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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: danbuter on April 21, 2012, 09:02:02 PM

Title: Why I think Gurps and Hero are having popularity problems
Post by: danbuter on April 21, 2012, 09:02:02 PM
Both are good games, and the core rules are fairly simple (3d6 roll low). However, they both offer tons and tons of options. This is kind of like having a $10,000 mechanics tool chest with all the doodads, when all you really need is a ratchet set. While everything you can possibly want is in there somewhere, you have to basically know ALL of the rules in order to find the things you want, and to know how the various skills or powers you are not allowing will affect a game.

While you can maybe get away with a general knowledge of stuff to make your decisions, you still have to read everything. I think many people who make the argument that the "base rules are really simple" just completely miss that fact.

What also has really hurt both games, IMO, is that they are now split up into two separate books. Instead of having everything organized in just one rulebook, you now have to have both books open if your running combats (unless you're one of those people who has actually memorized everything). This is clumsy to handle at the table, and also makes looking up rules during play a major hassle. Especially if you think a rule is in book two, but is actually tucked away in a powers description in book one.

This is one of the areas that D&D has improved. By moving characters and combat into the same book (and lately even treasure), players and the DM can find everything much more quickly, if there's a question during play. Hero and Gurps are moving in the opposite direction, and I believe that's a big mistake.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Butcher on April 21, 2012, 09:11:57 PM
In three words? Front-loaded complexity. Once you're done with chargen the game runs smooth, but God help you through your first (and sometimes second and third) character sheet.

A free-to-download, easy-to-use automated chargen app works wonders on both cases. It's not to everyone's liking, though.
Title: Why I think Gurps and Hero are having popularity problems
Post by: danbuter on April 21, 2012, 09:19:07 PM
A character generator would help, but it still would have problems, unless you could go in and tick boxes or something to allow or disallow skills and powers that don't fit the genre of game you're running.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 21, 2012, 09:23:52 PM
Quote from: The Butcher;532411In three words? Front-loaded complexity. Once you're done with chargen the game runs smooth, but God help you through your first (and sometimes second and third) character sheet.

A free-to-download, easy-to-use automated chargen app works wonders on both cases. It's not to everyone's liking, though.

That's my issue the character creation can be a big endeavour.  The game itself is pretty simple if you're not using the advanced combat or magic rules.  I think it's fairly realistic for a rpg also.

The above is for GURPS never played or ran HERO haven't even read it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 21, 2012, 09:38:44 PM
Quote from: The Butcher;532411In three words? Front-loaded complexity. Once you're done with chargen the game runs smooth, but God help you through your first (and sometimes second and third) character sheet.

This is the number one reason why many local rpg gamers I'm acquainted with, have very little to no interest in systems like gurps, hero, rolemaster, mutant & masterminds, etc ...
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 21, 2012, 09:46:05 PM
Now that I think about it more, I suspect many of these same players would have very little to no interest in 3E/3.5E and 4E D&D, if it did not have "Dungeons and Dragons" on the front cover.

The fact that the core books had "Dungeons and Dragons" on the front cover, was the only reason they tolerated 3E/3.5E and 4E.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Butcher on April 21, 2012, 09:52:50 PM
Quote from: ggroy;532421Now that I think about it more, I suspect many of these same players would have very little to no interest in 3E/3.5E and 4E D&D, if it did not have "Dungeons and Dragons" on the front cover.

The fact that the core books had "Dungeons and Dragons" on the front cover, was the only reason they tolerated 3E/3.5E and 4E.

Having "D&D" on the cover does spell the difference between being taken seriously, and being labeled "yet another fantasy heartbreaker".

Nonetheless, D&D3e is "end-loaded", in that generating a 1st-level character is a very simple affair, compared to GURPS or HERO, with greater complexity emerging at higher levels. Race, class, a couple of feats, 3-4 skills and gear, and you're good to go. Sure, steps 3 and 4 were absent from the even more agile previous editions, but it's still nothing monstruous. Things start getting really complicated as you level up, with feat trees and prestige classes and whatnot.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 21, 2012, 10:09:34 PM
It may be more indicative of point based vs. class based systems though in being front or back loaded.
Title: Why I think Gurps and Hero are having popularity problems
Post by: David Johansen on April 21, 2012, 11:14:39 PM
I agree, though all of them are really not that bad, it's just the options need to be sorted out.  I'll throw out yet another cry for a GURPS medium that removes the supernatural and cinematic advantages from the (single) core book.  Though I still want to see a series of GURPS lite supplements.  I've got part of one on my hard drive.  It's just since I opened the store I've been too busy to get much done.

Hero on the other hand has a Basic book that is really a great value and functional.  Inexpensive, easy to use, and clear.

Rolemaster is more complex but easier.  That may seem contradictory but it really helps to pick a profession and have that set higher prices for somethings.  Once you've decide to be a Fighter it's not so hard to decide not to spend 50 points a rank on spell lists.  With GURPS and HERO people wind up trying to do everything and it slows them down considerably.
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 22, 2012, 03:33:51 AM
Quote from: The Butcher;532411In three words? Front-loaded complexity. Once you're done with chargen the game runs smooth, but God help you through your first (and sometimes second and third) character sheet.

A free-to-download, easy-to-use automated chargen app works wonders on both cases. It's not to everyone's liking, though.

The Hero Designer program is good.
The designer of Hero Designer has a lot of bugs that need to be worked out.  :D

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: B.T. on April 22, 2012, 05:28:16 AM
QuoteBoth are good games
No, they're not.  GURPS is awful.  Haven't played HERO but from what I've heard, it is sub-par.  If the designers want to make GURPS work, they need to drastically simplify the system and then create genre-specific splats with self-contained rules that can optionally be grafted onto other games.  GURPS Fantasy Heartbreaker should be a completely separate game from GURPS Space Opera in the way that Werewolf is a completely separate game from Vampire.

Fuck GURPS. (http://www.themook.net/rpg/examples/close/index.php?id=one)
Title: Why I think Gurps and Hero are having popularity problems
Post by: Ladybird on April 22, 2012, 06:35:07 AM
Quote from: The Butcher;532411In three words? Front-loaded complexity. Once you're done with chargen the game runs smooth, but God help you through your first (and sometimes second and third) character sheet.

A free-to-download, easy-to-use automated chargen app works wonders on both cases. It's not to everyone's liking, though.

This. This utterly, utterly turns me off games.

I work in accounts and I study maths. A character gen spreadsheet, to me, looks almost exactly like the day job. It's not that I can't do the maths, I just don't want to, unless I know the payoff will be really, really worth it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 22, 2012, 06:58:43 AM
Quote from: B.T.;532482No, they're not.  GURPS is awful.  Haven't played HERO but from what I've heard, it is sub-par.  If the designers want to make GURPS work, they need to drastically simplify the system and then create genre-specific splats with self-contained rules that can optionally be grafted onto other games.  GURPS Fantasy Heartbreaker should be a completely separate game from GURPS Space Opera in the way that Werewolf is a completely separate game from Vampire.

Fuck GURPS. (http://www.themook.net/rpg/examples/close/index.php?id=one)

Workable solution but if they did that it wouldn't be GURPS.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Caesar Slaad on April 22, 2012, 09:19:51 AM
The reason that I think they have a popularity problem -- and the reason I quit Hero -- is because making a well designed character is above the time and knowledge investment that many players are willing and able to put into it.

I loved Hero's ability to craft whatever ability I wanted to see in the game, but I could tell some of my players struggled and really didn't "get" the power system.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Machinegun Blue on April 22, 2012, 09:41:21 AM
I didn't feel like shelling out $75 for Gurps 4e when I already had a shelf full of 3e stuff. Especially for two full color, glossy hardcovers.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Drohem on April 22, 2012, 10:00:50 AM
Quote from: The Butcher;532411In three words? Front-loaded complexity.

The heart of the matter right here.

Quote from: danbuter;532413A character generator would help, but it still would have problems, unless you could go in and tick boxes or something to allow or disallow skills and powers that don't fit the genre of game you're running.

Both GURPS and HERO have programs to create characters, and there are many free character generators on the Internet to be found.

Quote from: James Gillen;532471The Hero Designer program is good.
The designer of Hero Designer has a lot of bugs that need to be worked out.  :D

JG

Indeed!  HD is frackin' bomb for HERO players and GMs. :D

My friends and I recently played a 6-hour session of 6e Fantasy HERO without computers, and only using dice as counters.  Once our characters were created and the NPCs' stats assigned, it ran smoothiy... well, until beer started affecting math skills. ;):D
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 22, 2012, 10:20:43 AM
Quote from: B.T.;532482No, they're not.  GURPS is awful.  Haven't played HERO but from what I've heard, it is sub-par.  If the designers want to make GURPS work, they need to drastically simplify the system and then create genre-specific splats with self-contained rules that can optionally be grafted onto other games.  GURPS Fantasy Heartbreaker should be a completely separate game from GURPS Space Opera in the way that Werewolf is a completely separate game from Vampire.

Fuck GURPS. (http://www.themook.net/rpg/examples/close/index.php?id=one)

So what is so complicated about any of that? A Runequest or D&D 4e walk through is no less complex. The virtue of GURPS that real life concept have direct analogues. The faster character moves first, you attack, and the target defends, and so on.

GURPS Problem is one of presentation not system. A product implementing GURPS is what needed.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 22, 2012, 10:26:50 AM
Quote from: Caesar Slaad;532497The reason that I think they have a popularity problem -- and the reason I quit Hero -- is because making a well designed character is above the time and knowledge investment that many players are willing and able to put into it.

I loved Hero's ability to craft whatever ability I wanted to see in the game, but I could tell some of my players struggled and really didn't "get" the power system.

When I run Hero I ask the novices what they want for their characters and work it out for them. Eventually they learn how it works for their characters and then after that they learn enough to things on their own.

I started running a campaign after a lapse of a decade, using 5th edition, and got Hero Designer. That software and the Until Database of Powers have made everything a snap.

However it is a steep learning curve.

My experience with both GURPS and Hero has convinced me is that

A) generic system are fine with the right presentation.
B) you need a single book implementation of a popular genre to serve as a intro.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 22, 2012, 10:28:40 AM
You know what I notice? The prevalent theme in this thread is character creation is too involved.  Hate to bring another game into this but the prevalent theme for 5e is that the playtesters are saying over and over is KISS, I wonder if they have a point ....I'll be over here thinking on it.....

To be fair I blank out if character creation takes more than 30 minutes. And that means for any point based system, my patience is far shorter concerning class based systems and their ilk..just sittin' here in the corner don't mind me...

Edit: Traveller. Burning Wheel, and the old game Swords and Sorcery/Castles and Crusades or Warhammer gets a pass because the creation of a character is a game in itself. :D
Title: Why I think Gurps and Hero are having popularity problems
Post by: Endless Flight on April 22, 2012, 11:13:23 AM
I had the front-loaded problem when Mutants & Masterminds 2e came out. 1e was a breeze to me and then Kenson amped up the complexity and my head started to spin.
Title: Why I think Gurps and Hero are having popularity problems
Post by: silva on April 22, 2012, 11:25:02 AM
Quote from: The ButcherIn three words? Front-loaded complexity. Once you're done with chargen the game runs smooth, but God help you through your first (and sometimes second and third) character sheet.
This.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 22, 2012, 12:21:10 PM
Quote from: The Butcher;532411In three words? Front-loaded complexity.

Only in Part. And mostly for this site which tends towards front-loaded designs. IME with HERO groups the GM handles character generation for the players (with their input) meaning that the front-loading exists only for the one person who in general enjoys its. For the players, it's one of the smoothest gaming systems around.

Last decade HERO of one of the more successful systems. Winner of a Best RPG of all Time award (forget which one sadly) and a constant on the game shelves. This despite the fact it never had a compelling game setting or campaign support, both serious drawbacks.



There are other important factors in it's fading from the scene.

A breaking point came when Steven Long decided for 6th edition that he was now God and that he would change major sections of the Rules (including dropping support for maps and minis) and go for a rather horible art style taken from Champion's Online (a IMO failed MMORPG).

