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Is a new GURPS version in the works?
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<blockquote data-quote="Jer" data-source="post: 8939618" data-attributes="member: 19857"><p>If it has I would be surprised. The only game company that would surprise me more to move into the open gaming mindset for their core system would be Palladium. SJG has always been very protective of their systems - they were looser than TSR back when TSR was around, and have always treated fansites well as far as I can recall, but publishing stuff for their games means you need to go through them directly. It would be a big deal in my eyes if they shifted corporate direction on that.</p><p></p><p></p><p>Fate and GURPS play very differently IME. </p><p></p><p>GURPS to me is for when you want to really get down into the details - point buy character creation, detailed combat where you break out the minis and hex grids, etc. Fate is all about glossing over details - small but broad skill list, broad descriptors for your character that you can use in different ways rather than individually buying attributes, combat that is more narrative and less into details.</p><p></p><p>Now GURPS does have dials, and in the past (pre Fudge) I definitely played in games where we dialed the dials back to as loose as possible, so it's possible to do something lighter weight with GURPS if you want. But at that point you're right - I'm personally just going to use Fate. In those sorts of games it just so much nicer IMO to have a couple of broad descriptors to play off of than to try to build up a character from lots of little ones.</p><p></p><p>I personally think the real question is what does GURPS offer that Savage Worlds doesn't. SW is in my eyes is the system that steps into the mix when I'm thinking of a general system that offers more detailed combat and character creation systems than Fate does for when we're feeling like busting out minis while not needing as much work on my end to pick and choose the dials I'm going to twist that GURPS requires. That's where I kinda feel that GURPS overall has lost me personally - if I'm looking for something more ticky-tacky break out the minis ruleswise than Fate I'm going to start thinking SW as my next stop, not GURPS (or Hero for that matter - the other system that historically we would have turned to to build our own settings).</p></blockquote><p></p>
[QUOTE="Jer, post: 8939618, member: 19857"] If it has I would be surprised. The only game company that would surprise me more to move into the open gaming mindset for their core system would be Palladium. SJG has always been very protective of their systems - they were looser than TSR back when TSR was around, and have always treated fansites well as far as I can recall, but publishing stuff for their games means you need to go through them directly. It would be a big deal in my eyes if they shifted corporate direction on that. Fate and GURPS play very differently IME. GURPS to me is for when you want to really get down into the details - point buy character creation, detailed combat where you break out the minis and hex grids, etc. Fate is all about glossing over details - small but broad skill list, broad descriptors for your character that you can use in different ways rather than individually buying attributes, combat that is more narrative and less into details. Now GURPS does have dials, and in the past (pre Fudge) I definitely played in games where we dialed the dials back to as loose as possible, so it's possible to do something lighter weight with GURPS if you want. But at that point you're right - I'm personally just going to use Fate. In those sorts of games it just so much nicer IMO to have a couple of broad descriptors to play off of than to try to build up a character from lots of little ones. I personally think the real question is what does GURPS offer that Savage Worlds doesn't. SW is in my eyes is the system that steps into the mix when I'm thinking of a general system that offers more detailed combat and character creation systems than Fate does for when we're feeling like busting out minis while not needing as much work on my end to pick and choose the dials I'm going to twist that GURPS requires. That's where I kinda feel that GURPS overall has lost me personally - if I'm looking for something more ticky-tacky break out the minis ruleswise than Fate I'm going to start thinking SW as my next stop, not GURPS (or Hero for that matter - the other system that historically we would have turned to to build our own settings). [/QUOTE]
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