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<blockquote data-quote="Ariosto" data-source="post: 5264915" data-attributes="member: 80487"><p>A points system is basically an economy. If prices are artificially locked in to "what the book says", then they can easily get way out of sync with actual demand. Thus, we can find some stuff outrageously over- or under-priced.</p><p></p><p>Now, that is less likely to happen the more one's concept of what the game is about is on the same page as the designers'.</p><p></p><p>In my experience -- YMMV -- that is easier with Hero than with GURPS. First, Hero is rooted in the superhero game Champions, and to me it seems still to be pretty clearly first and foremost about beating up the "bad guys". Stuff that's pretty far out but does not directly contribute to that primary undertaking is likely to be "cheap" if you're playing a game in which, say, the power to fly to another planet -- or <em>not</em> having that power -- is more significant.</p><p></p><p>(I'm working from not-so-fresh memory here, so examples may be poor choices although the general principle is not so far from the actual case.)</p><p></p><p>GURPS, on the other hand, seems to me a bit more agnostic. The points values seem often to have more to do with an assessment of how hard to get something should be, in more or less "realistic" terms, in whatever milieu the writer has in mind. Figuring out just what that might be, in the "generic universal" rules, is complicated by the conceit of agnosticism as to the nature of "your" world.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5264915, member: 80487"] A points system is basically an economy. If prices are artificially locked in to "what the book says", then they can easily get way out of sync with actual demand. Thus, we can find some stuff outrageously over- or under-priced. Now, that is less likely to happen the more one's concept of what the game is about is on the same page as the designers'. In my experience -- YMMV -- that is easier with Hero than with GURPS. First, Hero is rooted in the superhero game Champions, and to me it seems still to be pretty clearly first and foremost about beating up the "bad guys". Stuff that's pretty far out but does not directly contribute to that primary undertaking is likely to be "cheap" if you're playing a game in which, say, the power to fly to another planet -- or [i]not[/i] having that power -- is more significant. (I'm working from not-so-fresh memory here, so examples may be poor choices although the general principle is not so far from the actual case.) GURPS, on the other hand, seems to me a bit more agnostic. The points values seem often to have more to do with an assessment of how hard to get something should be, in more or less "realistic" terms, in whatever milieu the writer has in mind. Figuring out just what that might be, in the "generic universal" rules, is complicated by the conceit of agnosticism as to the nature of "your" world. [/QUOTE]
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