Add in the lack of campaign support, the absence of a good setting, edition change burnout, and you have today's state. New players aren't willing to try such a shallow offering and older players are generally running 5th Edition.

It's a sad thing.




GURPS is a different story, and I can only speak for my reaction to the game.

It was always Stat heavy, which resulted in the inability to create certain character concepts in a balanced way. That always killed the game for me.

I think it was successful not for it's system so much, but for its resource books for settings and eras. Fine stuff there.
Title: Why I think Gurps and Hero are having popularity problems
Post by: This Guy on April 22, 2012, 01:41:07 PM
Not just front-loaded complexity, but boring front-loaded complexity.  I can handle a complicated chargen system if the game can make it interesting - which, for me, usually means a mix of point-buy and randomized elements, but even straight point-buy can be fun.  HERO couldn't achieve that for me, nor GURPS.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Soylent Green on April 22, 2012, 01:57:05 PM
Quote from: gleichman;532556A breaking point came when Steven Long decided for 6th edition that he was now God and that he would change major sections of the Rules (including dropping support for maps and minis) and go for a rather horible art style taken from Champion's Online (a IMO failed MMORPG).


Surely Champions Online has given Hero more exposure than most other games outside D&D ever get. CO might not have been huge in MMO terms, but your still looking at tens of thousands of players who will have tried it, maybe even a hundred thousand. Most games would kill for that kind of indirect advertising.

And just to prove the point, in our group one guy started running published Champions adventures for us based on familiarity he gained with the setting playing CO. However we are using ICONS for the system.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 22, 2012, 02:26:48 PM
Quote from: This Guy;532585Not just front-loaded complexity, but boring front-loaded complexity.  I can handle a complicated chargen system if the game can make it interesting - which, for me, usually means a mix of point-buy and randomized elements, but even straight point-buy can be fun.  HERO couldn't achieve that for me, nor GURPS.

I kind of agree with your take.  Whatcha think of White Wolf?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Ladybird on April 22, 2012, 03:21:53 PM
Quote from: gleichman;532556Last decade HERO of one of the more successful systems. Winner of a Best RPG of all Time award (forget which one sadly) and a constant on the game shelves. This despite the fact it never had a compelling game setting or campaign support, both serious drawbacks.



There are other important factors in it's fading from the scene.

A breaking point came when Steven Long decided for 6th edition that he was now God and that he would change major sections of the Rules (including dropping support for maps and minis) and go for a rather horible art style taken from Champion's Online (a IMO failed MMORPG).

IIRC, Cryptic actually bought the Champions IP, which was licensed back to Hero Games  so using assets from CO might have been cheap and convenient.

Game's a bit rubbish, though. CoX is better at being a supers MMO and DCU:O is better as an online multiplayer brawler game with superheroes; CO sits in an uncomfortable position, not quite as good at being either and with no real identity of it's own.

When I ran Mutants & Masterminds 2e, I bought one of the "Instant Heroes" books, because getting six players to generate playable 150pt PC's in an evening was just a nightmare I couldn't be bothered with.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 22, 2012, 03:43:14 PM
Quote from: Soylent Green;532592Surely Champions Online has given Hero more exposure than most other games outside D&D ever get.

CO was never tied to the HERO System mechanics, only the medicore Champions setting (with much of the original settings edition being off limits).

Even that tie was weak, as they changed the appearance and art style of most of the characters in ways that made them basically new creations.

HERO never got any boost from CO as a result. It was just impossible to see CO as a computer port of HERO or even the Champion Setting for those who knew the history of the pnp game; and for those who didn't- it was something completely new.
Title: Why I think Gurps and Hero are having popularity problems
Post by: jeff37923 on April 22, 2012, 03:55:04 PM
Quote from: gleichman;532556I think it was successful not for it's system so much, but for its resource books for settings and eras. Fine stuff there.

I never could really embrace the system, but the sourcebooks are pure gold. I will pick up a GURPS sourcebook and be able to apply it any game that I currently have in my home. Hell, come to think of it, Robert Zubrin gave GURPS: Mars his personal seal of approval.
Title: Why I think Gurps and Hero are having popularity problems
Post by: trechriron on April 22, 2012, 07:21:41 PM
GURPS needs a new "edition". There should be an online repository that you subscribe to. All the fiddly bits would be there. Let's call it "GURPS toolkit". This toolkit will include a character generator, NPC generator, power creator, and allow customization of the various "parts" of the toolkit all stored in a repository.

Templates are no longer collections of stats with optional choices. Characters are created by making conceptual choices, in order, to come to the "finished character". Each step below represents a series of "templates" created and included in a setting book.

1.Choose species
2.Choose a "home world" or nation (determines some skills)
3.Choose culture (determines some skills)
4.Choose upbringing (determines some skills)
5.Choose education or training (in phases based on years in, like a life-path or pick and choose and define time in) (determines some skills)
6.Choose profession (at game start) (determines some skills)
7.Choose social standing
8.Choose important events (these will determine contacts, allies, various disadvantage choices)
9.Have a handful of customization options that help to define the setting and genre

Then, SJGames needs to commission the creation of 3 settings. They should have a STRONG focus on adventures. The question "What do the characters do?" should be easily discernible from the book. I would suggest Fantasy, Modern Horror, and Space Opera. These are NOT genre books. They are complete RPGs powered by the GURPS toolkit.

Each book translates the toolkit into a step-by-step character creation method and includes a customized "combat and adventuring" section, distilling the rules down to what those players need for that setting. The GM section will include advice on building adventures around the choices the players make in character creation.

The "combat and adventuring" and "character templates" sections will be a publishing template, customizable with the online tool, so players can create "setting books" of home brew or converted settings and tailor the toolkit to a specific use. You pick and choose systems, power and advantage builds, spells, skills, etc. and slot them into the stepped templates of character creation.

The online toolkit becomes a repository for power builds, sub-systems, optional rules, etc. Players and publishers can share ideas, and the system should facilitate a method by which "editors" from SJGames can approve "official" or sanctioned builds.

Then, a license needs to be created where publishers can use the GURPS toolkit to create similar setting books. Only approved rules and bits from the online toolkit are "legal". The publisher must use the toolkit to built the "ruleset" of the book and submit that to SJGames for approval (using the online toolkit system, so editors work within the toolkit system to approve "rulesets" for publishing).

Instead of a generic system, you have a toolkit by which you create actual RPGs that people can digest and play.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Koltar on April 22, 2012, 07:47:26 PM
Quote from: Machinegun Blue;532500I didn't feel like shelling out $75 for Gurps 4e when I already had a shelf full of 3e stuff. Especially for two full color, glossy hardcovers.

Technically the " 3/e " stuff already IS GURPS 4/e compatible.

In the Update booklet that comes weith the GM screen package - there is a simple conversion system for 3/e into 4/e.
(Converts a hell of a lot easier than 3rd/e D&D to 4th/e D&D - which is practically impossible)


SO......looked at that way you already have plenty of 4th edition GURPS material.

- Ed C.



Oh and B.T. is full of crap......
Title: Why I think Gurps and Hero are having popularity problems
Post by: Kuroth on April 22, 2012, 08:18:15 PM
Quote from: gleichman;532556IME with HERO groups the GM handles character generation for the players (with their input) meaning that the front-loading exists only for the one person who in general enjoys its.

This approach is how I have dealt with these issues with games like Hero.  I do this type of thing for people that have never played a role-play game before too.  The player makes the minimum number of dice roles, as those required for AD&D 1 ability scores.  It is a character creation interview process. Only when players have taken it upon themselves to become very familiar with a rules set are the players motivated to complete the whole process without this type of interaction, which is more common in the very popular games like the editions of D&D, Traveller and World of Darkness.

Games that have this level of complexity with character creation should include a well thought section on conducting this interview based character creation process.  It would help new referees.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Machinegun Blue on April 22, 2012, 09:08:09 PM
Quote from: Koltar;532680Technically the " 3/e " stuff already IS GURPS 4/e compatible.

In the Update booklet that comes weith the GM screen package - there is a simple conversion system for 3/e into 4/e.
(Converts a hell of a lot easier than 3rd/e D&D to 4th/e D&D - which is practically impossible)


SO......looked at that way you already have plenty of 4th edition GURPS material.

- Ed C.



Oh and B.T. is full of crap......

But I already said that I'm not interested in shelling out $75 for the core books. Also, I borrowed a copy and it bored me to tears.

Yes, B.T. is full of crap.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Amberfriend on April 22, 2012, 09:30:28 PM
Quote from: danbuter;532408Both are good games, and the core rules are fairly simple (3d6 roll low). However, they both offer tons and tons of options. This is kind of like having a $10,000 mechanics tool chest with all the doodads, when all you really need is a ratchet set. While everything you can possibly want is in there somewhere, you have to basically know ALL of the rules in order to find the things you want, and to know how the various skills or powers you are not allowing will affect a game.

While you can maybe get away with a general knowledge of stuff to make your decisions, you still have to read everything. I think many people who make the argument that the "base rules are really simple" just completely miss that fact.

What also has really hurt both games, IMO, is that they are now split up into two separate books. Instead of having everything organized in just one rulebook, you now have to have both books open if your running combats (unless you're one of those people who has actually memorized everything). This is clumsy to handle at the table, and also makes looking up rules during play a major hassle. Especially if you think a rule is in book two, but is actually tucked away in a powers description in book one.

This is one of the areas that D&D has improved. By moving characters and combat into the same book (and lately even treasure), players and the DM can find everything much more quickly, if there's a question during play. Hero and Gurps are moving in the opposite direction, and I believe that's a big mistake.

Nice post. I'm sure splitting up systems in several books has, at least in part, to do with profit. But...if people don't buy the books the company doesn't make a profit. So maybe they will discover they can make a reasonable profit by selling a single core book, then sell us more books later.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 22, 2012, 09:45:53 PM
Quote from: gleichman;532556Only in Part. And mostly for this site which tends towards front-loaded designs. IME with HERO groups the GM handles character generation for the players (with their input) meaning that the front-loading exists only for the one person who in general enjoys its. For the players, it's one of the smoothest gaming systems around.

I hated the Hero System the first couple of times I played and the GM created a character for me.  I read the rules, learned how they worked and how to build characters, and enjoy Hero when I'm running a character that I've built myself, and thus know how to play properly.  The problem that I've seen is that different people tend to build characters a bit differently, putting a different emphasis on attributes, skills, and powers and building powers differently.  As a result, the characters can play quite differently and it's possible for the GM to create a character that clashes with how a player wants to play it.

As for being a smooth game system, I agree that it runs smoothly but there are a few key concepts that a player has to grasp or they are going to have a lot of trouble using the system effectively, including aborting actions in combat to defend.

I don't have a problem with Hero as a player, but I found it a lot of work to GM.  I think having a pool of NPCs to draw from helps.  One of the problems I had with running both Hero and my D&D 3.5 is that it often seemed like it would take me longer to write up NPCs and monsters than the time I'd spend actually using them in a game.  If it takes me an hour to create NPCs that will be gone in half that time, I'm going to start feeling like I'm wasting my time.

Quote from: gleichman;532556A breaking point came when Steven Long decided for 6th edition that he was now God and that he would change major sections of the Rules (including dropping support for maps and minis) and go for a rather horible art style taken from Champion's Online (a IMO failed MMORPG).

Add in the lack of campaign support, the absence of a good setting, edition change burnout, and you have today's state. New players aren't willing to try such a shallow offering and older players are generally running 5th Edition.

It's a sad thing.

To be honest, I never really saw what 5th Edition gave me that 4th didn't except for a bigger and harder to use rulebook.  I do have the 5th Edition rules and some of the 5th Edition genre and setting books (I think the Hudson City book is well done) but I don't own any 6th Edition material.  If they dropped the hex-based combat, then I think I made a good choice to avoid it.

Quote from: gleichman;532556I think it was successful not for it's system so much, but for its resource books for settings and eras. Fine stuff there.

