![]() The mechanics of gurps are awesome if you like a bit of complexity. Creating the character requires time (me and my friends usually need 2 hours at least if we known what character we want to play). As I said, there are numbers in the process. But the best potential is to use gurps how it supposed to be played: mechanical wise. ![]() Still, it can be like fate or mage or wod. If you are looking for that, gurps is not for you. You can create your character without having to choose amongst ten prestige classes and multi class 3 times to get what you want. Yes, there are pre sets sheets but if you understand the potential of the character creation, you won't use them. Ten years ago I've discovered gurps and was love at first sight. ![]() ![]() Here's some of my actual play solo hexcrawls Great fun, gritty and deadly with many a dismemberment and brutal needless deaths. It turned out okay though after they escaped by carrying him out and bought him a peg leg (yep, GURPS Low Tech source book had prices for wooden prosthetics). I decided to start rolling random hit locations. However once we encountered a skeleton guardian with a 2 handed sword who mindlessly swung his sword at the nearest intruder. For instance, we don't often USE the hit location targeting rules, we just roll unmodified to attack torso to keep things simple and moving. GURPS has the most detail there ready for use when you want it. Most people use D&D for this but I prefer GURPS after first running this style in B/X D&D, Basic Fantasy, and even Earthdawn. ![]() Over the last 2 years I've had a lot of fun playing hexcrawls/dungeon crawls in a WestMarches style of troupe play specifically. GURPS is my personal favourite system for fantasy. There's a whole GURPS Fantasy line, and of course the aforementioned Dungeon Fantasy which is its own self-contained game that doesn't need the other GURPS rulebooks (but remains completely compatible). And of course GURPS RPM which is one of the most popular worked magic systems (I am biased as I love it).Īnyways, lots of goodies for other aspects too, critters, monsters, non human playable races etc. GURPS Magic is the more traditional old school D&D 'pick spells from a list and go from there' style of magic, GURPS Sorcery does magic-as-innate-powers, while GURPS Thaumatology is a framework for building up your own style from scratch (and there's lots of worked examples based out of that book to boot). But yes, in general, GURPS does fantasy quite well, has a huge number of supplements covering everything from realistic low fantasy gritty stuff up to wizards wrecking the multiverse with their weird and wild ways.Īlso, GURPS has something silly like 17 different worked magic systems to choose from, across various supplements etc. ![]()
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