You see the thread, and you're all like ....
MUST.
RESIST.
URGE.
TO COMMENT.

MUST.
RESIST.
URGE.
TO COMMENT.
You don't even have to read all of the Conan, F & GM, or Vance stories. Say somewhere between 5-8 of the best of each gives you a solid grounding in what any one of those authors contributed to D&D in less than the length of a single modern novel.I wonder how some discussions would change if everyone had read Redhammer's short core of Appendix N:
Anderson, Poul: THREE HEARTS AND THREE LIONS;
Howard, R. E.: "Conan" series
Leiber, Fritz: "Fafhrd & Gray Mouser" series; et al
Moorcock, Michael: STORMBRINGER; STEALER OF SOULS;
Tolkien, J. R. R.: THE HOBBIT; "Ring trilogy"
Vance, Jack: THE EYES OF THE OVERWORLD; THE DYING EARTH; et al
and some modern stuff too.
ask that over at Steve Jackson Gaming forums and you may end up reading an academic paper on it....."Alignment is just there for gameist reasons, it isn't used in any other games and isn't widely used in the literature.*"
* I mean seriously, just because Moorock and Anderson are cited in Appendix N doesn't mean Gygax didn't just dig them up as justifications for the system after the fact. And did anyone ever read them anyway?
That's the thing. The more of those books you add, the more crunchy GURPS gets. I've played super simple GURPS games where we just rolled 3D6 under the stat for most things and it ran quick and smooth. It's when you start hammering in accurate ballistics models, mech creation rules etc that the game really lives up to its reputation. I think it is true though that most people who play GURPS do tend to tune theirs to the high crunch side of things.Out of all the systems I have looked at GRUPS has to have the most crunch along with a few awesome flavor books (IW)