pawsplay
Hero
Mercule said:My guess would be complexity. Hero and GURPS, both, can involve a daunting amount of prep work for both players and GMs.
The only problem with that theory is that they are both simple games.
Mercule said:My guess would be complexity. Hero and GURPS, both, can involve a daunting amount of prep work for both players and GMs.
arcady said:GURPS is Hero with all the powers and disadvantages prebuilt and a lot of the flexibility removed.
Its not a bad game, but in playing it one is often left to wonder, "why am I not just playing the game this is obviously a tool-down of?"
pawsplay said:The only problem with that theory is that they are both simple games.
jdrakeh said:Now, after you get all of your stuff built, there's very little math involved in Hero during actual play -- but, IME, a lot of people never make it that far due to an initial "WTF?!? I have to model a handgun using power effects!" response to seeing the character/item/power/vehicle creation rules.
Granted, in both GURPS and Hero, this blow can be softened by sourcebooks (if you don't want to make it yourself, chances are, it's covered in a sourcebook someplace) but that will only get you so far.
For certain values of simple. A vanishingly small number of values.pawsplay said:The only problem with that theory is that they are both simple games.
Mercule said:Yes, Hero (sticking with my experiences) involves balanced, internally consistent rules with 3rd grade math. But it still isn't exactly what I'd throw down in front of a green player to digest on their own.
hong said:That's what Robin Laws said: RPGs are fantasy shopping for guys.