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Post by jazzisblues on May 22, 2012 7:18:04 GMT -8
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Post by inflatus on May 22, 2012 7:43:56 GMT -8
Nooooooooooooooooo!
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Post by inflatus on May 22, 2012 7:57:18 GMT -8
I can see the Savage Worlds has the benefit of a simple character creation. Combat can even be pretty fun and fast paced. For me the GURPS "saturation" is what brings me to the system. As long as GURPS continues to publish, I will continue to purchase. I realize this is a "fanboy" approach to the argument but there are many of us still out there.
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joegun
Journeyman Douchebag
Posts: 249
Preferred Game Systems: Savage Worlds
Currently Playing: Just GM'ing right now.
Currently Running: Rippers Resurrected, and Savage RIFTS!
Favorite Species of Monkey: Baboon
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Post by joegun on May 22, 2012 13:14:26 GMT -8
I guess it depends on "what you are replacing". I don't think a Simulation-est Gamer would ever want to "downgrade" to Savage Worlds, just as much as a "pulpy" gamer would want to take on the extra dare I say crunch of GURPs. While the two are similar in the fact that they provide a core set of rules that can be tweaked and modified to achieve a setting and feel that you want; that core system still has it's own feel to it, that really can't be altered. It might be that Savage Worlds is on its way to replacing GURPs as the goto Con game. Due in part because it has easy prep, and as it is a Core system that can be manipulated easily; More and more games might be run in that system. However for those that are looking for something more/different I don't think they would substitute Savage Worlds for GURPs or vice versa.
So maybe in the long term Savage Worlds will overtake GURPS as the go to core/generic system. But system does matter, even in the generic/core market, and people are going to play the game they want to play.
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Post by Stu Venable on May 22, 2012 13:25:21 GMT -8
I agree w/ Joe Gunn: I think SW either has or shortly will replace GURPS as the go-to generic system.
But for a simulationist, it doesn't hold a candle to GURPS.
I predict that SW will quite possibly become the Esperanto of the RPG hobby. It'll be a common system most players and GMs know, but it might not be the first. So yeah, making it the convention go-to system.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 22, 2012 13:45:49 GMT -8
I hate to bring up an unfair common argument against GURPS, but at least for me, after a playing SW for a while, no matter what genre of game you play, it just feels like the same Savage Worlds.
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Post by jazzisblues on May 22, 2012 14:15:38 GMT -8
I hate to bring up an unfair common argument against GURPS, but at least for me, after a playing SW for a while, no matter what genre of game you play, it just feels like the same Savage Worlds. Interesting point but I wonder if that's a flaw of the game system, or the game being played, or the gm/players. So much of any generic system is left to the descriptiveness of those playing. I've played quite a few different genres in Savage Worlds with wildly different feels to them. JiB Sent from my MB860 using ProBoards
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jpk
Apprentice Douchebag
Posts: 58
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Post by jpk on May 22, 2012 14:46:48 GMT -8
I hate to bring up an unfair common argument against GURPS, but at least for me, after a playing SW for a while, no matter what genre of game you play, it just feels like the same Savage Worlds. I think that's an endemic danger for all generic/core/modular systems. It's easy for a game to turn into "I bolt him," "9 body, 37 stun, 2 knockback" or "12 piercing to the face."* As much as the rules systems allow you to turn into that sort of slack descriptionist, it has be guarded against by both players and GMs. *It's been nearly twenty years since I've really played much GURPS, and I didn't realize that until I started typing. I suspect it shows...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 22, 2012 15:26:50 GMT -8
I hate to bring up an unfair common argument against GURPS, but at least for me, after a playing SW for a while, no matter what genre of game you play, it just feels like the same Savage Worlds. I think that's an endemic danger for all generic/core/modular systems. It's easy for a game to turn into "I bolt him," "9 body, 37 stun, 2 knockback" or "12 piercing to the face."* As much as the rules systems allow you to turn into that sort of slack descriptionist, it has be guarded against by both players and GMs. *It's been nearly twenty years since I've really played much GURPS, and I didn't realize that until I started typing. I suspect it shows...I do agree with you, however I do think it has a lot to do with how the GM does the descriptions. If the GM uses a diffrent typ description style for diffrent settings I experience it in a wastly diffrent way. Writing this I notised that I used the word diffrent way to many times, but äh
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Post by ironnikki on May 23, 2012 6:40:43 GMT -8
GURPS achieves its goals by having rules for EVERYTHING, and SW does it by having one or two rules that apply to every situation. Because the latter lends itself to easier prep and typically a lighter game, I'd use it for games that I don't expect to last terribly long, i.e: con games. I have a hard time picturing using SW in a long term campaign, particularly because I'm not sure how well it would handle character growth in a long term campaign.
