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RPG Theory
Generic RPGs: One system to rule them all...
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Topic: Generic RPGs: One system to rule them all... (Read 3922 times)
talysman
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Posts: 675
Generic RPGs: One system to rule them all...
«
Reply #15 on:
October 11, 2002, 09:04:59 AM »
Quote from: wyrdlyng
Hero Games definitely seems to be taking Marco's point into consideration in a subtly different manner from GURPS. Whereas GURPS books seem to be "this is how to modify our rules to play X setting this particular way", Hero's recent shift to "genre" books seems more like "here's how to play X setting and others like it with our rules". The difference is subtle but there.
just a note here to emphasize that GURPS does in fact create setting-specific rules. this is why cross-referencing (which you mention later in your post) is a problem in GURPS. if you want to run a supers game during a major war and want to simulate mass combat, you will need to use the mass-combat rules from one of the historical world books that added them and the power-building rules from Supers.
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John Laviolette
(aka Talysman the Ur-Beatle)
rpg projects:
http://www.globalsurrealism.com/rpg
wyrdlyng
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Posts: 193
Generic RPGs: One system to rule them all...
«
Reply #16 on:
October 11, 2002, 09:20:48 AM »
In response to Talysman, yes. Actually that was the point I was trying to make about GURPS is that they make new rules for each "genre". That's what leads to the cross-referencing nightmare.
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Alex Hunter
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