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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:---------------------------------------------
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.

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.

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.

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).

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