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Post by jazzisblues on May 23, 2012 7:01:53 GMT -8
GURPS achieves its goals by having rules for EVERYTHING, and SW does it by having one or two rules that apply to every situation. Because the latter lends itself to easier prep and typically a lighter game, I'd use it for games that I don't expect to last terribly long, i.e: con games. I have a hard time picturing using SW in a long term campaign, particularly because I'm not sure how well it would handle character growth in a long term campaign. The answer to that question is, quite well actually. The power curve is more of a power line as it's pretty even as you move up. Don't get me wrong here, SW is a very breakable system. If one knows how it's not hard to build a character that can be very rapey. That said, imo the system pretty much just works. Cheers, JiB
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Post by mook on May 23, 2012 12:09:04 GMT -8
Well - certainly for me, neither Savage Worlds or anything else is very likely to replace my delightful, my lovely, my precious GURPS. (For GMing I mean - at a con, I'll play just about anything if the game itself sounds fun.)
Having said that, I've looked over Savage Worlds Deluxe - it seems like a very fun, flexible, easy to play game. I can easily see it becoming the Convention Common tongue.
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Post by malifer on May 23, 2012 13:21:42 GMT -8
Fourth edition GURPS has some beautiful full color hardcover books but they were 30-40 bucks when they were in print so then some books were reprinted as black & white softcovers just to drop the price to 20-25 clams.
If Steve Jackson games could get full color GURPS explorer's edition sized books at a price range of 10-20 dollars GURPs might be in the running. Also Fourth Edition splitting the core book into 2 books didn't help anyone's wallet.
I think it is affordability. I didn't buy Savage Worlds until Happy Jacks talked about it and it's $10 cost. Then each additional installment is only around $20 and they look great.
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Post by ayslyn on May 23, 2012 13:31:47 GMT -8
The only similarity between the two is that they both handle multiple genres. Stylistically, they are very different, so I really don't see one replacing the other.
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jebnotjib
Initiate Douchebag
Posts: 30
Preferred Game Systems: GURPS, baby!
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Post by jebnotjib on May 24, 2012 16:21:04 GMT -8
Fourth edition GURPS has some beautiful full color hardcover books but they were 30-40 bucks when they were in print so then some books were reprinted as black & white softcovers just to drop the price to 20-25 clams. If Steve Jackson games could get full color GURPS explorer's edition sized books at a price range of 10-20 dollars GURPs might be in the running. Also Fourth Edition splitting the core book into 2 books didn't help anyone's wallet. I think it is affordability. I didn't buy Savage Worlds until Happy Jacks talked about it and it's $10 cost. Then each additional installment is only around $20 and they look great. Smaller books + fewer rules = less crap you have to carry to your game night, and less things to hunt through for the rule you just KNOW is there. Look, I'm a GURPS guy. Loves me some GURPS. But when I returned to it after several months playing Savage Worlds, I realized that I had been playing SW all along--by ignoring the rules in GURPS that I don't like. And I don't think the 4th ed books are all that gorgeous. I miss the Smif illustrations from 3ed. I guess I'm just cranky. Sorry.
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