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What is, in your opinion, the single WORST RPG ever made, and why is it so bad?
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<blockquote data-quote="Celebrim" data-source="post: 9243301" data-attributes="member: 4937"><p>I'm not sure GURPS has ever been that popular in the sense of "generated a large number of long running games". Every GM I knew back in the day owned multiple GURPS books, but most of them just ended up as reading material, encyclopedia articles and research resources. GURPS was the king of "lonely fun", selling far more books than it actually produced games.</p><p></p><p></p><p></p><p>I feel that way about GURPS. It gives the appearance of being a workable game, because all of its rules seem to be so well thought out and intuitive. But in practice it proves to have all sorts of issues, many of which for me worked against the reason for playing GURPS in the first place.</p><p></p><p></p><p></p><p>What genre did you play?</p><p></p><p></p><p></p><p>I don't know if cohesion is the best word for what I'm thinking about, but in my experience with science fiction rule sets they have a tendency to create rule sets where a character may be skilled at one mini-game (flying a spacefighter, piloting a mech, healing a wounded character, hacking into a network, social interaction, shooting it out with blasters) but not at multiple mini-games and as a result during task resolution, often only one PC is working on the same problem at a time. If we are in combat there is often one or more characters that are useless, and if we are breaking into the corporate network often there is one character doing all the work while everyone else watches. This has lately become an even bigger problem than it was back in the day, as I find I have a tendency to lose players to phones or the attention sinks during periods where a PC isn't directly contributing.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9243301, member: 4937"] I'm not sure GURPS has ever been that popular in the sense of "generated a large number of long running games". Every GM I knew back in the day owned multiple GURPS books, but most of them just ended up as reading material, encyclopedia articles and research resources. GURPS was the king of "lonely fun", selling far more books than it actually produced games. I feel that way about GURPS. It gives the appearance of being a workable game, because all of its rules seem to be so well thought out and intuitive. But in practice it proves to have all sorts of issues, many of which for me worked against the reason for playing GURPS in the first place. What genre did you play? I don't know if cohesion is the best word for what I'm thinking about, but in my experience with science fiction rule sets they have a tendency to create rule sets where a character may be skilled at one mini-game (flying a spacefighter, piloting a mech, healing a wounded character, hacking into a network, social interaction, shooting it out with blasters) but not at multiple mini-games and as a result during task resolution, often only one PC is working on the same problem at a time. If we are in combat there is often one or more characters that are useless, and if we are breaking into the corporate network often there is one character doing all the work while everyone else watches. This has lately become an even bigger problem than it was back in the day, as I find I have a tendency to lose players to phones or the attention sinks during periods where a PC isn't directly contributing. [/QUOTE]
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What is, in your opinion, the single WORST RPG ever made, and why is it so bad?
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