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General Tabletop Discussion
*TTRPGs General
What's your opinion of GURPS?
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<blockquote data-quote="WayneLigon" data-source="post: 995753" data-attributes="member: 3649"><p>I have a like-dislike relationship with GURPS <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I like the character creation (especially when using the wonderful <a href="http://www.misersoft.com/gca/" target="_blank">GURPS Character Assistant</a> ). I dislike how sometimes it feels I can't create a truly competant character until I remember that (sourcebooks like GURPS Special Ops aside) you don't need every freaking skill related to your specialty. </p><p></p><p>I've only run one GURPS campaign (using the G/Psionics rules) and that went pretty well. I used the basic combat system and pretty much disregarded everything past the first couple pages in Combat, and everything in G/Compendium 2 (which I don't even own, unlike Compedium 1 which is so wonderful I sometimes have to keep myself from buying a second copy).</p><p></p><p>I think you could have a perfectly successful campaign based just on the <em>Lite</em> ruleset; I don't think I'd make combat any more complex than presented there. But I like having that option open just in case. GURPS is modular enough that you can pick and choose without breaking the entire game. </p><p></p><p>If you decide to get the game then get the Basic Set, Compendium 1, and maybe one or two sourcebooks that appeal to you. After that, you might not need anything else. Then go through Compendium 1 and redline what you don't want. That's one reason I love GCA so much; I can create a data file based on my campaign, that has just the Advantages and Disads and skills </p><p><em>I</em> want.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 995753, member: 3649"] I have a like-dislike relationship with GURPS :) I like the character creation (especially when using the wonderful [URL=http://www.misersoft.com/gca/]GURPS Character Assistant[/URL] ). I dislike how sometimes it feels I can't create a truly competant character until I remember that (sourcebooks like GURPS Special Ops aside) you don't need every freaking skill related to your specialty. I've only run one GURPS campaign (using the G/Psionics rules) and that went pretty well. I used the basic combat system and pretty much disregarded everything past the first couple pages in Combat, and everything in G/Compendium 2 (which I don't even own, unlike Compedium 1 which is so wonderful I sometimes have to keep myself from buying a second copy). I think you could have a perfectly successful campaign based just on the [I]Lite[/I] ruleset; I don't think I'd make combat any more complex than presented there. But I like having that option open just in case. GURPS is modular enough that you can pick and choose without breaking the entire game. If you decide to get the game then get the Basic Set, Compendium 1, and maybe one or two sourcebooks that appeal to you. After that, you might not need anything else. Then go through Compendium 1 and redline what you don't want. That's one reason I love GCA so much; I can create a data file based on my campaign, that has just the Advantages and Disads and skills [I]I[/I] want. [/QUOTE]
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