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#1
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 ![]() |
Hi all.
I'm planning to start up a fantasy game, but after Shadowrun's fantastic level-free gaming I am having trouble going back to the levels, hitpoints and arbitrary randomness of D&D and D20 in general. I'm considering GURPS as an alternative, along with HARP (I seem to remember Rolemaster being cripplingly complicated, but I was just a kid when I last tried that game so I'm not certain my memory is accurate). Anyone who's a bit more experienced with these systems want to chip in with their strengths and weaknesses? thanks in advance. |
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#2
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,654 Joined: 29-October 06 Member No.: 9,731 ![]() |
This is relevant to my interests, in that I would also like to know more about GURPS. I ran a short relief campaign from my Shadowrun game, using the HERO System, but unfortunately it was too short to really get to grips with the system. I can tell you character creation in HERO is pretty math-intensive, so if you have any math-phobic players you may want to stay away.
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#3
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Moving Target ![]() ![]() Group: Members Posts: 213 Joined: 19-August 10 Member No.: 18,949 ![]() |
I've only played GURPS (3e) as part of a Traveller campaign, but I thought it was a pretty decent system. Combat is reminiscent of Shadowrun's; it's usually quick and brutal, and combat is run in one-second increments. I liked the skill system, and I'm pretty certain the edge/flaw system in SR was borrowed from GURPS. It's been longer than ten years since I got to play with that system, and they've had an edition change since (although I've only heard good about that).
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#4
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,403 Joined: 26-February 02 Member No.: 463 ![]() |
GURPS (and HERO) are both fairly complex systems. They both work well. Both have a literal ton of material available.
If you want something simpler, SAVAGE WORLDS could also be an alternative. Bye Thanee |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 917 Joined: 5-September 03 From: Melbourne, Victoria, Australia Member No.: 5,585 ![]() |
Apart from 2nd Edition, I cut my teeth on GURPS - Math intensive is a nice way to put it.
There were a bunch of rather useful programs that I used to use to minmax the living hell out of the odd things we made, but I had to run them on a Win 3.1 system:) If I had a 3.5 inch drive, I'd upload one or two:) Combat was very fast and if you played it right, you'd need god-level threats to slow them down due to some of the wilder abilities you could "afford" with the advantages/disadvantages. And this was after "Badass" was tossed to the side as unworkable 12-year old puerile wish fulfillment. But it was hysterically funny to have a shy, nervous student-teacher of a semi-aquatic species rip through armoured speeecemerinees due to the "primitive"/absurdly-strong trait combo. ...All she wanted was a well-behaved class and to catch the eye of that handsome hunter by the bay... (IMG:style_emoticons/default/smile.gif) -Tir:) |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 746 Joined: 26-February 02 Member No.: 459 ![]() |
The basics of GURPS are extraordinarily simple. In fact, the core rules are so tight that authors rarely have to create any new mechanics of any sort.
I HIGHLY recommend you read GURPS Lite first though. First, because it's free. Second, because those really are the distilled mechanics of the game. http://www.sjgames.com/gurps/lite/ |
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