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Running adventures in systems that they were not designed for.
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<blockquote data-quote="John Dallman" data-source="post: 9333724" data-attributes="member: 6999616"><p>I have run many Call of Cthulhu scenarios under GURPS without difficulty. The games' similar attribute and hit point ranges make this quite easy, even when I'd adapting on-the-fly during a session. </p><p></p><p>I have played the first four parts of the PF1e version of the Kingmaker adventure path under GURPS Dungeon Fantasy, with the GM similarly mostly adapting on-the-fly. I get the impression we did it rather differently from the usul Pathfinder style, but that was partly because we were emissaries of a Lawful Good realm, and not murder-hoboing it at all.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9333724, member: 6999616"] I have run many Call of Cthulhu scenarios under GURPS without difficulty. The games' similar attribute and hit point ranges make this quite easy, even when I'd adapting on-the-fly during a session. I have played the first four parts of the PF1e version of the Kingmaker adventure path under GURPS Dungeon Fantasy, with the GM similarly mostly adapting on-the-fly. I get the impression we did it rather differently from the usul Pathfinder style, but that was partly because we were emissaries of a Lawful Good realm, and not murder-hoboing it at all. [/QUOTE]
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