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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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<blockquote data-quote="dbm" data-source="post: 9549784" data-attributes="member: 8014"><p>GURPS was my favourite system for decades, and is still in my Top 3. I think it is most suited to games with nuanced characters doing more than just a series of combats. If I wanted to run a game about investigation which focussed on the investigating (as opposed to the apprehension of perps) then GURPS is probably the system I would reach for. I personally would also run it ahead of Call of Cthulhu for a horror game. </p><p></p><p>For pulp, I reach for Savage Worlds, but for more grounded games GURPS would be my choice for sure. </p><p></p><p>To pick up on a couple of points in this thread, you are most definitely not intended to use all the optional rules in GURPS. Many are mutually exclusive. The other thing I would say is that you can always choose to play down the precision presented and use basic difficulty rating instead. The system will take that and hold together. When I am teaching GURPS I do two things. First, I make the character stats for the player based on their description of how they want the character to be. Second, I start really simple: all hits in combat go to the body and everyone uses the base ‘move and attack’ option. As soon as someone wants to achieve something like focussing on defence rather than attack, or they want to do a called shot, I will then tell them there is an option to do that and how it works. That way complexity builds slowly and only comes up as it adds value for the players. </p><p></p><p>The series ‘How to be a GURPS GM’ is one I would highly recommend for anyone wanting to learn or master the system.</p></blockquote><p></p>
[QUOTE="dbm, post: 9549784, member: 8014"] GURPS was my favourite system for decades, and is still in my Top 3. I think it is most suited to games with nuanced characters doing more than just a series of combats. If I wanted to run a game about investigation which focussed on the investigating (as opposed to the apprehension of perps) then GURPS is probably the system I would reach for. I personally would also run it ahead of Call of Cthulhu for a horror game. For pulp, I reach for Savage Worlds, but for more grounded games GURPS would be my choice for sure. To pick up on a couple of points in this thread, you are most definitely not intended to use all the optional rules in GURPS. Many are mutually exclusive. The other thing I would say is that you can always choose to play down the precision presented and use basic difficulty rating instead. The system will take that and hold together. When I am teaching GURPS I do two things. First, I make the character stats for the player based on their description of how they want the character to be. Second, I start really simple: all hits in combat go to the body and everyone uses the base ‘move and attack’ option. As soon as someone wants to achieve something like focussing on defence rather than attack, or they want to do a called shot, I will then tell them there is an option to do that and how it works. That way complexity builds slowly and only comes up as it adds value for the players. The series ‘How to be a GURPS GM’ is one I would highly recommend for anyone wanting to learn or master the system. [/QUOTE]
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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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