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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="dbm" data-source="post: 7849207" data-attributes="member: 8014"><p>You can also have variable power pools and ‘gizmo’ gadgets. Flexible and adaptive powers can be had in GURPS. </p><p></p><p>To be sure, the Supers genre pushes GURPS hard, and you need to apply quite a few optional rules to make it work. Other systems are a more natural fit, but if you aren’t playing Supers every game and still want to mainly stick to one system then GURPS can cover you.</p><p></p><p>To the original question, GURPS core premise is to assume physics and then say ‘if this can happen in game, what is the logical extension of it’. Typically, a person strong enough to lift a tank could punch through a wall, though they might smash their hand at the same time (strong <> tough, unless you want it to).</p><p></p><p>The benefit of this is that you can extrapolate to figure out niche scenarios that matter to you, but may not matter to everyone else (perhaps no one out side your table). This allows you to implement the specific game of your choice, be that a completely home-brewed world or an adaption of a book etc.</p><p></p><p>Traditionally, the downside of this has been that the GM needs to make huge amounts of material to implement their vision. This is less and less the case. There are ever more assets available to help quickly implement popular genres like dungeon fantasy, modern action, urban fantasy, post-apocalyptic and steampunk. These can give you a 75-80% solution for you to tailor. With the right group of players the creation work can be shared around, too.</p></blockquote><p></p>
[QUOTE="dbm, post: 7849207, member: 8014"] You can also have variable power pools and ‘gizmo’ gadgets. Flexible and adaptive powers can be had in GURPS. To be sure, the Supers genre pushes GURPS hard, and you need to apply quite a few optional rules to make it work. Other systems are a more natural fit, but if you aren’t playing Supers every game and still want to mainly stick to one system then GURPS can cover you. To the original question, GURPS core premise is to assume physics and then say ‘if this can happen in game, what is the logical extension of it’. Typically, a person strong enough to lift a tank could punch through a wall, though they might smash their hand at the same time (strong <> tough, unless you want it to). The benefit of this is that you can extrapolate to figure out niche scenarios that matter to you, but may not matter to everyone else (perhaps no one out side your table). This allows you to implement the specific game of your choice, be that a completely home-brewed world or an adaption of a book etc. Traditionally, the downside of this has been that the GM needs to make huge amounts of material to implement their vision. This is less and less the case. There are ever more assets available to help quickly implement popular genres like dungeon fantasy, modern action, urban fantasy, post-apocalyptic and steampunk. These can give you a 75-80% solution for you to tailor. With the right group of players the creation work can be shared around, too. [/QUOTE]
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