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How do you get to GURPS?
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<blockquote data-quote="Michele" data-source="post: 7611531" data-attributes="member: 6995890"><p>I've been a GURPS GM for two decades now. I never thought in terms of "conditioning" people towards a more complex version of GURPS.</p><p>Rather, since my friends understandably wanted magic and wizards in our initial fantasy setting, rules concerning magic were introduced. I did so gradually, after a few games with mundane-only stuff. After that initial gaming group, I continued to do so for new players.</p><p></p><p>A player came up with a character concept who could be described as a specialist bare-handed wrestler. That was why I introduced more detail as to close combat and bare-handed fighting, and eventually GURPS Martial Arts. Another player loved his character's brute strength and greatsword and he never cared to learn the subtleties of close combat; actually his standard tactics was to avoid close combat.</p><p>So the first player learned the details and maneuvers and tricks, the other player did not and simply trusted me and the first player to handle all of that.</p><p></p><p>In short, it's the players driving the amount of complexity, not me (the GM). They want it more complex, it can be more complex. They want it simple, it can be simple.</p><p></p><p>This is easily done with GURPS, by the way, because it's not just universal - it's modular.</p></blockquote><p></p>
[QUOTE="Michele, post: 7611531, member: 6995890"] I've been a GURPS GM for two decades now. I never thought in terms of "conditioning" people towards a more complex version of GURPS. Rather, since my friends understandably wanted magic and wizards in our initial fantasy setting, rules concerning magic were introduced. I did so gradually, after a few games with mundane-only stuff. After that initial gaming group, I continued to do so for new players. A player came up with a character concept who could be described as a specialist bare-handed wrestler. That was why I introduced more detail as to close combat and bare-handed fighting, and eventually GURPS Martial Arts. Another player loved his character's brute strength and greatsword and he never cared to learn the subtleties of close combat; actually his standard tactics was to avoid close combat. So the first player learned the details and maneuvers and tricks, the other player did not and simply trusted me and the first player to handle all of that. In short, it's the players driving the amount of complexity, not me (the GM). They want it more complex, it can be more complex. They want it simple, it can be simple. This is easily done with GURPS, by the way, because it's not just universal - it's modular. [/QUOTE]
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