent Pathfinder) but wants a gritty and realistic rather than a larger than life super-heroic game relying on Holywood Physics and Holywood Action Movie Damage. You have an extremely detailed character, fleshed out in a whole lot of ways from their skills (and there are a lot of skills) to their advantages to their spells to their equipment. Every physical factor is taken account of in a highly process-mapped game that takes you through the phases of physical combat in second by second increments.</p><p></p><p></p><p></p><p>This is less of a problem for GURPS than it is for a lot of other systems due to the escalating costs for higher levels. I'm far more used to GURPS producing hyper-<em>versatile</em> PCs than one trick ponies.</p><p></p><p></p><p></p><p>On that note have you seen the Sentinels Comics RPG? It's as close to a streamlined Marvel Heroic 2e as there is ever going to be.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7846150, member: 87792"] Two things no one has mentioned. Firstly that GURPS Supers is just a bad combination. GURPS is full of gritty detail, and that just does not mesh with most superhero settings [I]at all[/I]. And second that GURPS source books tend to be among the best researched and written for their setting/game style of any RPG source books I've read. I'd recommend them even for people who don't play GURPS. As for who it's for - it's for the same sort of person who likes D&D 3.X (or to a lesser extent Pathfinder) but wants a gritty and realistic rather than a larger than life super-heroic game relying on Holywood Physics and Holywood Action Movie Damage. You have an extremely detailed character, fleshed out in a whole lot of ways from their skills (and there are a lot of skills) to their advantages to their spells to their equipment. Every physical factor is taken account of in a highly process-mapped game that takes you through the phases of physical combat in second by second increments. This is less of a problem for GURPS than it is for a lot of other systems due to the escalating costs for higher levels. I'm far more used to GURPS producing hyper-[I]versatile[/I] PCs than one trick ponies. On that note have you seen the Sentinels Comics RPG? It's as close to a streamlined Marvel Heroic 2e as there is ever going to be. [/QUOTE]
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