I agree with this.  I own a lot of the GURPS genre and setting books but I've never actually played a game of GURPS, nor have I felt an urge to play it.  Beyond the issue with being attribute heavy and other system-related quirks, the decision to militantly use English system measurements even for things like Traveller, which was always metric, and the use of dollar signs for costs even for fantasy settings always seemed awkward and distracting to me.
Title: Why I think Gurps and Hero are having popularity problems
Post by: This Guy on April 22, 2012, 11:07:57 PM
Quote from: Marleycat;532599I kind of agree with your take.  Whatcha think of White Wolf?

Serviceable.  Nothing super-exciting but it's simple enough that this isn't really a problem.  The main draw is that using dots makes it easy to visualize different stat combinations and how those could be interpreted in character form.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Kuroth on April 22, 2012, 11:10:57 PM
Quote from: John Morrow;532741I hated the Hero System the first couple of times I played and the GM created a character for me.  I read the rules, learned how they worked and how to build characters, and enjoy Hero when I'm running a character that I've built myself, and thus know how to play properly.  The problem that I've seen is that different people tend to build characters a bit differently, putting a different emphasis on attributes, skills, and powers and building powers differently.  As a result, the characters can play quite differently and it's possible for the GM to create a character that clashes with how a player wants to play it.

These issues are the reason systems with this level of complexity for players should have a concise description of a tailored character creation interview process.  It would alleviate many of the concept conflicts that may occur in the final result.  Of course, one would like players to take up learning a system as a whole with their own copy of a game, but I don't place this expectation upon players.  Well, I don't these days anyway.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 22, 2012, 11:11:56 PM
Quote from: John Morrow;532741The problem that I've seen is that different people tend to build characters a bit differently, putting a different emphasis on attributes, skills, and powers and building powers differently. .

This is one of the features of HERO, and why a single person designing everything (generally the GM) works best. How a character is built directly effects the flavor of the game world and that character's interaction with all the NPCs in there.

If it isn't done that way you can easily end up in conflict. For example a GM wanting a four color world can build things that way, but that would conflict with a player wanting a gritty death dealer PC. Thus Player and GM expectation  must match or the conflict will be plain in the game mechanics as well as in role-play.

I think highly of you John, but I know your PC expectations will never submit to another's in a game. I wouldn't recommend HERO to you as a result, you'd either end up unable to play the character correctly as you see it- or controlling the game world instead of the GM.


Quote from: John Morrow;532741If it takes me an hour to create NPCs that will be gone in half that time, I'm going to start feeling like I'm wasting my time.

In it's original and best genre of four color supers (and to a lesser extent most other genres) work on a NPC is never wasted in that way.

Doctor Doom doesn't just show up for issue #2 and that's it. He's around as long as the Fantastic Four are. Hydra agents are there for the life of S.H.I.E.L.D., etc.

Outside of supers there is still great reuse, just like one Skeleton in D&D is much the same as any other.

If you ended making a hour long creation one shot- It's because you decided to. Not because the system forced you to.



> To be honest, I never really saw what 5th Edition gave me that 4th didn't
> except for a bigger and harder to use rulebook.

One rule book was the one benefit, the core 4th edition was missing a lot of good things covered in 4th edition expansion. Given the choice, I always want one rulebook to cover the rules 5th was the first edition to almost do just that.

Beyond that, 5th brought little to the table (and introduced the beginning of a number of design mistakes by Steven Long).
Title: Why I think Gurps and Hero are having popularity problems
Post by: thedungeondelver on April 22, 2012, 11:24:37 PM
I love Hero System; I think 5e is just about the pinnacle of point-buy systems.  For the first time it seemed like the genre books were more interested in presenting a given genre rather than presenting another bunch of powers inside a book with a genre-artwork cover.

Being a Battletech fan, I bought Robot Warriors at the beginning of my 20+ year history with Hero System.  It was and is awful.  There was nothing about getting your giant battlemech on; there were just collections of pre-built RKAs.  Nearly zero flavor.

I felt like Hero System was good only for just that - superhero games - and left it at that.  "Dark Champions" and "Champions Fuzion" was...uh...crap...and I never bothered with it.  Then along came 5e and I was again in love.  Plus the supplement books, as I said, finally seemed to have texture of their own.  So now Hero does what I want it to which is "Everything that isn't AD&D or WHFRP".

Unfortunately, I must agree with everyone who talks about how needlessly complex it is, how it is klunky unless you've spent 20+ years getting used to it, etc.  It is not a "good" game system.  It is simply one I have gotten so used to that I feel it is a good game system. :P
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 22, 2012, 11:28:20 PM
Quote from: ggroy;532421Now that I think about it more, I suspect many of these same players would have very little to no interest in 3E/3.5E and 4E D&D, if it did not have "Dungeons and Dragons" on the front cover.

The fact that the core books had "Dungeons and Dragons" on the front cover, was the only reason they tolerated 3E/3.5E and 4E.

The D&D artwork attracts a certain kind of buyer/gamer.  Just like with magic cards.  The ones with the best artwork sold more.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 22, 2012, 11:51:27 PM
Quote from: B.T.;532482No, they're not.  GURPS is awful.  Haven't played HERO but from what I've heard, it is sub-par.  If the designers want to make GURPS work, they need to drastically simplify the system and then create genre-specific splats with self-contained rules that can optionally be grafted onto other games.  GURPS Fantasy Heartbreaker should be a completely separate game from GURPS Space Opera in the way that Werewolf is a completely separate game from Vampire.

www.themook.net/rpg/examples/close/index.php?id=one (http://www.themook.net/rpg/examples/close/index.php?id=one)

GURPS needs to stay different from other RPGs so it can continue to use other games' settings (with little conversion hassle) as its own.  I loved that link.  It shows just how brutal GURPS combat is down to the second!
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 12:13:24 AM
Quote from: Soylent Green;532592Surely Champions Online has given Hero more exposure than most other games outside D&D ever get. CO might not have been huge in MMO terms, but your still looking at tens of thousands of players who will have tried it, maybe even a hundred thousand. Most games would kill for that kind of indirect advertising.

And just to prove the point, in our group one guy started running published Champions adventures for us based on familiarity he gained with the setting playing CO. However we are using ICONS for the system.

For whatever reasons, software companies and dice RPG companies never benefit or compliment each other beyond their temporary license agreements.  I wonder how many GURPS sales would have been generated for Steve Jackson Games if SJ never pulled its license from Interplay's Fallout?  Maybe RPG designers as a whole don't want to be involved with computer games because another company is then in charge of things on that end?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 12:17:20 AM
Quote from: jeff37923;532627Hell, come to think of it, Robert Zubrin gave GURPS: Mars his personal seal of approval.

My GURPS Mars is on my bookshelf next to my Zubrin books.  :)
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 12:26:25 AM
Quote from: trechriron;5326741.Choose species
2.Choose a "home world" or nation (determines some skills)
3.Choose culture (determines some skills)
4.Choose upbringing (determines some skills)
5.Choose education or training (in phases based on years in, like a life-path or pick and choose and define time in) (determines some skills)
6.Choose profession (at game start) (determines some skills)
7.Choose social standing
8.Choose important events (these will determine contacts, allies, various disadvantage choices)
9.Have a handful of customization options that help to define the setting and genre

Interesting.  Sounds like SPI's Universe.


Quote from: trechriron;532674Then, SJGames needs to commission the creation of 3 settings. They should have a STRONG focus on adventures. The question "What do the characters do?" should be easily discernible from the book. I would suggest Fantasy, Modern Horror, and Space Opera. These are NOT genre books. They are complete RPGs powered by the GURPS toolkit.

Build it and maybe SJGames will host the site on their server for a license fee.  They have never shown interest in hiring people to write software for them.

Everyday, some kid gets an XBOX or PS3.  How many get a GURPS or a HERO book?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 12:45:39 AM
Quote from: thedungeondelver;532753It is not a "good" game system. It is simply one I have gotten so used to that I feel it is a good game system.

Everyone is in the same boat.  This describes nearly 95% of RPG paper & dice players.
Title: Why I think Gurps and Hero are having popularity problems
Post by: jeff37923 on April 23, 2012, 01:21:08 AM
Quote from: Shawn Driscoll;532765My GURPS Mars is on my bookshelf next to my Zubrin books.  :)

You are obviously a man of refined taste. :)
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 23, 2012, 02:58:36 AM
Quote from: gleichman;532625CO was never tied to the HERO System mechanics, only the medicore Champions setting (with much of the original settings edition being off limits).

Of course the main reason for that was that in order to present the typical genre tropes, the Champions Universe stole pretty much all its stuff from DC and Marvel.  :D

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: DominikSchwager on April 23, 2012, 07:16:06 AM
Quote from: danbuter;532408Both are good games, and the core rules are fairly simple (3d6 roll low). However, they both offer tons and tons of options. This is kind of like having a $10,000 mechanics tool chest with all the doodads, when all you really need is a ratchet set. While everything you can possibly want is in there somewhere, you have to basically know ALL of the rules in order to find the things you want, and to know how the various skills or powers you are not allowing will affect a game.

While you can maybe get away with a general knowledge of stuff to make your decisions, you still have to read everything. I think many people who make the argument that the "base rules are really simple" just completely miss that fact.

What also has really hurt both games, IMO, is that they are now split up into two separate books. Instead of having everything organized in just one rulebook, you now have to have both books open if your running combats (unless you're one of those people who has actually memorized everything). This is clumsy to handle at the table, and also makes looking up rules during play a major hassle. Especially if you think a rule is in book two, but is actually tucked away in a powers description in book one.

This is one of the areas that D&D has improved. By moving characters and combat into the same book (and lately even treasure), players and the DM can find everything much more quickly, if there's a question during play. Hero and Gurps are moving in the opposite direction, and I believe that's a big mistake.

I think it just boils down to this:
We have a lot of games now that do the same things simpler, faster and better.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 07:25:50 AM
Quote from: DominikSchwager;532805I think it just boils down to this:
We have a lot of games now that do the same things simpler, faster and better.

I don't know about the "better" part.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 23, 2012, 08:41:34 AM
Quote from: DominikSchwager;532805I think it just boils down to this:
We have a lot of games now that do the same things simpler, faster and better.

The D20 with it multi-classing rules, design, feats, and skills pretty much killed one of the main reasons for switching to GURPS. The ability to customize your character the way you want it. In the 25 years I been running GURPS that was the #1 appeal to gamers looking to switch away from AD&D (1st or 2nd).

Now GURPS still has more customization options but now it is a matter of inches rather than the gulf that existed before.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Bedrockbrendan on April 23, 2012, 08:50:27 AM
I thinks gurps is hurt by reputation more than anything else. It may be a bit unfair but I often hear it described as a game for people who like math or engineering (and in fairness the three people I know who really, really like gurps are your typicial math/engineer types-----actually one of my highschool buddies who was into gurps was a literature and film guy). Personally I have liked GURPS when I have played it. And I like that the core system is so easy to customize. The historical setting books are all quite solid (though they sometimes cover too broad a period for my taste they are great if you are building a fantasy campaign inspired by historical cutltures). However anytime I have suggested GURPS it is usually met with very little enthusiasm.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 11:10:38 AM
I really enjoy the GURPS system and enjoy running it. Over half of our playing group doesn't like it in spite of loving the control in character creation. The simple reason:  

NO LEVELS

There is no rush of adrenaline as your character suddenly DINGS and gains all new abilities and generally becomes more badass all around.

Even though steady gains of character points that can be used to improve immediately without waiting for levels to be gained are more immediately gratifying and useful, the lack of level climbing is the big turn off.

I don't really get it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Simlasa on April 23, 2012, 11:26:05 AM
Quote from: Exploderwizard;532827Even though steady gains of character points that can be used to improve immediately without waiting for levels to be gained are more immediately gratifying and useful, the lack of level climbing is the big turn off.

