Captain Tylor
SOC-10
Just wanted to throw in my Cr0.02 on random things GURPS-related (being a GURPS player/collector since 1988):
- I only recently heard the whole Steve-Jackson-ripped-off-CHAMPIONS story. I've also heard that later editions of CHAMPIONS/HERO System were heavily influenced by lessons learned from GURPS and that the system originated from SJG's THE FANTASY TRIP in the first place. At some point this whole issue boils down to a chicken/egg kind of thing.
- The main complaint I hear over and over again about GURPS is that the system breaks down when characters get into the 300+ point range (either by experience or at initial generation). At that level, there's not a whole lot that a PC cannot do (or cannot do well). This complaint comes mostly from those who want to play superhero or very cinematic-type games. Rule-of-thumb that I've gathered from reading various boards: Want to simulate real life w/ low-powered characters? Play GURPS. Want to do cinematic characters or superheroes? Play HERO/Champions.
- My main complaints about GURPS revolve around how complex it can get once you start including optional rules and advantages/disadvantages. Since I'm a poor referee with an even poorer memory, I sometimes forget which advantages/disadvantages my player's characters have at critical junctions in the adventure. Realistic fire combat means even more things to remember (or in my case, forget). Stuff like weapons over .40 cal/10mm doing x1.5 damage, every 6 rolled on a damage die vs. flexible armor causes 1 point of blunt trauma damage to the target, etc. AARRGGHH!! The only reason I remember those two examples is that rules lawyer players have bitten me in the @$$ over them.
Keep in mind though that none of these things have kept me from buying supplements galore since 1988, including the GURPS Traveller stuff!
(edited toinclude my forgotten FANTASY TRIP reference. Told you my memory was bad!)
- I only recently heard the whole Steve-Jackson-ripped-off-CHAMPIONS story. I've also heard that later editions of CHAMPIONS/HERO System were heavily influenced by lessons learned from GURPS and that the system originated from SJG's THE FANTASY TRIP in the first place. At some point this whole issue boils down to a chicken/egg kind of thing.
- The main complaint I hear over and over again about GURPS is that the system breaks down when characters get into the 300+ point range (either by experience or at initial generation). At that level, there's not a whole lot that a PC cannot do (or cannot do well). This complaint comes mostly from those who want to play superhero or very cinematic-type games. Rule-of-thumb that I've gathered from reading various boards: Want to simulate real life w/ low-powered characters? Play GURPS. Want to do cinematic characters or superheroes? Play HERO/Champions.
- My main complaints about GURPS revolve around how complex it can get once you start including optional rules and advantages/disadvantages. Since I'm a poor referee with an even poorer memory, I sometimes forget which advantages/disadvantages my player's characters have at critical junctions in the adventure. Realistic fire combat means even more things to remember (or in my case, forget). Stuff like weapons over .40 cal/10mm doing x1.5 damage, every 6 rolled on a damage die vs. flexible armor causes 1 point of blunt trauma damage to the target, etc. AARRGGHH!! The only reason I remember those two examples is that rules lawyer players have bitten me in the @$$ over them.
Keep in mind though that none of these things have kept me from buying supplements galore since 1988, including the GURPS Traveller stuff!
(edited toinclude my forgotten FANTASY TRIP reference. Told you my memory was bad!)