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How do you get to GURPS?
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<blockquote data-quote="GMMichael" data-source="post: 7612136" data-attributes="member: 6685730"><p>Long-time players (or just friends?) can develop some pretty strong preferences. Were they averse to any new games, or just HERO?</p><p></p><p></p><p>Could be any reason. The GM has a preferred game, some players (but not all) want something crunchier, or a new game was released that doesn't look like it would be easy to dive into, but is appealing nonetheless. </p><p></p><p>I think the players, or lack thereof, are really the driving factor here. Maybe the GM is making a public offer to run a game, and just about anyone could reply. Or you have Danny's group of long time associates. Obviously, there are plenty of combinations between these. Are there players who might be interested in a complex game, but you want to give them something digestible to start with?</p><p></p><p></p><p>I feel justified, in using GURPS as an example of complexity, if fighting with a greatsword can be done while avoiding close combat.</p><p></p><p></p><p>Say your coworkers have picked up on your dirty little secret (GMing), and want to give it a try. Do you run GURPS and hold their hands when they need it, or do you start them off with a game of Microlite20?</p><p></p><p>So far, it looks like the thread answer is "throw 'em in the fire!" Which is brutal, but an admirable GM trait <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="GMMichael, post: 7612136, member: 6685730"] Long-time players (or just friends?) can develop some pretty strong preferences. Were they averse to any new games, or just HERO? Could be any reason. The GM has a preferred game, some players (but not all) want something crunchier, or a new game was released that doesn't look like it would be easy to dive into, but is appealing nonetheless. I think the players, or lack thereof, are really the driving factor here. Maybe the GM is making a public offer to run a game, and just about anyone could reply. Or you have Danny's group of long time associates. Obviously, there are plenty of combinations between these. Are there players who might be interested in a complex game, but you want to give them something digestible to start with? I feel justified, in using GURPS as an example of complexity, if fighting with a greatsword can be done while avoiding close combat. Say your coworkers have picked up on your dirty little secret (GMing), and want to give it a try. Do you run GURPS and hold their hands when they need it, or do you start them off with a game of Microlite20? So far, it looks like the thread answer is "throw 'em in the fire!" Which is brutal, but an admirable GM trait :) [/QUOTE]
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