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Re: (TFT) Why not GURPS?
At 02:50 AM 9/12/03 +0000, John J Hyland wrote:
-- pvk@oz.net wrote:---------------------------------------------
...
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I've had much success with
running games without even trying to teach new players the rules. I can
just ask them what they want to do, and immediately translate it to the
game system. Of course, I had 10 years of GM experience (2-3 in GURPS)
before I realized I could do this.
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I've done that for grade school kids who wanted to learn AD&D (a long
time ago) but in TFT and GURPS character generation is an important part
of the game (and the fun). And GURPS has a steeper learning curve.
True. Though characters the GM makes (or helps to make) for the players can
also work really well. I've seen players have a lot more fun when I just
assign them an existing character from the current game situation, compared
to when they make their own character.
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once you learn and
get used to it, it's not bad, at least to me. However I have to remind
myself I've been gaming so long that some of my capacities, tastes and
perceptions are unusual.
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I'm sure your right, once you get used to it, those 5 rolls and 6
calculations per swing become second nature. I just don't have the desire
for detail and complexity to want to get there. But if I did, GURPS would
likely be my choice too.
Plus all that rolling would slow down my big melees, and they are my bread
and butter. And I may have mentioned this already, but I really hate
disadvantages.
It does depend on the players. However your 5-roll/6-calculation example is
quite exceptional. Usually it's either one roll (a miss), two rolls (a hit
and a successful defense), or three rolls (a hit, a failed defense, and
damage), which isn't much more than TFT's one (miss) or two (hit and
damage) rolls. I suppose it takes a little longer than TFT even after you
get used to it, but I tend to relish the added interactions, rather than
seeing them as an obstacle. Each GURPS melee also tends to play out
uniquely (even a replay of the same encounter) with weapons and bodies
often scattered all around, while in TFT they seemed more predictable and
often had a relatively set "battle line" where both sides Engaged each
other - a lot of that results from the TFT Engagement rules, and the
side-based turn order (GURPS has figures of both sides moving throughout
the turn).
PvK
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