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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: 8384229" data-attributes="member: 58416"><p>I think it is accurate to say the default assumptions of GURPS skew a particular way out of the box. Though, that's also true of Hero System and Fate. You have to start writing somewhere. </p><p></p><p>What I meant by using it differently is that the core components are modular. I believe that a lot of people assume that just because a rule exists, it has to be used. A lot of the niche stuff (i.e. realistic rules for explosions) likely shouldn't be used unless you're somebody who cares about that level of detail.</p><p></p><p>Trying to use everything at the same time isn't what I would recommend. I'm not sure that's always advertised as well as it should be, but looking at other products like After the End, Dungeon Fantasy, and now Girl Genius show worked examples of how the pieces offered can be used very differently.</p><p></p><p>If you want a specific style of game like Dungeon Fantasy, After the End, or something else; you'll want to take some time to decide which pieces you're using. It's like the difference between an old Lego set without blueprints versus a Lego set which is meant to build the rocket ship.</p><p></p><p>Likewise, from a character building perspective, my perception is that a lot of people flip through all options. In GURPS, I think it's better to have a general concept first and then fit options to that concept. That being said, it is possible to build lists of options (much in the same way other games do) by having pre-made templates. </p><p></p><p>Being that Girl Genius is (as I understand it) a specific genre and setting, I imagine it will have the work of building templates and selecting options already done.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8384229, member: 58416"] I think it is accurate to say the default assumptions of GURPS skew a particular way out of the box. Though, that's also true of Hero System and Fate. You have to start writing somewhere. What I meant by using it differently is that the core components are modular. I believe that a lot of people assume that just because a rule exists, it has to be used. A lot of the niche stuff (i.e. realistic rules for explosions) likely shouldn't be used unless you're somebody who cares about that level of detail. Trying to use everything at the same time isn't what I would recommend. I'm not sure that's always advertised as well as it should be, but looking at other products like After the End, Dungeon Fantasy, and now Girl Genius show worked examples of how the pieces offered can be used very differently. If you want a specific style of game like Dungeon Fantasy, After the End, or something else; you'll want to take some time to decide which pieces you're using. It's like the difference between an old Lego set without blueprints versus a Lego set which is meant to build the rocket ship. Likewise, from a character building perspective, my perception is that a lot of people flip through all options. In GURPS, I think it's better to have a general concept first and then fit options to that concept. That being said, it is possible to build lists of options (much in the same way other games do) by having pre-made templates. Being that Girl Genius is (as I understand it) a specific genre and setting, I imagine it will have the work of building templates and selecting options already done. [/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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