I don't really get it.
I'm guessing that's a common reaction for folks coming from D&D-ish level-based games (or video games like WOW). It really is a bit of a Pavlovian setup I think, "How do I know I'm playing if I don't see my character improve?"
Conversely, there are some people, like myself, who were always annoyed by levels... and so jumped ship as soon as we spotted games that tossed them out.
Maybe you could buy a jug of glitter and an air horn to blast at them whenever they improve a skill? Hand out cupcakes? A coupon for a blowjob down at Poontang Village?
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 23, 2012, 12:11:25 PM
Quote from: Exploderwizard;532827I really enjoy the GURPS system and enjoy running it. Over half of our playing group doesn't like it in spite of loving the control in character creation. The simple reason:  

NO LEVELS

There is no rush of adrenaline as your character suddenly DINGS and gains all new abilities and generally becomes more badass all around.

Even though steady gains of character points that can be used to improve immediately without waiting for levels to be gained are more immediately gratifying and useful, the lack of level climbing is the big turn off.

I don't really get it.

Take X Template and create a series of 10 or 20 pt level packages as an add-on to that template. They get nothing until they gain a "package" worth of points and then they can buy the new level packages.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 12:16:29 PM
Quote from: Simlasa;532831Maybe you could buy a jug of glitter and an air horn to blast at them whenever they improve a skill? Hand out cupcakes? A coupon for a blowjob down at Poontang Village?

:rotfl:

I have actually made cupcakes for our group, but not as a level up treat, just to munch on.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 12:18:34 PM
Quote from: estar;532839Take X Template and create a series of 10 or 20 pt level packages as an add-on to that template. They get nothing until they gain a "package" worth of points and then they can buy the new level packages.

I did that many years ago when developing DURPS*


*The Dweomercraefting Universal Roleplaying System
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 12:36:02 PM
Quote from: gleichman;532556A breaking point came when Steven Long decided for 6th edition that he was now God and that he would change major sections of the Rules (including dropping support for maps and minis)

That sounds awesome. I might actually play that. Please explain more. I thought the system was really tied to inches and all that.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 12:40:16 PM
Quote from: 1989;532846That sounds awesome. I might actually play that. Please explain more. I thought the system was really tied to inches and all that.

Nothing to explain, support for it is gone and it's no longer a table top role-playing game.

And there's no reason for a complex character/item system as well. Use the book as a paper weight.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 02:14:00 PM
Quote from: gleichman;532847Nothing to explain, support for it is gone and it's no longer a table top role-playing game.

And there's no reason for a complex character/item system as well. Use the book as a paper weight.

So, what did they do to the inches? How are things measured now, such that a grid cannot be used?

Weird you say it's not longer a RPG? How so?
Title: Why I think Gurps and Hero are having popularity problems
Post by: thedungeondelver on April 23, 2012, 02:56:42 PM
Quote from: gleichman;532752One rule book was the one benefit, the core 4th edition was missing a lot of good things covered in 4th edition expansion. Given the choice, I always want one rulebook to cover the rules 5th was the first edition to almost do just that.

Beyond that, 5th brought little to the table (and introduced the beginning of a number of design mistakes by Steven Long).

I liked 5e for its expansion books (see my earlier statement about setting books not being done right until 5e).  I liked some of the pre-defined perks/advantages/etc. of 5e.  I didn't see (m)any major rule changes between 4e and 5e.

If 6e has dispensed with one of the fundamentals of the game (ranges, movement etc.) couple that with no more figured stats...well, for the first time since I first played Hero System (erm, second, see Dark Champions/Fuzion), there's a game I don't want to play.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 02:58:59 PM
Quote from: 1989;532858So, what did they do to the inches? How are things measured now, such that a grid cannot be used?

Weird you say it's not longer a RPG? How so?

Ranges are just given in feet or meters, I forget which because I never used it.

And I didn't say it wasn't an RPG, I said it was no longer a table top RPG. Without a grid and minis- there's no real significant (i.e. required) use for a table.

There's also very little game left IMO but most people here don't really require much in that line in any case.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 03:14:22 PM
Quote from: gleichman;532868Ranges are just given in feet or meters, I forget which because I never used it.

And I didn't say it wasn't an RPG, I said it was no longer a table top RPG. Without a grid and minis- there's no real significant (i.e. required) use for a table.

There's also very little game left IMO but most people here don't really require much in that line in any case.

Dude, this is like the opposite of the 3.x miniatures argument.

Inch = 6 feet = 2 metres.

As long as movement rates still exist (in either inches, feet, or metres), nothing has changed.

What are you getting on about?

As for tabletop, well, I always played at a big table, but never used minis/grids, despite there being plenty of room. Books, character sheets, dice, pens, chips, pizza, pop. That's what tables are for.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 03:21:42 PM
Quote from: 1989;532873As long as movement rates still exist (in either inches, feet, or metres), nothing has changed.

A great deal has changed. In fact, everything has.

Without a grid and minis- you're combats are a made up fantasy, inconsistent and without a doubt breaking the rules multiple times during play. Unless of course all you battles are one-dimensional, in which case they are boring.

I'd never play in such a campaign, watching re-runs of NCIS is a better use of my time.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 03:23:33 PM
Quote from: gleichman;532877A great deal has changed. In fact, everything has.

Without a grid and minis- you're combats are a made up fantasy, inconsistent and without a doubt breaking the rules multiple times during play. Unless of course all you battles are one-dimensional, in which case they are boring.

I'd never play in such a campaign, watching re-runs of NCIS is a better use of my time.

So you prefer board games. Thats cool.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 03:27:21 PM
Quote from: Exploderwizard;532879So you prefer board games. Thats cool.

I perfer a game that actual simulates the action consistently and in accordance to the rules. I don't like people making trash up out of thin air and breaking the rules.

The fact that a 'board' is required to meet those needs are completely secondary and not the primary driver. If I could do without the expense and room taken, then I would.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 03:29:53 PM
Quote from: gleichman;532884I perfer a game that actual simulates the action consistently and in accordance to the rules. I don't like people making trash up out of thin air and breaking the rules.

The fact that a 'board' is required to meet those needs are completely secondary and not the primary driver. If I could do without the expense and room taken, then I would.

If 'the rules' are not needlessly complex for a roleplaying game to begin with then a board isn't required to play within said rules.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 03:35:00 PM
Quote from: Exploderwizard;532887If 'the rules' are not needlessly complex for a roleplaying game to begin with then a board isn't required to play within said rules.

If the game takes into account range, that it needs a 'board'. If it takes into account line of sight, it's even more necessary.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 03:36:52 PM
Quote from: gleichman;532892If the game takes into account range, that it needs a 'board'. If it takes into account line of sight, it's even more necessary.

I'm confused are you talking about about playing without a GM?  If so than I agree.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 03:42:32 PM
Quote from: gleichman;532877A great deal has changed. In fact, everything has.

Without a grid and minis- you're combats are a made up fantasy, inconsistent and without a doubt breaking the rules multiple times during play. Unless of course all you battles are one-dimensional, in which case they are boring.

I'd never play in such a campaign, watching re-runs of NCIS is a better use of my time.

But you can still use grids and minis. 1 inch = 1 square = 2 metres, or whatever you like.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 23, 2012, 03:53:05 PM
Quote from: gleichman;532892If the game takes into account range, that it needs a 'board'. If it takes into account line of sight, it's even more necessary.

Sure I agree with that but older iterations of the game (DnD) didn't have that so the grid wasn't absolutely needed until you get to 3.5 and beyond.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 04:00:03 PM
Quote from: Marleycat;532909Sure I agree with that but older iterations of the game (DnD) didn't have that so the grid wasn't absolutely needed until you get to 3.5 and beyond.

Too much of D&D are corridoor and doorway fights, but even then I have never seen any version of D&D played without a grid and minis (or some markers) in real life.

I had to go online to hear people make that the claim that they play without them. And if they do, I say they play poorly.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 04:03:00 PM
Quote from: 1989;532903But you can still use grids and minis. 1 inch = 1 square = 2 metres, or whatever you like.

Takes time and effort to convert (reminding me each time that the game is junk), far easier to stick with 5th edition where grids and minis were directly supported and area of effects well defined.

The market seems to agree, 5th was a major success, while 6th edition resulted in them basically closing shop.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 04:05:19 PM
Quote from: Exploderwizard;532896I'm confused are you talking about about playing without a GM?  If so than I agree.

I'm not interesting in the GM making up answers to range and line sight questions. So his present or lack means nothings.

I'm interested solely in objective answers to such questions.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 04:35:42 PM
Quote from: gleichman;532917Takes time and effort to convert (reminding me each time that the game is junk), far easier to stick with 5th edition where grids and minis were directly supported and area of effects well defined.

The market seems to agree, 5th was a major success, while 6th edition resulted in them basically closing shop.

Range of Death Ray is 20 metres ... = 10 squares. Sounds easy enough to me.

Are you a metric hater?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 23, 2012, 04:39:05 PM
Quote from: gleichman;532913Too much of D&D are corridoor and doorway fights, but even then I have never seen any version of D&D played without a grid and minis (or some markers) in real life.

I had to go online to hear people make that the claim that they play without them. And if they do, I say they play poorly.

Each to there own. I've been in good Dnd and GURPS games with or without grids it's up to personal style.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 04:46:00 PM
Quote from: gleichman;532913Too much of D&D are corridoor and doorway fights, but even then I have never seen any version of D&D played without a grid and minis (or some markers) in real life.

I had to go online to hear people make that the claim that they play without them. And if they do, I say they play poorly.

Get out! I've never seen a game of D&D played WITH grids.

Actually, I have . . . and I left the group. harharhar

Gleichman, you are the King of Grid.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Simlasa on April 23, 2012, 05:04:16 PM
Quote from: 1989;532928Get out! I've never seen a game of D&D played WITH grids.
The first game of 4e I sat in on was on a grid. I've played skirmish wargames that had (a LOT) more roleplaying going on... but I blame that on the players.
Our game table has a big grid covering that the GM made... so pretty much all our battles (anything with more than 2 combatants) are on a grid, with miniatures or markers of some sort.
Personally I'd rather abstain unless something really complex is happening.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 06:46:02 PM
Quote from: Exploderwizard;532827I really enjoy the GURPS system and enjoy running it. Over half of our playing group doesn't like it in spite of loving the control in character creation. The simple reason:  

NO LEVELS

There is no rush of adrenaline as your character suddenly DINGS and gains all new abilities and generally becomes more badass all around.

Even though steady gains of character points that can be used to improve immediately without waiting for levels to be gained are more immediately gratifying and useful, the lack of level climbing is the big turn off.

I don't really get it.

They learned that way of thinking from their video games.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 06:55:10 PM
Quote from: Simlasa;532831I'm guessing that's a common reaction for folks coming from D&D-ish level-based games (or video games like WOW).

My brother is addicted to WoW.  I'll watch some of his gaming.  But all it is is a chase camera (so all you ever see of your character is the back end) following you and nothing in the game attacks unless you attack it first.  Then the "enemy" runs up to face you and it's melee time (which means repeatedly pressing a button faster and faster than the other guy until someone falls dead).

Repeat this same process ad nauseum.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 07:08:28 PM
Quote from: gleichman;532913Too much of D&D are corridoor and doorway fights, but even then I have never seen any version of D&D played without a grid and minis (or some markers) in real life.

I had to go online to hear people make that the claim that they play without them. And if they do, I say they play poorly.

I've watched such games.  It's painful.  People sitting around the room asking the DM where their character is in relation to the guy they want to attack.  And the DM saying, "He's behind you."  And another player asking, "What is my character doing?  Am I close enough to help them?"

These people obviously have known each other for years and this is more just a social night for them and not a serious RPG session.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 23, 2012, 07:09:00 PM
Quote from: gleichman;532877Without a grid and minis- you're combats are a made up fantasy, inconsistent and without a doubt breaking the rules multiple times during play. Unless of course all you battles are one-dimensional, in which case they are boring.
Holy crap, I've been doing it WRONG for over 25 years! :eek:

:p :rolleyes: ;)

Now, don't get me wrong; I've used a whiteboard to draw at tabletop before; or even Paint + Wacom tablet for online games, but I've never felt like a grid was required.

