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(TFT) Re: Answering my own question...sort of
From: Michael Taylor <MichaelTaylor1@compuserve.com>
> Message text written by INTERNET:firstname.lastname@example.org
> >>>>Most settings are child's play to convert to GURPS -- just pick and
> >>>>choose from the parts supplied, give a minor setting-specific tweak or
> >>>>and you're done.
> My experience is different. I can name many major settings that it's not
> possible to play with GURPS without a major overhaul.
I'm curious as to which ones and why.
> >>>>No generic system can handle every setting with no tweaking.
> Again, my experience is different, I can name several generic systems that
> can handle the settings that GURPS can't without any significant tweaking.
> TFT can handle most of them (though arguably not Supers!) without anything
> more than a few new talents.
I'm curious. What is it about these settings that is so foreign to GURPS?
The Magic system? Certainly the combat systems of both GURPS and TFT
are generic enough to handle anything. Same goes for the character
systems. Most non-fantasy settings will require whole collections of
weapons and such for TFT. Even in the area of magic, I've found that what
most people say is incompatible with GURPS is merely ignoring some area
of flexibility or system that GURPS has.
Perhaps we should take this offline so as to not bore the others with details
Brett Slocum -- email@example.com -- ICQ #13032903
Home page: http://www.skypoint.com/~slocum/
"Chemistry is a lot like Witchcraft, only less newt." -- Willow on Buffy: The Vampire Slayer
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