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What is GURPS?
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<blockquote data-quote="jdrakeh" data-source="post: 4323389" data-attributes="member: 13892"><p>As I hint at above, I don't think it's the <em>complexity</em> of the math so much as it is the <em>volume</em> of the math. There is quite a bit of math involved in character gen (and world-building, in Hero) -- I'd go so far as to say there is considerably <em>more</em> up-front math than in many other RPGs of recent vintage (these RPGs basically have you pick stuff from lists or have broad 'catch all' approximations, rather than requiring you to build everything yourself). </p><p></p><p>I've found that only the most die-hard gamers are willing to indulge a roleplaying system that seems like work. IME, most people want options, but they want them in a pre-constructed format that makes building a character like <em>taking a trip to the store</em>, rather than like <em>erecting a store</em> one nut and bolt at a time. Again, in GURPS and Hero, sourcebooks can alleviate this to a large degree, but I don't see many people get that far. </p><p></p><p>IME, many players take one look at the GURPS or Hero core books, think "Oh, man! Look at all the work this requires!" and then go buy something less labor intensive. This is a shame because, as I mention, once you get past the initial 'build it' stage, both games are actually far <em>less</em> rules-heavy than stuff like D&D 3x. People just don't get a chance to find that out first-hand <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4323389, member: 13892"] As I hint at above, I don't think it's the [I]complexity[/I] of the math so much as it is the [I]volume[/I] of the math. There is quite a bit of math involved in character gen (and world-building, in Hero) -- I'd go so far as to say there is considerably [I]more[/I] up-front math than in many other RPGs of recent vintage (these RPGs basically have you pick stuff from lists or have broad 'catch all' approximations, rather than requiring you to build everything yourself). I've found that only the most die-hard gamers are willing to indulge a roleplaying system that seems like work. IME, most people want options, but they want them in a pre-constructed format that makes building a character like [I]taking a trip to the store[/I], rather than like [I]erecting a store[/I] one nut and bolt at a time. Again, in GURPS and Hero, sourcebooks can alleviate this to a large degree, but I don't see many people get that far. IME, many players take one look at the GURPS or Hero core books, think "Oh, man! Look at all the work this requires!" and then go buy something less labor intensive. This is a shame because, as I mention, once you get past the initial 'build it' stage, both games are actually far [I]less[/I] rules-heavy than stuff like D&D 3x. People just don't get a chance to find that out first-hand :( [/QUOTE]
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