To be honest, the first time I ever saw a battlemap used (other than at a Con), was for D&D 3.5
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 07:12:24 PM
Quote from: gleichman;532917Takes time and effort to convert (reminding me each time that the game is junk), far easier to stick with 5th edition where grids and minis were directly supported and area of effects well defined.

The market seems to agree, 5th was a major success, while 6th edition resulted in them basically closing shop.

It took a store in town over a year to sell four 6th edition vol 1 books and only one of the vol 2 books.  That told me the game lost some of its magic since 5th edition.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 07:29:05 PM
Quote from: 1989;532925Range of Death Ray is 20 metres ... = 10 squares. Sounds easy enough to me.

Are you a metric hater?

No, but I don't prefer it.


Here's a example of why grids and minis are needed

The (P)layers are in position A
Tango A is 50 meters directly north of them
Tango B is 75 meters directly west of the tem
There's a 5 meter by 6 meter (runing east-west) building 25 meters to the northwest.
(A)llied NPC is 25 meters to the south and 5 meters to the west of (P)


(A) attempts to uses their telepathic Dominate power to subvert Tango B into attacking Tango A


Questions:
What's the Range between (A) and Tango B
What's the range between Tango B and Tango A?
Does the building block line of sight between Tango B and Tango A?
Does the building block line of sight between (A) and Tango B?

Yes, you can figure that out by basic Geometry- have fun with the squaring and square roots. meanwhile A grid and mini (or well scaled drawing) will reveal the answers in a glance. And have fun placing the building in relation to the newly revealed line of fire.

Now, mulitple the number of figures on both sides by a factor of ten or more. I run battles with 20 to 60 combatants typically- and at times up to 300 figures on the board. Muliple the terrain features by a factor of ten as well. And I want correct and consistent answers to any question of range, position, facing, and line of sight *immediately* to keep the battle flowing.

This isn't your D&D hallway fight with a 10' front followed by another hallway fight with a 10' fight. I outgrewth those 36 years ago.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 23, 2012, 07:40:49 PM
6th Edition changes so little, it doesn't make sense to change over from 5th, especially given the mountain of material I have bought (admittingly second-hand).

There's less of a change between 5th & 6th edition HERO, than between 3.0 & 3.5 D&D.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Butcher on April 23, 2012, 07:51:15 PM
I have very little experience with HERO, and all of it 4e.

What changed between 4e and 5e?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 23, 2012, 07:53:03 PM
Quote from: gleichman;532978I run battles with 20 to 60 combatants typically- and at times up to 300 figures on the board. Muliple the terrain features by a factor of ten as well. And I want correct and consistent answers to any question of range, position, facing, and line of sight *immediately* to keep the battle flowing.
Not meaning to be snide, but do you think that's the norm for most RPG games?
It's something I see far more often in miniature wargames (like WH/WH40k or Chainmail, etc).
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 07:59:01 PM
Quote from: Shawn Driscoll;532973These people obviously have known each other for years and this is more just a social night for them and not a serious RPG session.

What makes an RPG session "serious"?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 08:04:01 PM
For some reasons, I am reminded of this:

http://www.youtube.com/watch?v=Jwn9imAGbjc&feature=related

"Put the beers down. This is a serious game."
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 23, 2012, 08:05:59 PM
Quote from: The Butcher;532982I have very little experience with HERO, and all of it 4e.

What changed between 4e and 5e?
I didn't play previous to 5th, but my understanding is they basically took it back to 3rd; added in several new powers, advantages, and disadvantages; and condensed the ruleset as much as possible to the one book.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 08:06:31 PM
Quote from: Novastar;532983Not meaning to be snide, but do you think that's the norm for most RPG games?
It's something I see far more often in miniature wargames (like WH/WH40k or Chainmail, etc).

Not meaning to be snide, but don't you think it might be possible for you to do the same in a RPG if you but used a map and minis? And thus used your brain to play the game instead of wasting it on (incorrectly) visuallizing it.

For me, these are not uncommon numbers. Nor have I every had a single new players express surprise when they encounter them (Ok, the 300 figures was considered rather cool and special).
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 23, 2012, 08:07:47 PM
Quote from: misterguignol;532984What makes an RPG session "serious"?

Pipes, a measuring stick, and a slight frown.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 08:10:27 PM
Quote from: The Butcher;532982I have very little experience with HERO, and all of it 4e.

What changed between 4e and 5e?

This is just for character generation (https://www.herogames.com/get/Sixth%20Edition%20Character%20Conversion%20Summary.pdf).

The lost of figured characteristics caused huge point inflation. There were other negative impacts, but I leave them for you to find.

There were a number of core rule changes as well. Everyone got Missile Deflection free for example. It's been a while, so I hope you won't mind if I don't detail them all.

Opps, that's between 5th and 6th, not the 4th and 5th you requested. Old information, but lots of the powers changed. Basically point inflation to buy stuff in 5th that was cheaper in 4th- the changes weren't as serious as 5th to 6th.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 08:11:24 PM
Quote from: One Horse Town;532988Pipes, a measuring stick, and a slight frown.

If you have pipes, you must have drums and bugles as well.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 08:11:31 PM
Quote from: One Horse Town;532988Pipes, a measuring stick, and a slight frown.

Somebody gets it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 23, 2012, 08:18:18 PM
Quote from: gleichman;532991If you have pipes, you must have drums and bugles as well.

I do! :)

Hey, Brian. Good to see you.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 23, 2012, 08:19:18 PM
Quote from: misterguignol;532984What makes an RPG session "serious"?
The ability to tell other people "They're doing it wrong." :p
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 08:26:01 PM
Quote from: One Horse Town;532994I do! :)

Hey, Brian. Good to see you.

Hi. I hope you're doing well.

Not back for long, just responding some this HERO thread and a d100 thread (rare subjects for this place).
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 08:40:52 PM
Quote from: Shawn Driscoll;532971My brother is addicted to WoW.  I'll watch some of his gaming.  But all it is is a chase camera (so all you ever see of your character is the back end) following you and nothing in the game attacks unless you attack it first.  Then the "enemy" runs up to face you and it's melee time (which means repeatedly pressing a button faster and faster than the other guy until someone falls dead).

Repeat this same process ad nauseum.

Not all true. Yes you do watch the rear end of the toon ( why I liked to play female toons back when I played).

Yes things do attack you first. Its called aggro radius. The weaker you are compared to the monster the larger the radius is. For a joke we took a level 2 gnome warrior outside Shattrath (level 60-70 zone) to see how long it would take to die. Spiders and wolves came running from the other side of the zone! She was dead in one bite. :D

Does it get boring and repetitive?  Yes. I have satisfied my curiosity with such games.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 23, 2012, 08:47:20 PM
Quote from: gleichman;532987Not meaning to be snide, but don't you think it might be possible for you to do the same in a RPG if you but used a map and minis? And thus used your brain to play the game instead of wasting it on (incorrectly) visuallizing it.
Sure, I could use a map and mini's.

But I've found there are far more (and far more heated) arguements about "line-of-sight" and "cover" from using mini's, than "oh, that's not what I visualized..." in keeping it more freeform.

Oh, and nice dig at my intelligence, because I play differently than you. It adds class to an otherwise valid point in your post.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 08:49:53 PM
Quote from: Novastar;533005But I've found there are far more (and far more heated) arguements about "line-of-sight" and "cover" from using mini's, than "oh, that's not what I visualized..." in keeping it more freeform.

Line of sight and cover problems when using grid and minis? I see the uses of rules and a length of string are are beyond you.

Maybe you should play with people who understand the method for a while. It's amazing what you can learn.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:02:15 PM
Quote from: gleichman;533006Line of sight and cover problems when using grid and minis? I see the uses of rules and a length of string are are beyond you.

Maybe you should play with people who understand the method for a while. It's amazing what you can learn.

Yes, the way you play a game of make-believe about comic book heroes (a genre invented for children) is very, very sophisticated.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 23, 2012, 09:05:48 PM
Quote from: gleichman;533006Line of sight and cover problems when using grid and minis? I see the uses of rules and a length of string are are beyond you.

Maybe you should play with people who understand the method for a while. It's amazing what you can learn.

Precise rules and meticulous measurements are awesome for a wargame. Not everyone needs all that to play an rpg. For some, the game is not just the rules. The game is all the cool shit that happens in the collective imaginations of those playing.
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 23, 2012, 09:08:08 PM
Quote from: misterguignol;533008Yes, the way you pay a make-believe game about comic book heroes (a genre invented for children) is very, very sophisticated.

I'd sort that grammar out if i were you.

I don't think that either Hero or GURPS is a make-believe game.

They actually exist!
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 23, 2012, 09:08:33 PM
Quote from: Kuroth;532751These issues are the reason systems with this level of complexity for players should have a concise description of a tailored character creation interview process.  It would alleviate many of the concept conflicts that may occur in the final result.

The problem isn't so much one of concept conflicts but how the character plays during the game.  You can see this in action in threads where someone asks how others would build a power in Hero and different people can offer vastly different opinions on how to build it, each choice impacting how the power is played or works.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:10:10 PM
Quote from: One Horse Town;533012I'd sort that grammar out if i were you.

I don't think that either Hero or GURPS is a make-believe game.

They actually exist!

Fixed, Dad!
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 23, 2012, 09:13:51 PM
Quote from: misterguignol;533015Fixed, Dad!

D'oh! Your edit reason isn't grammatically correct.

I'm having conniptions here! ;)
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:15:18 PM
Quote from: One Horse Town;533018D'oh! Your edit reason isn't grammatically correct.

I'm having coniptions here! ;)

Looks like my work is done here; I aim for causing at least one seizure a day on the RPGsite.
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 23, 2012, 09:19:03 PM
Quote from: misterguignol;533019Looks like my work is done here; I aim for causing at least one seizure a day on the RPGsite.

Grr, argh, flargan, brr.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 09:31:59 PM
Quote from: gleichman;532978No, but I don't prefer it.


Here's a example of why grids and minis are needed

The (P)layers are in position A
Tango A is 50 meters directly north of them
Tango B is 75 meters directly west of the tem
There's a 5 meter by 6 meter (runing east-west) building 25 meters to the northwest.
(A)llied NPC is 25 meters to the south and 5 meters to the west of (P)


(A) attempts to uses their telepathic Dominate power to subvert Tango B into attacking Tango A


Questions:
What's the Range between (A) and Tango B
What's the range between Tango B and Tango A?
Does the building block line of sight between Tango B and Tango A?
Does the building block line of sight between (A) and Tango B?

Yes, you can figure that out by basic Geometry- have fun with the squaring and square roots. meanwhile A grid and mini (or well scaled drawing) will reveal the answers in a glance. And have fun placing the building in relation to the newly revealed line of fire.

Now, mulitple the number of figures on both sides by a factor of ten or more. I run battles with 20 to 60 combatants typically- and at times up to 300 figures on the board. Muliple the terrain features by a factor of ten as well. And I want correct and consistent answers to any question of range, position, facing, and line of sight *immediately* to keep the battle flowing.

This isn't your D&D hallway fight with a 10' front followed by another hallway fight with a 10' fight. I outgrewth those 36 years ago.

You OUTGREW them! That's rich, man.

Please tell me this is a joke.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:33:11 PM
Quote from: Exploderwizard;533011The game is all the cool shit that happens in the collective imaginations of those playing.

Anyone can imagine stuff, it's only interesting if it's done correctly by the rules. Otherwise it's just an excercise in freely getting what you want. The mark of a child's imagination, not an adult's.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 09:34:24 PM
This thread has been most enlightening.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:37:44 PM
Quote from: 1989;533023You OUTGREW them! That's rich, man.

Please tell me this is a joke.

I would hope that have more than three decades of doing something, I would grown beyond where I started.

But if you're still doing that same 10' hallway battle, don't let me get in your way. Heck, I'll even agree that's there's no need for a map and minis for it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:39:13 PM
Quote from: gleichman;533024Anyone can imagine stuff, it's only interesting if it's done correctly by the rules. Otherwise it's just an excercise in freely getting what you want. The mark of a child's imagination, not an adult's.

