this post was submitted on 11 Jul 2023
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GURPS

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Let's kick off some activity here with a question:

How much crunch do you, personally, like in your games?

Ultra Lite? Lite? Basic Set? Every book you can get your hands on?

Light on combat, heavy on skills? Vice-versa? Light overall with some aspects way more fleshed-out? Heavy overall with some aspects way more simplified? Are there specific mechanics you like to take full advantage of? Mechanics you like to gloss over?

No wrong answers, let's just get some discussion going

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[–] agamemnonymous 2 points 1 year ago (1 children)

Serious question, how is that different from Contests? That already takes into consideration base skill, situational circumstance modifiers, random effects, and margins of success.

I'm not trying to be critical or flippant, it just sincerely sounds to me like everything you've described (skill contests, combat skills, uniting disparate genres under one system) is describing GURPS. I'm genuinely curious what the difference is, I must be missing something.

[–] Zaphodquixote 2 points 1 year ago (1 children)

Remember when I said it had been decades since I ran GURPS? It is entirely possible that I unintentionally duplicated their system. Hell, I may have unconsciously used some of their ideas, since it was a year or so after I left the group that was running GURPS that I started building my system.

I'm looking this up as I'm typing here, and it seems the difference in resolving an encounter via dice is exactly the same as contests.

Yeah, I use different traits and skills, and the 100 scale on everything is different, along with a lot of homebrew magics and the world itself. But that mechanic is the same, and it's the core mechanic of the system.

[–] agamemnonymous 2 points 1 year ago* (last edited 1 year ago)

Haha, gotta love convergent evolution