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<blockquote data-quote="WizarDru" data-source="post: 698930" data-attributes="member: 151"><p>While I don't agree that you need every little thing mentioned above, the main GURPS handbook is not really enough to run an entire game. It's the core engine, but it's dull and flavorless by itself. To run a proper fantasy game, you would need GURPS Magic, Gurps Fantasy, and should probably get Compendium I and II (although, in a pinch, none of these are needed). Without these, you do a lot of work.</p><p></p><p>I've run GURPS games for close to 2 decades now, including Man-to-Man stuff, and while it's a good system, it has some serious flaws, just like any system.</p><p></p><p>I'll give you a simple reason that there are three books...they serve three different purposes, and they teach you how to play the game. The SRD could be culled and simplified to 32 pages, I'm sure, if you simplified it as much as GURPS Lite has been. But GURPS is a game for people who've been playing RPGs for a while, D&D is more accesable to non-gamers. The format is a part of that. One should also point out that SJG's publishing strategy is oriented around worldbooks for GURPS, not for the core books themselves. They make most of their money on books like GURPS Japan, third printing, than they do on the core book.</p><p></p><p>I'm trying to figure out if Shadowlord has a different copy of the core books than I do, however. My DMG has pages and pages of information about creating a game and running it. I certainly don't want rules to dictate my playstyle, which is what sometimes happens in GURPS and other systems where social interaction is much more rules dependent. I don't want excessive rules about the campaign setting though, as my setting is unique to me. Even from one DM's game to the next, both using the same setting, the game will be different. My Greyhawk is just that: MINE. It doesn't resemble EGG's, it doesn't resembe Rob Kuntz's and it certainly doesn't resemble WoTC's, except at the most basic level. D&D and GURPS are both toolkits to build a game upon...it's incumbent on the DM and players to decide how to use those tools. I went to GURPS from D&D 1e, because 1e had become too restrictive to my style of play...I love 3e because it doesn't. YMMV.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 698930, member: 151"] While I don't agree that you need every little thing mentioned above, the main GURPS handbook is not really enough to run an entire game. It's the core engine, but it's dull and flavorless by itself. To run a proper fantasy game, you would need GURPS Magic, Gurps Fantasy, and should probably get Compendium I and II (although, in a pinch, none of these are needed). Without these, you do a lot of work. I've run GURPS games for close to 2 decades now, including Man-to-Man stuff, and while it's a good system, it has some serious flaws, just like any system. I'll give you a simple reason that there are three books...they serve three different purposes, and they teach you how to play the game. The SRD could be culled and simplified to 32 pages, I'm sure, if you simplified it as much as GURPS Lite has been. But GURPS is a game for people who've been playing RPGs for a while, D&D is more accesable to non-gamers. The format is a part of that. One should also point out that SJG's publishing strategy is oriented around worldbooks for GURPS, not for the core books themselves. They make most of their money on books like GURPS Japan, third printing, than they do on the core book. I'm trying to figure out if Shadowlord has a different copy of the core books than I do, however. My DMG has pages and pages of information about creating a game and running it. I certainly don't want rules to dictate my playstyle, which is what sometimes happens in GURPS and other systems where social interaction is much more rules dependent. I don't want excessive rules about the campaign setting though, as my setting is unique to me. Even from one DM's game to the next, both using the same setting, the game will be different. My Greyhawk is just that: MINE. It doesn't resemble EGG's, it doesn't resembe Rob Kuntz's and it certainly doesn't resemble WoTC's, except at the most basic level. D&D and GURPS are both toolkits to build a game upon...it's incumbent on the DM and players to decide how to use those tools. I went to GURPS from D&D 1e, because 1e had become too restrictive to my style of play...I love 3e because it doesn't. YMMV. [/QUOTE]
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