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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="Argyle King" data-source="post: 7873591" data-attributes="member: 58416"><p>just different preferences...</p><p></p><p>If it matters, I'm most familiar with GURPS 4th Edition.</p><p></p><p>For me, GURPS addressed the gripes I had with the d20 games I had been playing at the time. The rules less often got in the way of the vision I had for stories I wanted to tell and worlds I wanted to build. Ironically, I think, in the end, it was the things I liked about those other games which had more influence in pushing me toward GURPS more so than the things I disliked about them.</p><p></p><p>I also found GURPS rules to be more intuitive to me. A lot of people criticize the game for being complicated, but I don't find remembering GURPS rules to be any more complicated than the various feats, class abilities, spells, and etc of D&D. In many ways, I find it less complicated.</p><p></p><p>It's not perfect. There are styles of play which I feel aren't served by the system very well.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7873591, member: 58416"] just different preferences... If it matters, I'm most familiar with GURPS 4th Edition. For me, GURPS addressed the gripes I had with the d20 games I had been playing at the time. The rules less often got in the way of the vision I had for stories I wanted to tell and worlds I wanted to build. Ironically, I think, in the end, it was the things I liked about those other games which had more influence in pushing me toward GURPS more so than the things I disliked about them. I also found GURPS rules to be more intuitive to me. A lot of people criticize the game for being complicated, but I don't find remembering GURPS rules to be any more complicated than the various feats, class abilities, spells, and etc of D&D. In many ways, I find it less complicated. It's not perfect. There are styles of play which I feel aren't served by the system very well. [/QUOTE]
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