Argyle King
Legend
GURPS 4th Edition
Because the way things work generally make sense when compared to my view of how the world(s) I create should work. By extension of that, I personally think encounter design is easy because I can simply put together what I feel makes sense to be somewhere rather than put things together which fit some sort of arbitrary set of game-world-physics which don't really match what is going on. I guess what I'm trying to say is that it's easier for me to understand what's going on in the game world(s). As a player, that allows me to more easily make decisions which I feel make sense given the situation as opposed to other systems where what would normally make sense given the situation doesn't make sense to do because the game world work in a different way. As a GM, the same reasoning is why I feel encounter design is easy -despite the reputation the system has for having a lot of mechanics.
Flexibility is also a very nice selling point. In the past year, I've been involved in games ranging from gritty old-school sword & sorcery style D&D set in Greyhawk to super heroes to professional wrestling to space pirates and beyond. I like that I can take the system and fit it to the vision of what I want to do instead of feeling as though I have to bend too much of what I want to do to the vision and ideals a game system is built upon.
The quality of work done by SJ Games as a whole is also something which draws me to the product. It's been a very rare thing that I've needed errata for something; when it has happened, it's been relatively minor. The research and time which goes into the books is amazing. Being that 3rd Edition is compatible with 4th after only minimal work done to convert things, I have both the new products and the large catalog of 3rd Edition books to draw from.
Because the way things work generally make sense when compared to my view of how the world(s) I create should work. By extension of that, I personally think encounter design is easy because I can simply put together what I feel makes sense to be somewhere rather than put things together which fit some sort of arbitrary set of game-world-physics which don't really match what is going on. I guess what I'm trying to say is that it's easier for me to understand what's going on in the game world(s). As a player, that allows me to more easily make decisions which I feel make sense given the situation as opposed to other systems where what would normally make sense given the situation doesn't make sense to do because the game world work in a different way. As a GM, the same reasoning is why I feel encounter design is easy -despite the reputation the system has for having a lot of mechanics.
Flexibility is also a very nice selling point. In the past year, I've been involved in games ranging from gritty old-school sword & sorcery style D&D set in Greyhawk to super heroes to professional wrestling to space pirates and beyond. I like that I can take the system and fit it to the vision of what I want to do instead of feeling as though I have to bend too much of what I want to do to the vision and ideals a game system is built upon.
The quality of work done by SJ Games as a whole is also something which draws me to the product. It's been a very rare thing that I've needed errata for something; when it has happened, it's been relatively minor. The research and time which goes into the books is amazing. Being that 3rd Edition is compatible with 4th after only minimal work done to convert things, I have both the new products and the large catalog of 3rd Edition books to draw from.