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Seriously, what's so great about a class-less system?
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<blockquote data-quote="bret" data-source="post: 67926" data-attributes="member: 713"><p>The reason that there aren't many published adventures for GURPS include:</p><ul> <li data-xf-list-type="ul">SJGames has found they can't make money selling published adventures. They have tried a couple of times, and those products did not sell well enough to continue producing adventures.</li> <li data-xf-list-type="ul">SJGames has a number of adventure ideas in the sidebars of their settings books. These are not adventure modules in the traditional sense of the word, but rather an outline of a potential adventure.</li> <li data-xf-list-type="ul">According to their customer surveys, either the customer doesn't use the GURPS rules or they tend to design their own campaign world.</li> </ul><p></p><p>I'm not so sure that encounters are more difficult to balance because one system uses classes versus a different one which is classless. If a group is going to work together, even in a classless system, they are going to try and put together a group that has the powers and skills the group will most need. It would be a foolish group indeed that decided to base a campaign around sea travel without someone in the group who could navigate.</p><p></p><p>[Edit: Silly grammer error. ]</p></blockquote><p></p>
[QUOTE="bret, post: 67926, member: 713"] The reason that there aren't many published adventures for GURPS include: [list] [*]SJGames has found they can't make money selling published adventures. They have tried a couple of times, and those products did not sell well enough to continue producing adventures. [*]SJGames has a number of adventure ideas in the sidebars of their settings books. These are not adventure modules in the traditional sense of the word, but rather an outline of a potential adventure. [*]According to their customer surveys, either the customer doesn't use the GURPS rules or they tend to design their own campaign world.[/list] I'm not so sure that encounters are more difficult to balance because one system uses classes versus a different one which is classless. If a group is going to work together, even in a classless system, they are going to try and put together a group that has the powers and skills the group will most need. It would be a foolish group indeed that decided to base a campaign around sea travel without someone in the group who could navigate. [Edit: Silly grammer error. ] [/QUOTE]
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Seriously, what's so great about a class-less system?
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