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Post by ericfromnj on Dec 31, 2012 22:49:23 GMT -8
OK, reading through the books... - Much easier to read the rules than Dresden Files
- Not too complicated. Roll 3D6 and roll low.
- Seems like the type of game you start running if you don't have a good GM, you worry about the major stuff first, and as you get more comfortable you discover rules you overlooked and incorporate them.
- Totally adapting some old school stuff for this to try it out.
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Post by mook on Jan 1, 2013 8:25:42 GMT -8
Woohoo! Let us know how things go.
You're totally right about the lack of mandatory complexity. It's certainly there for those that want it, in spades, but for those that don't, "Roll 3d6 and roll low" pretty much sums it up.
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Post by inflatus on Jan 3, 2013 16:51:45 GMT -8
When I started I kept it very basic. The adventures were short and combat was fast. I did this for a couple of reasons. I wanted to gauge interest level in GURPS and after each adventure I could add rules slowly. The players didn't have to know everything. They just needed to know "roll low".
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Post by jazzisblues on Jan 4, 2013 7:19:27 GMT -8
Looking forward to hearing how it goes. Mook and Stu have rather made me a fan. GURPS does several things more easily than Hero does such as figuring out if you hit someone. In basic terms the difference is this.
Hero: You roll against your target's ability to not get hit ocv vs dcv.
GURPS: You roll against your skill to see if you made a successful attack then (if they have something available) the target rolls their defense against your attack.
The net result is very similar, but it's less math.
Cheers,
JiB
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Post by Deleted on Jan 4, 2013 9:32:07 GMT -8
GURPS is as complex as you want it to be.
For my Cyberpunk campaign, I use hit locations, bleeding rules, etc to make it really gritty and dangerous. I've had crushed legs, hands cut off, and serious blood loss.
For an adaptation of Rocket Nazis on the Orient Express, I made the one shot characters with the GCA, used the source book Power Ups: Impulse Buys and dumbed down combat to "roll to hit, defender rolls to dodge." Everyone loved it and we sped through all the combats and story in a short four hours.
What's really the cherry on top are all the source books providing extra flavor for whatever genre you're running. The Action! series is awesome, the Dungeon Fantasy for dungeon crawling, and the Power Ups series are some of my favorites. I rarely read them cover to cover but just skim and pick what I want for a specific game.
Enjoy!
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Post by Deleted on Jan 4, 2013 9:54:23 GMT -8
The other thing to remember, and this has helped me a huge amount, is the "Choosing Your Skill Levels" box on page 172 of the Characters book.
It lays out what skill levels "Ordinary Folks," "Experts," and "Masters" have. After reading that, I don't build out NPCs unless I have extra time and want to. I just think, "This guy is a hacking genius" and I give him the requisite skills at level 21 or something.
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