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<blockquote data-quote="dbm" data-source="post: 7615462" data-attributes="member: 8014"><p>Actually, I agree with you completely here and so I don’t think it’s an odd thing to say. But many people will find it a surprising thing!</p><p></p><p>One of the big challenges my group has faced is unlearning the strictures that are placed on them by our usual system. They are looking at ways to reduce an enemy to ‘zero hit points’ (which could be a deep negative number in GURPS terms) when actually they could be lopping off hands or similar and rendering the opponent a non-combatant without needing to slice through lots of hits. Another example would be things like feinting or attempting a disarm. These are either not covered by some games or locked behind a feat / talent. So many people don’t think about them. But in GURPS anyone can try these things.</p><p></p><p>GURPS’ focus on verisimilitude means (in my opinion) that if you can imagine something happening in real-life or close-to-it then your character can attempt that. This isn’t the case in every system, crunchy or otherwise.</p><p></p><p>I guess the wider take-away is to remember that your game-of-choice encourages thinking about play in a certain way and your new-game may easily have different underlying concepts. You need to help the players see this and adapt to it.</p></blockquote><p></p>
[QUOTE="dbm, post: 7615462, member: 8014"] Actually, I agree with you completely here and so I don’t think it’s an odd thing to say. But many people will find it a surprising thing! One of the big challenges my group has faced is unlearning the strictures that are placed on them by our usual system. They are looking at ways to reduce an enemy to ‘zero hit points’ (which could be a deep negative number in GURPS terms) when actually they could be lopping off hands or similar and rendering the opponent a non-combatant without needing to slice through lots of hits. Another example would be things like feinting or attempting a disarm. These are either not covered by some games or locked behind a feat / talent. So many people don’t think about them. But in GURPS anyone can try these things. GURPS’ focus on verisimilitude means (in my opinion) that if you can imagine something happening in real-life or close-to-it then your character can attempt that. This isn’t the case in every system, crunchy or otherwise. I guess the wider take-away is to remember that your game-of-choice encourages thinking about play in a certain way and your new-game may easily have different underlying concepts. You need to help the players see this and adapt to it. [/QUOTE]
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