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What is GURPS?
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<blockquote data-quote="sjmiller" data-source="post: 4329652" data-attributes="member: 17262"><p>The best part about this is, if you don't like that rule, it's optional. Don't use it.</p><p></p><p>I have been reading this thread since the beginning. Every time I think I should chime in and add something Jürgen comes along and says exactly what needs to be said better than I could. I figured that now, as things have developed, I would put in my 2 character points of info.</p><p></p><p>First, I have to say, I am a bit biased when it comes to GURPS. I played it for well over a decade, wrote a few of the creatures found in the GURPS Bestiary third edition, and playtested several books including GURPS Steampunk. So, as you can imagine, I like the game.</p><p></p><p>I also played Hero System when it was still Champions, and later on I even played FRED Hero System. Surprisingly, I actually had fun making characters for Champions, but I hated playing the system. I looked at the character creation system a lot like Car Wars: add parts with modifiers, juggle the numbers around, and eventually get something that fit the chassis you picked. The actual playing of the system drove me nuts. The huge number of dice, remembering which ones do BODY damage, and a host of other things really annoyed me. Now, I admit, it may have also been the GM, but the game system really interfered with the gaming experience.</p><p></p><p>GURPS, which I have only played 3rd Edition, Revised, did not seem to be nearly as intrusive. The system of rolling 3d6 below your skill was easy, and damage was usually easy to compute as well. You had lots of choices in advantages, disadvantages, and skill to really give you a well rounded character. With Quirks you could add the personal touches that made each character truly stand out. I never really had any problems with GURPS. It just seems to be an easy to use, simple system. Sure, you can add a lot of options to make it really complex, but they are just that, options. Add as many or as few as you desire.</p></blockquote><p></p>
[QUOTE="sjmiller, post: 4329652, member: 17262"] The best part about this is, if you don't like that rule, it's optional. Don't use it. I have been reading this thread since the beginning. Every time I think I should chime in and add something Jürgen comes along and says exactly what needs to be said better than I could. I figured that now, as things have developed, I would put in my 2 character points of info. First, I have to say, I am a bit biased when it comes to GURPS. I played it for well over a decade, wrote a few of the creatures found in the GURPS Bestiary third edition, and playtested several books including GURPS Steampunk. So, as you can imagine, I like the game. I also played Hero System when it was still Champions, and later on I even played FRED Hero System. Surprisingly, I actually had fun making characters for Champions, but I hated playing the system. I looked at the character creation system a lot like Car Wars: add parts with modifiers, juggle the numbers around, and eventually get something that fit the chassis you picked. The actual playing of the system drove me nuts. The huge number of dice, remembering which ones do BODY damage, and a host of other things really annoyed me. Now, I admit, it may have also been the GM, but the game system really interfered with the gaming experience. GURPS, which I have only played 3rd Edition, Revised, did not seem to be nearly as intrusive. The system of rolling 3d6 below your skill was easy, and damage was usually easy to compute as well. You had lots of choices in advantages, disadvantages, and skill to really give you a well rounded character. With Quirks you could add the personal touches that made each character truly stand out. I never really had any problems with GURPS. It just seems to be an easy to use, simple system. Sure, you can add a lot of options to make it really complex, but they are just that, options. Add as many or as few as you desire. [/QUOTE]
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