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Okay, what is exactly *is* Grim Tales?
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<blockquote data-quote="Fenris" data-source="post: 1950874" data-attributes="member: 2820"><p>What is Grim Tales? </p><p></p><p>It's gamer's crack that's what it is. Highly addictive.</p><p></p><p>I am a full fledged addict and proud of it. This is what GURPS d20 should look like, at least the G and the U of GURPs (Generic and Universal). You can do ANYTHING with this (you could even do high magic if you wanted). It's a tool kit to let you design the game you want. This is particulary valuable for persons who have low magic and exotic homebrewed settings that established rules sets don't adequately cover. But the whole system is about choices and flexibility. You really can craft the world you want with this. I know there are better than a dozen campaigns being designed by persons who have posted and each one will be dramatically different. But that's the great thing about Grim Tales; Wulf has broken down everything to "switches". You turn on the switches you want for your game and turn off what you don't want. Grim Tales pulls the curtain back on the Wizard of the Wizards of the Coast and exposes all their fancy gadgets for us to use.</p><p></p><p>Byrons Ghost: Yes you can build a fighter or a thief, but while comparable you can't replicate the Core classes. BUT you can come much closer to a character concept. I made a high level character for a recent game. Every one else was made using "traditional" sources. I made mine by GT. I loved him. A Charismatic/Fast hero who was a swashbuckler. I was able to make him the way I wanted without picking up extra stuff I didn't want. Had I gone "bard"/"rogue" aside from the immediate assumptions about him based on those titles I would have had all sorts of stuff I didn't want.</p></blockquote><p></p>
[QUOTE="Fenris, post: 1950874, member: 2820"] What is Grim Tales? It's gamer's crack that's what it is. Highly addictive. I am a full fledged addict and proud of it. This is what GURPS d20 should look like, at least the G and the U of GURPs (Generic and Universal). You can do ANYTHING with this (you could even do high magic if you wanted). It's a tool kit to let you design the game you want. This is particulary valuable for persons who have low magic and exotic homebrewed settings that established rules sets don't adequately cover. But the whole system is about choices and flexibility. You really can craft the world you want with this. I know there are better than a dozen campaigns being designed by persons who have posted and each one will be dramatically different. But that's the great thing about Grim Tales; Wulf has broken down everything to "switches". You turn on the switches you want for your game and turn off what you don't want. Grim Tales pulls the curtain back on the Wizard of the Wizards of the Coast and exposes all their fancy gadgets for us to use. Byrons Ghost: Yes you can build a fighter or a thief, but while comparable you can't replicate the Core classes. BUT you can come much closer to a character concept. I made a high level character for a recent game. Every one else was made using "traditional" sources. I made mine by GT. I loved him. A Charismatic/Fast hero who was a swashbuckler. I was able to make him the way I wanted without picking up extra stuff I didn't want. Had I gone "bard"/"rogue" aside from the immediate assumptions about him based on those titles I would have had all sorts of stuff I didn't want. [/QUOTE]
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Okay, what is exactly *is* Grim Tales?
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