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*TTRPGs General
Tired of hearing people hate on longer battle times in strategic RPG's
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<blockquote data-quote="giant.robot" data-source="post: 5522213" data-attributes="member: 93119"><p>GURPS can take a bit of work getting into because it's not a particular setting of themed game but instead a toolkit for running games. So you've got a ton if options but not all of them are germane to all games you might want to play. The Magery advantage might not be accessible in your gritty noir mystery or space opera game. </p><p></p><p>To get into it I think the best strategy is get a couple of people that are interested in playing and go through and collaboratively build your characters. Have everyone come up with their character concepts and then scour the advantages/disadvantages and skills tables for named elements that match the concept. You've got a point budget so taking a disadvantage can free up some points to take a few extra skills or an advantage. </p><p></p><p>This process will eat a game session but once you've got a character written the actual mechanics of the game are simple. Things I described in the above combat are just details contained in tables. They're not much more complicated than 4E's combat conditions (combat advantage, status effects, etc) and become something you internalize when you use them. You will likely spend the first few sessions flipping through the rulebooks, I like the PDFs for this reason, but you'd have to do that with just about any new RPG.</p><p></p><p>The sheer number of traits in GURPS can be really daunting and the Basic Set does a poor job helping you pick appropriate ones. I think the opinion of the GURPS writers is there's no "wrong" way to play so as long as the people in your group don't have a problem with your character there's no "wrong" way to build one. They also have a lot of supplements available (if you want a dungeon fantasy game there's a series of supplements helpfully titled Dungeon Fantasy) with templates that can help you build a character. Your GURPS game doesn't have to look like anyone else's game so it's ok if your character are overpowered compared to the ones in my game. </p><p></p><p>Sorry for the derail mods, we can split this tangent off into a new thread if people want to keep talking about it.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5522213, member: 93119"] GURPS can take a bit of work getting into because it's not a particular setting of themed game but instead a toolkit for running games. So you've got a ton if options but not all of them are germane to all games you might want to play. The Magery advantage might not be accessible in your gritty noir mystery or space opera game. To get into it I think the best strategy is get a couple of people that are interested in playing and go through and collaboratively build your characters. Have everyone come up with their character concepts and then scour the advantages/disadvantages and skills tables for named elements that match the concept. You've got a point budget so taking a disadvantage can free up some points to take a few extra skills or an advantage. This process will eat a game session but once you've got a character written the actual mechanics of the game are simple. Things I described in the above combat are just details contained in tables. They're not much more complicated than 4E's combat conditions (combat advantage, status effects, etc) and become something you internalize when you use them. You will likely spend the first few sessions flipping through the rulebooks, I like the PDFs for this reason, but you'd have to do that with just about any new RPG. The sheer number of traits in GURPS can be really daunting and the Basic Set does a poor job helping you pick appropriate ones. I think the opinion of the GURPS writers is there's no "wrong" way to play so as long as the people in your group don't have a problem with your character there's no "wrong" way to build one. They also have a lot of supplements available (if you want a dungeon fantasy game there's a series of supplements helpfully titled Dungeon Fantasy) with templates that can help you build a character. Your GURPS game doesn't have to look like anyone else's game so it's ok if your character are overpowered compared to the ones in my game. Sorry for the derail mods, we can split this tangent off into a new thread if people want to keep talking about it. [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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