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What is your Opinion of GURPS?
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<blockquote data-quote="WizarDru" data-source="post: 1455024" data-attributes="member: 151"><p>All very true.</p><p> </p><p> </p><p>Well, here's the thing: in GURPS, there is very little difference between a starting character and a character who's been played for years. I ran a GURPS Fantasy campaign for over 12 years, and the characters started at 100+45 and finished at about 300+45 points. At the end of the day, they had become incredible experts at their abilities....but a group of 10 orcs might still be something of a threat (albeit significantly less of one). GURPS clusters its characters ability range to a much tighter mid-range, which is mechanically enforced by the scaling point costs of skills. Going from 15-16 might be 4 points...but going from 16 to 20 might be 64 points. The power scale is on a completely different map than say, D&D 3e. A 500 point GURPS Super still fears the 50 point mook with an automatic weapon (which is one reason why GURPS Supers has always been a patch job).</p><p> </p><p>One of GURPS greatest advantages is that it supports odd and unique character concepts. That also happens to be one of its greatest weaknesses, too. As Psion mentioned, without good GM control, you can have a group of mental malcontents who will never work together as a team...character that might work in a fictional story, but not in a functioning game. However, this also allows for the creation of non-iconic characters that can be equally satisfying.</p><p> </p><p>As has been noted, GURPS requires more direct GM intervention and awareness to create a game that works well. Often, this is dependent on the players as well as the DM, and is mostly just a measure of shared trust. The same still applies in D&D, but there's less need for it now than there was in the past.</p><p> </p><p>I truly like GURPS, and am interested in what 4th edition will be like. SJ finally got off his high horse and admitted that maybe a new revision <em>was</em> necessary, and hopefully will have improved the system to be more competitive with other current systems out there. However, I think that GURPS has lost me as a regular player. D&D 3e won me back to the fold, and I don't think anything short of dynamite will get me out again. All I wanted was a tall ship and a star to sail her by, and WotC gave me those.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1455024, member: 151"] All very true. Well, here's the thing: in GURPS, there is very little difference between a starting character and a character who's been played for years. I ran a GURPS Fantasy campaign for over 12 years, and the characters started at 100+45 and finished at about 300+45 points. At the end of the day, they had become incredible experts at their abilities....but a group of 10 orcs might still be something of a threat (albeit significantly less of one). GURPS clusters its characters ability range to a much tighter mid-range, which is mechanically enforced by the scaling point costs of skills. Going from 15-16 might be 4 points...but going from 16 to 20 might be 64 points. The power scale is on a completely different map than say, D&D 3e. A 500 point GURPS Super still fears the 50 point mook with an automatic weapon (which is one reason why GURPS Supers has always been a patch job). One of GURPS greatest advantages is that it supports odd and unique character concepts. That also happens to be one of its greatest weaknesses, too. As Psion mentioned, without good GM control, you can have a group of mental malcontents who will never work together as a team...character that might work in a fictional story, but not in a functioning game. However, this also allows for the creation of non-iconic characters that can be equally satisfying. As has been noted, GURPS requires more direct GM intervention and awareness to create a game that works well. Often, this is dependent on the players as well as the DM, and is mostly just a measure of shared trust. The same still applies in D&D, but there's less need for it now than there was in the past. I truly like GURPS, and am interested in what 4th edition will be like. SJ finally got off his high horse and admitted that maybe a new revision [i]was[/i] necessary, and hopefully will have improved the system to be more competitive with other current systems out there. However, I think that GURPS has lost me as a regular player. D&D 3e won me back to the fold, and I don't think anything short of dynamite will get me out again. All I wanted was a tall ship and a star to sail her by, and WotC gave me those. [/QUOTE]
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