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How do you get to GURPS?
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<blockquote data-quote="uzirath" data-source="post: 7611633" data-attributes="member: 8495"><p>Yeah, me neither. GURPS has been my system of choice since the mid-'90s, though I've certainly played plenty of other systems.</p><p></p><p>I long ago stopped expecting my players to completely digest the rules of whatever game I'm running. When I began recruiting new players (non-gamers) to join my RPG groups, I discovered that for most RPGs, the game rules form a real barrier to entry. I experimented with rules-lite games like Fudge, but we found that these systems weren't satisfying for long campaign play and they irked the more dedicated gamers who enjoy the crunch. In response, I just pushed the rules completely into the background. This is still my go-to method. </p><p></p><p>I work with new players to develop a character. If they're into the rules, I let them have free reign. If they aren't, I just ask them questions and build the character that they want to play. During the game, I simply ask people what they want to do and apply the rules that make sense. I always explain the mechanics that I'm applying in a conversational way, and I'll let a player back out of something that the mechanics don't support. Most players begin to learn the rules and end up borrowing or purchasing books themselves, but I don't expect or require this. Some people enjoy learning the details; others just want to enjoy the immersion and don't care about the books. This has been true with both GURPS and D&D (among other games), though I was surprised to find that GURPS, despite its potential complexity, makes it easier for me to keep the rules in the background because it is built on a more simulationist core. </p><p></p><p></p><p></p><p>I have had this same experience at my table. Some players want all the grit from <em><strong>GURPS Martial Arts</strong></em>. Others just want to swing their swords. I make sure that things stay balanced so that both characters can be equivalently competent. </p><p></p><p></p><p></p><p>I've found this to be true as well. Have you tried <a href="http://www.sjgames.com/dungeonfantasy/" target="_blank">DFRPG</a> yet? It's a great system for new players who want the standard D&D-style swords and sorcery genre with GURPS under the hood. We picked up a few boxed sets for our middle- and high-school RPG clubs and they've been quite popular.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7611633, member: 8495"] Yeah, me neither. GURPS has been my system of choice since the mid-'90s, though I've certainly played plenty of other systems. I long ago stopped expecting my players to completely digest the rules of whatever game I'm running. When I began recruiting new players (non-gamers) to join my RPG groups, I discovered that for most RPGs, the game rules form a real barrier to entry. I experimented with rules-lite games like Fudge, but we found that these systems weren't satisfying for long campaign play and they irked the more dedicated gamers who enjoy the crunch. In response, I just pushed the rules completely into the background. This is still my go-to method. I work with new players to develop a character. If they're into the rules, I let them have free reign. If they aren't, I just ask them questions and build the character that they want to play. During the game, I simply ask people what they want to do and apply the rules that make sense. I always explain the mechanics that I'm applying in a conversational way, and I'll let a player back out of something that the mechanics don't support. Most players begin to learn the rules and end up borrowing or purchasing books themselves, but I don't expect or require this. Some people enjoy learning the details; others just want to enjoy the immersion and don't care about the books. This has been true with both GURPS and D&D (among other games), though I was surprised to find that GURPS, despite its potential complexity, makes it easier for me to keep the rules in the background because it is built on a more simulationist core. I have had this same experience at my table. Some players want all the grit from [I][B]GURPS Martial Arts[/B][/I]. Others just want to swing their swords. I make sure that things stay balanced so that both characters can be equivalently competent. I've found this to be true as well. Have you tried [URL="http://www.sjgames.com/dungeonfantasy/"]DFRPG[/URL] yet? It's a great system for new players who want the standard D&D-style swords and sorcery genre with GURPS under the hood. We picked up a few boxed sets for our middle- and high-school RPG clubs and they've been quite popular. [/QUOTE]
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