How does someone imagine incorrectly?
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:40:17 PM
Quote from: misterguignol;533008Yes, the way you play a game of make-believe about comic book heroes (a genre invented for children) is very, very sophisticated.

I don't playing a game by the rules can be called sophisticated. It's generally called playing a game by the rules. And not doing so is called cheating.

If you don't want grids and minis- play a game that doesn't have ranges and line of sight. They exist.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:41:21 PM
Quote from: misterguignol;533028How does someone imagine incorrectly?

When what they've imagined breaks the rules of the game they are playing, i.e. when they don't apply the correct range modifiers and/or fail to account for blocking terrain when the rules require otherwise.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:41:26 PM
Quote from: gleichman;533029If you don't want grids and minis- play a game that doesn't have ranges and line of sight. They exist.

Oh, like Hero, you mean? ;)
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:42:19 PM
Quote from: misterguignol;533032Oh, like Hero, you mean? ;)

Sadly for you, it still has both in 6th edition. It just offers little support for using them.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:42:35 PM
Quote from: gleichman;533031When what they've imagined breaks the rules of the game they are playing, i.e. when they don't apply the correct range modifiers and/or fail to account for blocking terrain when the rules require otherwise.

Isn't that what the GM is for?  You don't need a grid or minis for that.  All you need is a GM to say, "There is blocking terrain in your way."
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:43:05 PM
Quote from: gleichman;533033Sadly for you, it still has both in 6th edition. It just offers little support for using them.

I'll cope!  I am a man of great emotional resilience.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:44:23 PM
Quote from: misterguignol;533034Isn't that what the GM is for?  You don't need a grid or minis for that.  All you need is a GM to say, "There is blocking terrain in your way."

The GM is as bound by the rules as the players. He can't handwave away blocking terrain or alter distances at his whim.

Any GM willing to do so is not worthy of the title and responsiblity granted him.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 09:45:27 PM
This thread feels like an episode of Twilight Zone, where RPG.site and The Forge collided, and merged into one beast.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:46:10 PM
Quote from: gleichman;533038The GM is as bound by the rules as the players. He can't handwave away blocking terrain or alter distances at his whim.

Any GM willing to do so is not worthy of the title and responsiblity granted him.

Rule 0 is the best rule though.

As far as titles and responsibilities go, "Game Master" ranks way low on the totem pole.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 23, 2012, 09:47:33 PM
Quote from: misterguignol;533028How does someone imagine incorrectly?

As in The Road Runner vs. Wile E. Coyote type of "physics"?  :D
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:48:04 PM
Quote from: Rincewind1;533039This thread feels like an episode of Twilight Zone, where RPG.site and The Forge collided, and merged into one beast.

Over the years, therpgsite has become more and more like the Forge. They were big on removing grid and minis as well, lumping them into the Gamist definition which wasn't taken seriously.

Grids and minis get in the way of Narrative you know. No Forger would stand for it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:48:47 PM
Quote from: ggroy;533043As The Road Runner vs. Wile E. Coyote type of "physics"?  :D

What if you're playing Toon?  WHAT THEN??
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 23, 2012, 09:49:52 PM
Quote from: misterguignol;533045What if you're playing Toon?  WHAT THEN??

Just add in antigravity.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:51:05 PM
Quote from: misterguignol;533041Rule 0 is the best rule though.

Rule 0 when used to justify plainly incorrect decisions by the GM is a lie. Such a GM should soon find himself lacking players.


Quote from: misterguignol;533041As far as titles and responsibilities go, "Game Master" ranks way low on the totem pole.

In your case, yes.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:52:33 PM
Quote from: gleichman;533048In your case, yes.

Please enlighten me to the roles in life one finds oneself inhabiting that rank lower than the vaulted status of Game Master.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:54:11 PM
Quote from: misterguignol;533049Please enlighten me to the roles in life one finds oneself inhabiting that rank lower than the vaulted status of Game Master.

Don't be smartass, the subject is role-playing games- a rather insignificant hobby. Not the wider experience of all of life.

In that narrow range, you suck. In the wider range of all of life- you don't even rate.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 23, 2012, 09:54:37 PM
Quote from: misterguignol;533049Please enlighten me to the roles in life one finds oneself inhabiting that rank lower than the vaulted status of Game Master.

For some individuals, "Game Master" is an extension of their ego.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 09:55:10 PM
Quote from: gleichman;533048Rule 0 when used to justify plainly incorrect decisions by the GM is a lie. Such a GM should soon find himself lacking players.

Well, since I managed to play this way for 5 years and still have a huge stream of players...how much time have I left, Doctor?
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:55:35 PM
Quote from: ggroy;533052For some individuals, "Game Master" is an extension of their ego.

Perhaps those who think they are above the rules.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:56:05 PM
Quote from: Rincewind1;533053Well, since I managed to play this way for 5 years and still have a huge stream of players...how much time have I left, Doctor?

Bad GMs often find bad players.

In fact, they seem to be the majority online.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 09:56:44 PM
Quote from: gleichman;533055Bad GMs often find bad players.

In fact, they seem to be the majority online.

Remember guys how Ancient Gamer used to know how good of a GM you were from online posts?
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 09:58:02 PM
Quote from: Rincewind1;533056Remember guys how Ancient Gamer used to know how good of a GM you were from online posts?

You've admitted that you don't following the rules correctly. For my tastes, that's enough information- I don't care how good you may otherwise be.

And I know nothing of Ancient Gamer.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:58:38 PM
Quote from: gleichman;533050In that narrow range, you suck. In the wider range of all of life- you don't even rate.

Question 1: How often do you play RPGs and how many players do you have?

Question 2: What do you do for a living?  I want to know how you rate according to my totally arbitrary and just made-up-on-the-spot standards.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 23, 2012, 09:58:49 PM
Quote from: gleichman;532752This is one of the features of HERO, and why a single person designing everything (generally the GM) works best. How a character is built directly effects the flavor of the game world and that character's interaction with all the NPCs in there.

If it isn't done that way you can easily end up in conflict. For example a GM wanting a four color world can build things that way, but that would conflict with a player wanting a gritty death dealer PC. Thus Player and GM expectation  must match or the conflict will be plain in the game mechanics as well as in role-play.

The group I played with has a four-color vs. gritty split so we often wind up with something that's somewhere in between, where the PCs must have at least a reluctance to kill (Common, Moderate) and a general desire to do good, but the PCs can use deadly force if the situation warrants it, particularly when the bad guys are very evil.  I've still seen some problems with genre expectations, even between the four-color favoring players, that had nothing to do with character creation but interpreting what was happening and how things should be dealt with in the game.

We talk about tone and setting before anyone creates characters.  We've also always used more than just points to define the limits of a valid character, akin to the Character Ability Guidelines Table.  That puts everyone on the same page with respect to what ability ranges are valid.  It also helps to respect the caution and stop signs in the book and the GM generally says no to using those without scrutiny.  It's worked out pretty well for us.

Quote from: gleichman;532752I think highly of you John, but I know your PC expectations will never submit to another's in a game. I wouldn't recommend HERO to you as a result, you'd either end up unable to play the character correctly as you see it- or controlling the game world instead of the GM.

Well, I try to set my PC expectations to the game when I create my character and we talk about expectations and tone before the game.  If I know what kind of game I'm building a character for, I can generally create an appropriate character.

I have no desire to play a Punisher or Rorschach type killer but I also have trouble wrapping my head around the full four-color mindset.  At some point, when Doctor Doom or the Joker shows up for the fourth or fifth time, I have trouble playing a character who happily sends them back for the sixth and seventh time, especially with the naive expectation that this time, they won't escape, even though they always have in the past.

So if you mean that full-blown four-color spandex Hero is not for me, I think that's a fair assessment.  But it's worked fine for me as something a bit more dark and realistic, which is why we keep coming back to Hudson City as a setting, even though we probably don't play it as dark as Dark Champions probably intends.  The tone I prefer is something akin to the Unbreakable, Ghost Rider, Iron Man, Priest, The Cape, and Smallville rather than things like Superman, the Wonder Woman TV show, or Sky High (which I like a great deal as a movie, so it's not intended as an insulting example).  On the other hand, I'm also not looking for Watchmen or Kick Ass, either.  Hero, as a system, can do that whole range, largely depending on (A) how common and powerful Killing Attacks are, (B) the Psychological Limitations characters are expected to have (e.g., Code Against Killing, Reluctance to Kill, No Compunctions about Killing Bad Guys), and (C) how the GM has NPCs react to situations.

Quote from: gleichman;532752In it's original and best genre of four color supers (and to a lesser extent most other genres) work on a NPC is never wasted in that way.

Doctor Doom doesn't just show up for issue #2 and that's it. He's around as long as the Fantastic Four are. Hydra agents are there for the life of S.H.I.E.L.D., etc.

That's a fair point.  My D&D game wasn't four-color and the Hero System science fiction game I ran, the players were largely fighting what could best be described as fairly unique monsters, so reuse didn't seem appropriate for me, but that was my choice.

Quote from: gleichman;532752Outside of supers there is still great reuse, just like one Skeleton in D&D is much the same as any other.

Sure, and I probably could have been more generic with the NPCs that the players fought in my D&D game, but tended to create NPCs with a backstory and particular abilities.  

Quote from: gleichman;532752If you ended making a hour long creation one shot- It's because you decided to. Not because the system forced you to.

Again, fair enough.

Quote from: gleichman;532752One rule book was the one benefit, the core 4th edition was missing a lot of good things covered in 4th edition expansion. Given the choice, I always want one rulebook to cover the rules 5th was the first edition to almost do just that.

We tended to stick with the 4th Edition Campions book and didn't use material from the expansions, so that would explain why I didn't notice this.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 09:59:56 PM
Quote from: Rincewind1;533056Remember guys how Ancient Gamer used to know how good of a GM you were from online posts?

OMG I was totally thinking "Ancient Gamer" too!  We're Psychic Twins today, Rince.  But I assume because OHT seems to know this fellow it can't be the same person.

Can it?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 10:01:39 PM
Quote from: misterguignol;533061OMG I was totally thinking "Ancient Gamer" too!  We're Psychic Twins today, Rince.  But I assume because OHT seems to know this fellow it can't be the same person.

Can it?

Well, he certainly has a tighter hold on English - my bet would be he's AG from parallel universe.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Butcher on April 23, 2012, 10:01:50 PM
Quote from: gleichman;533024Anyone can imagine stuff, it's only interesting if it's done correctly by the rules.

(http://t2.gstatic.com/images?q=tbn:ANd9GcT6hEtwnnnlFm7nWZ5VDowj269CUY3NJ5qXuZaG2ndbpIlzWMnsng)
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 10:02:03 PM
Quote from: misterguignol;533059Question 1: How often do you play RPGs and how many players do you have?.

If you've been reading my posts, you should already know the answer to that question.

Since it's plain you're not reading them, I'll waste no time on you going forward.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 10:03:09 PM
Quote from: Rincewind1;533062Well, he certainly has a tighter hold on English - my bet would be he's AG from parallel universe.

That's actually a good point.  I was totally getting an Kewlmarine vibe though.  Good thing we didn't ask if he'd punch Marleycat in the face.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 10:04:01 PM
Quote from: John Morrow;533060We talk about tone and setting before anyone creates characters.  We've also always used more than just points to define the limits of a valid character, akin to the Character Ability Guidelines Table.  That puts everyone on the same page with respect to what ability ranges are valid.  It also helps to respect the caution and stop signs in the book and the GM generally says no to using those without scrutiny.  It's worked out pretty well for us.

This a good way to manage things.

So why is it that you have to design the character instead of the GM if you are in fact meeting his requirements?
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 10:04:18 PM
Quote from: gleichman;533064If you've been reading my posts, you should already know the answer to that question.

Since it's plain you're not reading them, I'll waste no time on you going forward.

So, unemployed, huh?  That's rough.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 10:10:21 PM
Quote from: misterguignol;533069So, unemployed, huh?  That's rough.

