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What is your Opinion of GURPS?
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<blockquote data-quote="Psion" data-source="post: 1456047" data-attributes="member: 172"><p>S'ok.</p><p></p><p>I tend to duck those kinds of arguments as I have tired of them, but I think it would be fair to say I have and would continue to take that cant, yes. And then, moreso on RPGnet than here. I certainly have admitted that D&D certainly <em>facilitates</em> that mode of play, and my players are the sort who get a little itchy if they don't get at least one combat per session -- and that's okay. If it's the sort of play they enjoy, then who is anyone else to judge. This is a leisure activity.</p><p></p><p>I don't think D&D creates exclusively munchkin or hack-n-slay play, and I think most people who say so are overstating it just a bit and are trying to make themselves feel validated about their gaming choices. That still is not to say that it doesn't have a certain combat-related "default balancing point". I think it does. It's just that you can build a complex and engaging game around such a balancing point... or you can create a munkin hack-n-slay game around it. I've primarily seen the former, but would admit the latter sort of players are out there.</p><p></p><p>To be fair, I am sure that GURPS players have had plenty of good gaming experiences as well, or it wouldn't have fans. That said, I think that many GURPS fan realize that their take on disads takes a little extra management. Just yesterday on RPGnet I posted how a good book for GURPS would be a refined disad system. The retort of one GURPS fan was a qualified "you don't need that <em>as long as the GM is willing to monitor all the character sheets.</em>" (or somesuch.) So I think current GURPS players are seeing what I see, they just don't see it as much as a burden as I do.</p></blockquote><p></p>
[QUOTE="Psion, post: 1456047, member: 172"] S'ok. I tend to duck those kinds of arguments as I have tired of them, but I think it would be fair to say I have and would continue to take that cant, yes. And then, moreso on RPGnet than here. I certainly have admitted that D&D certainly [i]facilitates[/i] that mode of play, and my players are the sort who get a little itchy if they don't get at least one combat per session -- and that's okay. If it's the sort of play they enjoy, then who is anyone else to judge. This is a leisure activity. I don't think D&D creates exclusively munchkin or hack-n-slay play, and I think most people who say so are overstating it just a bit and are trying to make themselves feel validated about their gaming choices. That still is not to say that it doesn't have a certain combat-related "default balancing point". I think it does. It's just that you can build a complex and engaging game around such a balancing point... or you can create a munkin hack-n-slay game around it. I've primarily seen the former, but would admit the latter sort of players are out there. To be fair, I am sure that GURPS players have had plenty of good gaming experiences as well, or it wouldn't have fans. That said, I think that many GURPS fan realize that their take on disads takes a little extra management. Just yesterday on RPGnet I posted how a good book for GURPS would be a refined disad system. The retort of one GURPS fan was a qualified "you don't need that [i]as long as the GM is willing to monitor all the character sheets.[/i]" (or somesuch.) So I think current GURPS players are seeing what I see, they just don't see it as much as a burden as I do. [/QUOTE]
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