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What is GURPS?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4323819" data-attributes="member: 7177"><p>GURPS is one of my favorite game systems. A couple of things should be kept in mind, however:</p><p></p><p>- The GM needs to remember that most of the rules - including the advantages, disadvantages, and skills - are optional and not needed in most campaigns, though which of those are inappropriate for a specific campaign will vary. The GM needs to pay attention to the creation of the characters, and the players need to show a modicum of common sense when creating them. As I've said before, just because you can in theory purchase Social Status 7 and thus play the President of the United States in a modern-day campaign, it doesn't mean that playing such a character will be appropriate.</p><p></p><p>- Unlike D&D, characters <em>aren't</em> assumed to be equally competent in combat unless the players make them so. Character points measure overall experience, power, and versatility, and not just competence in combat. Thus, it's just as possible to build scholars or socialites with the same number of character points as hardened combat monsters. If there are going to be a lot of fights, then the players should all make sure that their characters have some combat ability, and that no PC outshines the others too much.</p><p></p><p>- GURPS has a solid grounding in realism, so tactics that would work in real life will work well in it as well. If you are in a gunfight, use good cover and strategic positions. If your tech level is medieval, wear armor if you plan to get into swordfights. The side with the better tactics will usually have a huge advantage.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4323819, member: 7177"] GURPS is one of my favorite game systems. A couple of things should be kept in mind, however: - The GM needs to remember that most of the rules - including the advantages, disadvantages, and skills - are optional and not needed in most campaigns, though which of those are inappropriate for a specific campaign will vary. The GM needs to pay attention to the creation of the characters, and the players need to show a modicum of common sense when creating them. As I've said before, just because you can in theory purchase Social Status 7 and thus play the President of the United States in a modern-day campaign, it doesn't mean that playing such a character will be appropriate. - Unlike D&D, characters [i]aren't[/i] assumed to be equally competent in combat unless the players make them so. Character points measure overall experience, power, and versatility, and not just competence in combat. Thus, it's just as possible to build scholars or socialites with the same number of character points as hardened combat monsters. If there are going to be a lot of fights, then the players should all make sure that their characters have some combat ability, and that no PC outshines the others too much. - GURPS has a solid grounding in realism, so tactics that would work in real life will work well in it as well. If you are in a gunfight, use good cover and strategic positions. If your tech level is medieval, wear armor if you plan to get into swordfights. The side with the better tactics will usually have a huge advantage. [/QUOTE]
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