Hey now, most unemployed people I played RPG online were great and chill people. The answer I'd have deduced would be "Never".
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 23, 2012, 10:13:12 PM
Quote from: gleichman;532913Too much of D&D are corridoor and doorway fights, but even then I have never seen any version of D&D played without a grid and minis (or some markers) in real life.

I think I've always used a grid or hex map for anything but the most simple battles, going back to Traveller in high school.  We even use Battle Mats when we play Fudge.

Quote from: gleichman;532978Now, mulitple the number of figures on both sides by a factor of ten or more. I run battles with 20 to 60 combatants typically- and at times up to 300 figures on the board. Muliple the terrain features by a factor of ten as well. And I want correct and consistent answers to any question of range, position, facing, and line of sight *immediately* to keep the battle flowing.

While we don't generally go into the hundreds, battles with 20-30 combatants are fairly common.  This led me to ask people who claim that grid or hex maps aren't necessary how large their battles normally are in a thread a while back because I'm not sure how a GM and players could keep track of the actions of 20 NPCs without one.  I think a lot of people simply don't have battles this large.  It's also my experience that timing and position matter a great deal but a lot of people don't seem to do much with that, either.  Yes, you can handle 20 NPCs in a fight in a hallway because the battle movement becomes one dimensional, like the old Wizardry computer game.

A few years ago, someone on RPG.net was describing how one of the minor darlings handled one-on-one combats really well but didn't do so well if the PCs tried to fight the same opponent together.  I found that a stunning deficiency, akin to saying a car is great so long as you drive it fast straight ahead, but it doesn't turn very well and can't go in reverse.  I don't drag race so I wouldn't have much use for a car like that.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 23, 2012, 10:13:23 PM
Quote from: Rincewind1;533071Hey now, most unemployed people I played RPG online were great and chill people. The answer I'd have deduced would be "Never".

I have nothing against the unemployed and wish them the best of luck.  

I was merely noting that Kewlman didn't want to answer Question 2 after suggesting that I inhabit a lowly rank in life; I can only assume his rank is even lowlier and he feels a bit bad about this.  I hope the economy takes a turn for the better and he does well for himself someday.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 10:16:49 PM
Quote from: John Morrow;533073While we don't generally go into the hundreds, battles with 20-30 combatants are fairly common.  This led me to ask people who claim that grid or hex maps aren't necessary how large their battles normally are in a thread a while back because I'm not sure how a GM and players could keep track of the actions of 20 NPCs without one.  I think a lot of people simply don't have battles this large.  It's also my experience that timing and position matter a great deal but a lot of people don't seem to do much with that, either.  Yes, you can handle 20 NPCs in a fight in a hallway because the battle movement becomes one dimensional, like the old Wizardry computer game.

I've GMed a battle of 40 Imperial Troops against 200 Fimirs + wizards + Greater Demon, and we managed very fine with just a bunch of tokens from a battle game (then again, I am quite pro - token/pro - figures, if not pro - grind etc.), and a rough drawing showing the area where the battle took place.


Quote from: misterguignol;533074I have nothing against the unemployed and wish them the best of luck.  

I was merely noting that Kewlman didn't want to answer Question 2 after suggesting that I inhabit a lowly rank in life; I can only assume his rank is even lowlier and he feels a bit bad about this.  I hope the economy takes a turn for the better and he does well for himself someday.

I know you didn't, I was just stressing that one out. You know, so that someone who just enters RPGsite, does not think for a moment (the shame that'd be!!!) that we hate unemployed or something.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 10:20:54 PM
Quote from: John Morrow;533073I think I've always used a grid or hex map for anything but the most simple battles, going back to Traveller in high school.  We even use Battle Mats when we play Fudge.

My first D&D session used a chess board and some plastic knights we had from an old toy set. Battle maps and mins weren't availble yet although that quickly changed.

Quote from: John Morrow;533073While we don't generally go into the hundreds, battles with 20-30 combatants are fairly common.  This led me to ask people who claim that grid or hex maps aren't necessary how large their battles normally are in a thread a while back because I'm not sure how a GM and players could keep track of the actions of 20 NPCs without one.  I think a lot of people simply don't have battles this large.  It's also my experience that timing and position matter a great deal but a lot of people don't seem to do much with that, either.  Yes, you can handle 20 NPCs in a fight in a hallway because the battle movement becomes one dimensional, like the old Wizardry computer game.


This seems to be the case with most of the members of this site. One-dimensional combats (forward/reverse) or limited to very small numbers of characters and a GM and players willing to ignore the rules and just have things go the way they want them to.

Forge concepts have indeed spread far and way. The course of this thread would have been very different say 10 or 15 years ago.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 23, 2012, 10:22:05 PM
Quote from: gleichman;533068So why is it that you have to design the character instead of the GM if you are in fact meeting his requirements?

Because I'm going to take things into account about how I want to play the character that the GM may not and also capture nuances of the concept that I might not communicate well.  For example, when I create Martial Artists, I tend to work within Normal Characteristic Maxima under the assumption that the characters abilities are the result of special training.  The Hero GM in my group tends to do what I'd do with Skills and Damage Levels with attributes, so he might build me a hero with Strength of 30 or 40 to get the damage I'd get with Damage Levels but without the other Strength advantages like lifting ability.  When it comes to things like power pools, the player needs to know how they want to play the slots and how they are going to allocate things like Multipower slots in play.  One character may be able to do A and B, A and C, or B and C while another character will work with A, B, and C.  Adding advantages like Reduced Endurance or Zero Endurance can also really change how a character is played, being able to go all out for rounds instead of having to worry about pauses to recover.  

At the most basic level, another person is going to make different choices than I would, and that's going to impact the way the character plays, especially in a system like Hero where things are so specifically defined.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 10:27:37 PM
Quote from: John Morrow;533078Because I'm going to take things into account about how I want to play the character that the GM may not and also capture nuances of the concept that I might not communicate well.  For example, when I create Martial Artists, I tend to work within Normal Characteristic Maxima under the assumption that the characters abilities are the result of special training.  The Hero GM in my group tends to do what I'd do with Skills and Damage Levels with attributes, so he might build me a hero with Strength of 30 or 40 to get the damage I'd get with Damage Levels but without the other Strength advantages like lifting ability..

Ah, I see.

That sort of thing would cause me a real problem as a player because normal humans shouldn't have a Strength at that level. It would unhinge my ability to make sense of his world unless I started to treat it like a cartoon where normal men hurl cars whenever they want to.


Quote from: John Morrow;533078At the most basic level, another person is going to make different choices than I would, and that's going to impact the way the character plays, especially in a system like Hero where things are so specifically defined.

It's all good if the GM signs off on it. And it doesn't appear that he's a very demanding sort.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 23, 2012, 10:30:13 PM
Quote from: gleichman;533077My first D&D session used a chess board and some plastic knights we had from an old toy set. Battle maps and mins weren't availble yet although that quickly changed.

I originally used graph paper (1/4" and 1/2") and small Legos for markers.

Quote from: gleichman;533077This seems to be the case with most of the members of this site. One-dimensional combats (forward/reverse) or limited to very small numbers of characters and a GM and players willing to ignore the rules and just have things go the way they want them to.

If people enjoy one-dimensional combats or combats with limited tactical details, I'm fine with that.  Given that I found Wizardry entertaining in High School and college, there must have been something enjoyable about it, though I'm at a loss to remember what it was.

Quote from: gleichman;533077The course of this thread would have been very different say 10 or 15 years ago.

I do wonder if the people most interested in tactical combat have migrated to MMORPGs, first person shooters, and other online games that are all about representing the tactical situation of characters.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Black Vulmea on April 23, 2012, 10:35:06 PM
Quote from: gleichman;533077This seems to be the case with most of the members of this site. One-dimensional combats (forward/reverse) or limited to very small numbers of characters and a GM and players willing to ignore the rules and just have things go the way they want them to.
For simple combats I'll eyeball it - for more complex encounters, out comes the tape measure and the protractor.

Grids are for pussies.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 23, 2012, 10:36:41 PM
Quote from: gleichman;533080That sort of thing would cause me a real problem as a player because normal humans shouldn't have a Strength at that level. It would unhinge my ability to make sense of his world unless I started to treat it like a cartoon where normal men hurl cars whenever they want to.

That GM is a die-hard comic book fan so he tends to think in terms of superheroes with superhuman abilities and we were playing a superhero game.  I tend to think in terms of humans with special abilities.  Maybe if I told him to start with Normal Characteristic Maxima and build from there, the results would be closer to what I'd build myself.  Basically, if I don't communicate something to the person creating my character and an assumption is left unspoken, the other person can make different assumptions.  I generally don't have a lot of interest in playing characters that can hurl cars.

Quote from: gleichman;533080It's all good if the GM signs off on it. And it doesn't appear that he's a very demanding sort.

The GMs in my group try to work with what the players want to play, but will tell the player if the concept doesn't fit.  That GM tended to run Hudson City a lot like a sandbox, with a lot of things going on and the players getting to pick what interested their characters to pursue.  I really liked that sort of game but it has more in common with episodic television or comic books than epic literature, which requires a lot more unity of theme.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 10:38:31 PM
Quote from: John Morrow;533082If people enjoy one-dimensional combats or combats with limited tactical details, I'm fine with that.

I'd be fine with it too if they weren't pushing it on game design as a requirement.

First HERO removes grid and mini supports and now they are calling for D&D to do the same. They're killing the table top hobby because they are too lazy to kept doing what they've claim they've always been doing- ignoring the rules.


Quote from: John Morrow;533082I do wonder if the people most interested in tactical combat have migrated to MMORPGs, first person shooters, and other online games that are all about representing the tactical situation of characters.

Perhaps, but few of those games actually offer a true tactical experience, although some do. And unlike table-top games, one doesn't own them. You're at the mercy of the developer's whims. You might log on one day to find your class gone from the game.

I think the cause is more cultural than that myself.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 10:39:59 PM
Quote from: Black Vulmea;533085For simple combats I'll eyeball it - for more complex encounters, out comes the tape measure and the protractor.

Grids are for pussies.

I like sand tables myself, but the overhead was too much for me.

In complex terrain, a tape measure and protractor (or templates) work fine.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 23, 2012, 10:45:11 PM
Quote from: gleichman;533087First HERO removes grid and mini supports and now they are calling for D&D to do the same. They're killing the table top hobby because they are too lazy to kept doing what they've claim they've always been doing- ignoring the rules.

It's a lot easier to ignore what's there than to add what's not there.  I think the problem is that D&D 3.5e and 4e tied too many character abilities to the grid so that it was very difficult to ignore, leading those who couldn't ignore it to want to eliminate it.  The solution is to going back to making it easier to ignore the grid if the GM so chooses, not to eliminate it from the rules.  I was not aware that Champions 6th Edition removed the hex map.  Now that I know that, I'm even less interested in buying it.

Quote from: gleichman;533087I think the cause is more cultural than that myself.

That, too.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Bloody Stupid Johnson on April 23, 2012, 10:48:03 PM
I'd prefer no minis - though I'd draw a sketch for a big battle. Just because its easier, admittedly.

Just to try to give give gleichman some seizures though, I'd like to point out that minis - even with an exact positioning system - are going to give you unrealistic results unless you have a turn-based action system that basically lets everyone move and act realistically.

Not sure about Hero, but by way of example in 3E/4E D&D for example you're tracking movement in 5' squares to determine opportunity attacks etc, with fighters who can instantly zoom 30ft on their turn.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 11:02:39 PM
Quote from: gleichman;533038The GM is as bound by the rules as the players. He can't handwave away blocking terrain or alter distances at his whim.

Any GM willing to do so is not worthy of the title and responsiblity granted him.

Not everyone is after simulated realism when playing an RPG.  I have noticed though that any other game (Milton Bradley, Parker Bros, Jumbo, Wizk!ds, Hoyle, etc) will be played by its written rules.  But for an RPG, players all of a sudden don't play by the rules.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 11:04:24 PM
Quote from: Shawn Driscoll;533095Not everyone is after simulated realism when playing an RPG.  I have noticed though that any other game (Milton Bradley, Parker Bros, Jumbo, Wizk!ds, Hoyle, etc) will be played by its written rules.  But for an RPG, players all of a sudden don't play by the rules.

