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The LONG wait ends - 'Girl Genius Sourcebook and Roleplaying Game - Powered by GURPS' has been released!
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<blockquote data-quote="Argyle King" data-source="post: 8384212" data-attributes="member: 58416"><p>I use D&D as a comparison because it's currently the most popular game. It also provides an interesting contrast because contemporary D&D claims to be "streamlined," use "natural language," and support "rulings not rules."</p><p></p><p>Despite having a lot of possible rules, the core tenets of GURPS are simple and intuitive. The writing and indexing of the books makes it mostly easy to find what you want. (There are a few areas that I think could be arranged differently.) Because there does exist a framework for how to handle most things, I've also found that I have an intuitive idea of how to handle a lot of situations- even when I'm not using a lot of the rules. </p><p></p><p>I've found that GURPS actually succeeds in being modular (a design goal of a lot of modern games) and works for someone who wants jump distance as well as someone who doesn't care about exact jump distance. The system is built in such a way that either approach works - without breaking other parts of the game. Even if you don't want exact distance, there may be times when it's important to compare how far two different characters made it; that could be done either with precise calculation or with a more narrative use of margin of success. </p><p></p><p>My belief is that a lot of the negative stereotypes about GURPS stem from using the system in a manner that isn't how it's actually designed to be used. </p><p></p><p>It's not a perfect game. Even as someone who enjoys it, I recognize that it has strengths and weaknesses. At the same time, a lot of typical claims I see others make about what GURPS can or can't do seem wildly inaccurate compared to my experiences with the game and my experiences in teaching the game to others. </p><p></p><p>Maybe the games you mentioned might work wonders. I admittedly don't know. Personally, I think Fate is good but sometimes lacks depth or an ability to achieve granularity during situations when it's needed -but it does work relatively well for a group which cares very little for details. I don't think I've heard of the others (except maybe Wushu) until now.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8384212, member: 58416"] I use D&D as a comparison because it's currently the most popular game. It also provides an interesting contrast because contemporary D&D claims to be "streamlined," use "natural language," and support "rulings not rules." Despite having a lot of possible rules, the core tenets of GURPS are simple and intuitive. The writing and indexing of the books makes it mostly easy to find what you want. (There are a few areas that I think could be arranged differently.) Because there does exist a framework for how to handle most things, I've also found that I have an intuitive idea of how to handle a lot of situations- even when I'm not using a lot of the rules. I've found that GURPS actually succeeds in being modular (a design goal of a lot of modern games) and works for someone who wants jump distance as well as someone who doesn't care about exact jump distance. The system is built in such a way that either approach works - without breaking other parts of the game. Even if you don't want exact distance, there may be times when it's important to compare how far two different characters made it; that could be done either with precise calculation or with a more narrative use of margin of success. My belief is that a lot of the negative stereotypes about GURPS stem from using the system in a manner that isn't how it's actually designed to be used. It's not a perfect game. Even as someone who enjoys it, I recognize that it has strengths and weaknesses. At the same time, a lot of typical claims I see others make about what GURPS can or can't do seem wildly inaccurate compared to my experiences with the game and my experiences in teaching the game to others. Maybe the games you mentioned might work wonders. I admittedly don't know. Personally, I think Fate is good but sometimes lacks depth or an ability to achieve granularity during situations when it's needed -but it does work relatively well for a group which cares very little for details. I don't think I've heard of the others (except maybe Wushu) until now. [/QUOTE]
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The LONG wait ends - 'Girl Genius Sourcebook and Roleplaying Game - Powered by GURPS' has been released!
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