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<blockquote data-quote="Kafkonia" data-source="post: 3484069" data-attributes="member: 40261"><p>Let me throw out another endorsement of <strong>GURPS</strong>. It handles generic in a way that d20 (being tied to the D&D paradigm) doesn't. If you want to play covert ops, martial arts action, cyberpunk, horror, sci-fi... It's got you covered. The one knock against the system has generally been that it falls apart at higher levels; I've not had the chance to play 4e but I believe they took some strides towards balancing that out.</p><p></p><p>Also, they have some of the best sourcebooks you can find -- and many of them can be had for under $10 from <a href="http://www.warehouse23.com" target="_blank">www.warehouse23.com</a>. (Add in free shipping to Canada on orders over $80.00 and I'm already a repeat customer.) And these sourcebooks are useful even if you don't play GURPS -- there's a lot of great material, and the crunch is generally in real world numbers, readily adaptable.</p><p></p><p>The version of GURPS Fantasy that came out for 3rd ed left a lot of fans cold, because it was emphatically not a generic fantasy book -- it was almost entirely devoted to a very distinct and flavourful world. That world now has its own hardback, <em>GURPS Banestorm</em>, and may be worth checking out for anyone interested in alternate worlds.</p><p></p><p>On top of all of that, they've had some very interesting licenses over the years -- Andre Norton's <em>Witch World</em>, David Brin's <em>Uplift</em>, <em>The Prisoner</em>(!), and <em>Wild Cards</em> have all had sourcebooks; Discworld and Hellboy have both been "powered by GURPS" (standalone books with the core system included); and they have even licensed adaptations of Vampire, Werewolf, Mage, Traveller, Conspiracy X, and the Call of Cthulhu/cyberpunk crossover Cthulhupunk.</p><p></p><p>----</p><p></p><p>On the opposite end of the power-spectrum for generic systems is the <strong>Hero System</strong>. Originally designed for the superhero RPG <em>Champions</em>, the system is generally seen to work better at high levels than low ones. With some of the crunchiest mechanics I've ever seen, it's perfect for a certain type of gamer -- and an unending headache for others. If you like arithmetic, or want to have almost complete control over powers and/or spells available ,definitely give the system a look.</p><p></p><p>In addition to Champions, books have been released for martial arts (Ninja Hero), science fiction (Star Hero), horror (Horror Hero), fantasy (Fantasy Hero), pulp (Pulp Hero)... you get the idea, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Not all of these books have been put out for the newest edition, however, and the bread and butter for the system is Champions.</p><p></p><p>----</p><p></p><p>Closer to home, <em>Masque of the Red Death</em> from Art Haus is a d20 game, but it is set in a Victorian Earth and really only retains the mechanics, not the feel, of d20 (ie, the classes are all different, the power level is different, magic has a different feel, etc.) The only downside is that you really need several more books to run it (in addition to needing the PHB/DMG like all d20 books, some mechanics are covered in the Ravenloft PHB as well.) But I fell in love with the setting so much that I went out and bought the Ravenloft PHB (and DMG!) off eBay.</p></blockquote><p></p>
[QUOTE="Kafkonia, post: 3484069, member: 40261"] Let me throw out another endorsement of [B]GURPS[/B]. It handles generic in a way that d20 (being tied to the D&D paradigm) doesn't. If you want to play covert ops, martial arts action, cyberpunk, horror, sci-fi... It's got you covered. The one knock against the system has generally been that it falls apart at higher levels; I've not had the chance to play 4e but I believe they took some strides towards balancing that out. Also, they have some of the best sourcebooks you can find -- and many of them can be had for under $10 from [url]www.warehouse23.com[/url]. (Add in free shipping to Canada on orders over $80.00 and I'm already a repeat customer.) And these sourcebooks are useful even if you don't play GURPS -- there's a lot of great material, and the crunch is generally in real world numbers, readily adaptable. The version of GURPS Fantasy that came out for 3rd ed left a lot of fans cold, because it was emphatically not a generic fantasy book -- it was almost entirely devoted to a very distinct and flavourful world. That world now has its own hardback, [i]GURPS Banestorm[/i], and may be worth checking out for anyone interested in alternate worlds. On top of all of that, they've had some very interesting licenses over the years -- Andre Norton's [I]Witch World[/I], David Brin's [I]Uplift[/I], [I]The Prisoner[/I](!), and [I]Wild Cards[/I] have all had sourcebooks; Discworld and Hellboy have both been "powered by GURPS" (standalone books with the core system included); and they have even licensed adaptations of Vampire, Werewolf, Mage, Traveller, Conspiracy X, and the Call of Cthulhu/cyberpunk crossover Cthulhupunk. ---- On the opposite end of the power-spectrum for generic systems is the [B]Hero System[/B]. Originally designed for the superhero RPG [I]Champions[/I], the system is generally seen to work better at high levels than low ones. With some of the crunchiest mechanics I've ever seen, it's perfect for a certain type of gamer -- and an unending headache for others. If you like arithmetic, or want to have almost complete control over powers and/or spells available ,definitely give the system a look. In addition to Champions, books have been released for martial arts (Ninja Hero), science fiction (Star Hero), horror (Horror Hero), fantasy (Fantasy Hero), pulp (Pulp Hero)... you get the idea, right? :) Not all of these books have been put out for the newest edition, however, and the bread and butter for the system is Champions. ---- Closer to home, [I]Masque of the Red Death[/I] from Art Haus is a d20 game, but it is set in a Victorian Earth and really only retains the mechanics, not the feel, of d20 (ie, the classes are all different, the power level is different, magic has a different feel, etc.) The only downside is that you really need several more books to run it (in addition to needing the PHB/DMG like all d20 books, some mechanics are covered in the Ravenloft PHB as well.) But I fell in love with the setting so much that I went out and bought the Ravenloft PHB (and DMG!) off eBay. [/QUOTE]
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