Perhaps because they are competitive games, rather then cooperative, as RPGs are? Comparing RPGs to other games in regard of keeping to the rules is RPG Fallacy #2, straight after "RPGs as technology" one.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 11:14:19 PM
Quote from: Rincewind1;533096Perhaps because they are competitive games, rather then cooperative, as RPGs are? Comparing RPGs to other games in regard of keeping to the rules is RPG Fallacy #2, straight after "RPGs as technology" one.

If rules don't matter in an RPG, then why all the fuss about which RPG game has better rules or not?  :)
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 23, 2012, 11:23:40 PM
Quote from: gleichman;533087I'd be fine with it too if they weren't pushing it on game design as a requirement.

First HERO removes grid and mini supports and now they are calling for D&D to do the same. They're killing the table top hobby because they are too lazy to kept doing what they've claim they've always been doing- ignoring the rules.




Perhaps, but few of those games actually offer a true tactical experience, although some do. And unlike table-top games, one doesn't own them. You're at the mercy of the developer's whims. You might log on one day to find your class gone from the game.

I think the cause is more cultural than that myself.

You need to go back to playing wargames.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 23, 2012, 11:24:55 PM
Quote from: Shawn Driscoll;533098If rules don't matter in an RPG, then why all the fuss about which RPG game has better rules or not?  :)

I don't care about such fuss. I play RPG whose level of abstraction is most fitting for my needs at a given moment. There is however a difference between "fuss about rules" and "rules that make a game unplayable".

As of the nature of the thread, honestly - so far, the biggest reason for lack of GURPS/HERO's unpopularity may be the fact, that were I to announce such a game, the likes of Kewlman would perhaps try getting to my table.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 23, 2012, 11:31:57 PM
Quote from: Rincewind1;533105There is however a difference between "fuss about rules" and "rules that make a game unplayable".

I'm guessing that RPGs that have "rules that make a game unplayable" don't get much coverage on forums.  Or do people fuss over those RPGs as well?
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 11:35:54 PM
Quote from: Bloody Stupid Johnson;533092Just to try to give give gleichman some seizures though, I'd like to point out that minis - even with an exact positioning system - are going to give you unrealistic results unless you have a turn-based action system that basically lets everyone move and act realistically.

Complete realism isn't the goal, and may not be desired at all.

Instead the goal is an objective resolution according to the game's rules. If range (and/or position) has an effect, it should be determined to the level of abstraction contained in the rules.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 23, 2012, 11:37:39 PM
Quote from: 1989;533104You need to go back to playing wargames.

Sorry, I like table top RPGs.

Although wargames are cool too to kill some time.
Title: Why I think Gurps and Hero are having popularity problems
Post by: crkrueger on April 23, 2012, 11:37:42 PM
Quote from: John Morrow;533073A few years ago, someone on RPG.net was describing how one of the minor darlings handled one-on-one combats really well but didn't do so well if the PCs tried to fight the same opponent together.
That would be The Riddle of Steel.  One on one it's basically an ARMA simulator, however, there really aren't rules for multiple combatants.  You can use a maneuver system to abstractly declare whether or not the out umbered person has managed to get himself into a 1v1 situation or you can just take his pool and divide it by number of attackers.  Both ways as described are tacked on, you can tell from the way it's written.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Black Vulmea on April 24, 2012, 12:11:51 AM
Quote from: 1989;533104You need to go back to playing wargames.
Easy, now. Combat rules utilizing minis are a staple in roleplaying games.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 24, 2012, 12:35:06 AM
Quote from: John Morrow;533073A few years ago, someone on RPG.net was describing how one of the minor darlings handled one-on-one combats really well but didn't do so well if the PCs tried to fight the same opponent together.  I found that a stunning deficiency, akin to saying a car is great so long as you drive it fast straight ahead, but it doesn't turn very well and can't go in reverse.  I don't drag race so I wouldn't have much use for a car like that.
That would be my overwhelming critique of d6; multiple opponents on one defender quickly equals pwnage. So either the big bad slices people down in his first few attacks, or they wear him down into oblivion.

As to the question of "How many PC's/NPC's do you have in a fight?", I have to admit, having over a dozen combatants is rare. My personal preference is more 3 Musketeers than 300.
Title: Why I think Gurps and Hero are having popularity problems
Post by: daniel_ream on April 24, 2012, 02:08:52 AM
Quote from: Novastar;533115I have to admit, having over a dozen combatants is rare.

Yeah, in a superhero game unless every single combat is Captain America vs. all of Hydra, I'm having trouble seeing how 20-60 combatants is at all representative of the source material.  It does happen, but it's the rare exception that proves the rule.

Frankly, given what I remember from HERO, I can't see a combat of that scope taking less than several hours to play out if every combatant is being treated as a separate entity.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Imperator on April 24, 2012, 02:32:59 AM
Quote from: Shawn Driscoll;532970They learned that way of thinking from their video games.

And videogames learned it from D&D. Now the circle is complete.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on April 24, 2012, 03:07:03 AM
Quote from: Imperator;533132And videogames learned it from D&D. Now the circle is complete.

Ha ha.  :)
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 24, 2012, 03:41:25 AM
Quote from: gleichman;532877A great deal has changed. In fact, everything has.

Without a grid and minis- you're combats are a made up fantasy, inconsistent and without a doubt breaking the rules multiple times during play. Unless of course all you battles are one-dimensional, in which case they are boring.

I'd never play in such a campaign, watching re-runs of NCIS is a better use of my time.

The RPG Site: When we're not bitching about RPG.net, we're praising NCIS.

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 24, 2012, 04:00:15 AM
Quote from: misterguignol;533069So, unemployed, huh?  That's rough.

Well hey, now you should have no doubt that gleichman IS a gamer.

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 24, 2012, 08:01:40 AM
Quote from: misterguignol;533061OMG I was totally thinking "Ancient Gamer" too!  We're Psychic Twins today, Rince.  But I assume because OHT seems to know this fellow it can't be the same person.

Can it?

Brian Gleichman. Blogger, writer, sometime agent provocataur.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 24, 2012, 08:11:17 AM
Quote from: One Horse Town;533169Brian Gleichman. Blogger, writer, sometime agent provocataur.

You forgot "protractor owner."
Title: Why I think Gurps and Hero are having popularity problems
Post by: danbuter on April 24, 2012, 09:30:04 AM
Gleichman has been around a long time on boards. He's nowhere near as bad as AG.

And don't make snide remarks about people's unemployment, especially in this economy. A good percentage of people I know are now either unemployed or have been fired from good jobs and are now working crap jobs just to make ends meet. Many of them are good folks, but there just aren't any decent jobs around (that don't have insane requirements to get hired). Many of the companies in my area have either downsized or disappeared altogether.
Title: Why I think Gurps and Hero are having popularity problems
Post by: flyingcircus on April 24, 2012, 10:33:11 AM
Quote from: James Gillen;532471The Hero Designer program is good.
The designer of Hero Designer has a lot of bugs that need to be worked out.  :D

JG

Thats because they need to let the Professionals of HERO LAB do the damn thing, they do good work and HERO LAB is far easier to use than anything else out there on the market today!
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 24, 2012, 11:24:36 AM
Quote from: danbuter;533196Gleichman has been around a long time on boards. He's nowhere near as bad as AG.

And don't make snide remarks about people's unemployment, especially in this economy. A good percentage of people I know are now either unemployed or have been fired from good jobs and are now working crap jobs just to make ends meet. Many of them are good folks, but there just aren't any decent jobs around (that don't have insane requirements to get hired). Many of the companies in my area have either downsized or disappeared altogether.

He sounds fine to me. Real classic old school but not a condensending jerk. Which is all good in my book. Also yeah "unenjoyment" is not fun, so no jokes from me.
Title: Why I think Gurps and Hero are having popularity problems
Post by: jadrax on April 24, 2012, 11:41:34 AM
Quote from: Shawn Driscoll;532763I wonder how many GURPS sales would have been generated for Steve Jackson Games if SJ never pulled its license from Interplay's Fallout?

Honestly, I am tempted to say quite a few. I think Fallout would have given GURPS a crucial 'Killer Ap' which would have made people feel it was worth investing in the system.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 12:11:26 PM
Quote from: One Horse Town;533169Brian Gleichman. Blogger, writer, sometime agent provocataur.

And now game designer as well. Surprise- it requires a grid and minis!
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 12:17:04 PM
Quote from: Marleycat;533252He sounds fine to me. Real classic old school but not a condensending jerk. Which is all good in my book. Also yeah "unenjoyment" is not fun, so no jokes from me.

I can be very concise, which a lot of people seem to take as condescending.

I'm also employed as a engineer for a Forture 50 company, but dislike bringing real-life online (or answering personal questions from jerks). But having had a 6 month dry spell during the 80s recession- understand well that unemployment can be hell and little to joke about.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 03:02:38 PM
Quote from: gleichman;533268I can be very concise, which a lot of people seem to take as condescending.

I see that gentleman is one of those who mistake "cunt" with "cunning".


Quote from: One Horse Town;533169Brian Gleichman. Blogger, writer, sometime agent provocataur.

Note to self: It ain't a troll if it's OHT's luvvie. It's 'agent provocataur'


Quote from: Shawn Driscoll;533106I'm guessing that RPGs that have "rules that make a game unplayable" don't get much coverage on forums.  Or do people fuss over those RPGs as well?

True, true. Of course the definition of unplayable game is very, very subjective - henceforth the endless wars about Linear Fighter/Quadratic Wizard etc. etc. :P. Again, I care little for mechanics - one of the best games I GMed was a CoC game for which I forgot to print out character sheets, and I used a 3 - step mechanic, inspired by WoD and Arkham Horror board game.
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 24, 2012, 03:17:43 PM
Quote from: flyingcircus;533218Thats because they need to let the Professionals of HERO LAB do the damn thing, they do good work and HERO LAB is far easier to use than anything else out there on the market today!

I'll have to check it out.  

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 03:20:00 PM
Quote from: James Gillen;533315I'll have to check it out.  

JG

Their Army Builder is pretty much a must - have in Warhammer  gaming. If their RPG products are of similar quality, it's worth the money.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on April 24, 2012, 03:47:23 PM
Quote from: gleichman;533038The GM is as bound by the rules as the players. He can't handwave away blocking terrain or alter distances at his whim.

I only play in or run RPG campaigns where there are no rules, only guidelines for the GM. Every game I run falls into that category as my new play info sheet always states that the "rule books" for whatever system we are using are just "guidelines for the GM, not rules". Players who read my info sheet and object to that do not have to play. I strongly suspect you would opt not to play, thus saving you, me and the other players in the game much painful argument.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 03:55:38 PM
Quote from: RandallS;533331I only play in or run RPG campaigns where there are no rules, only guidelines for the GM. Every game I run falls into that category as my new play info sheet always states that the "rule books" for whatever system we are using are just "guidelines for the GM, not rules". Players who read my info sheet and object to that do not have to play. I strongly suspect you would opt not to play, thus saving you, me and the other players in the game much painful argument.

From my point of view as a referee, the printed rules are useful as a means to remain consistent so the players can feel confident in planning what their character can do in a variety of situations. The rules are not a shackle that must be adhered to the Nth details.

it is impossible to make a perfect simulation. I.e. the only thing that simulate the universe perfectly is the universe itself. At some level the referee has to wing it and make a judgement call.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 24, 2012, 04:22:23 PM
Quote from: estar;533335From my point of view as a referee, the printed rules are useful as a means to remain consistent so the players can feel confident in planning what their character can do in a variety of situations. The rules are not a shackle that must be adhered to the Nth details.

it is impossible to make a perfect simulation. I.e. the only thing that simulate the universe perfectly is the universe itself. At some level the referee has to wing it and make a judgement call.

Who wants a simulation anyway? The fun about TTRG's is the human factor. I could play a computer MMO for a simulation, less aggravation also.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 04:29:09 PM
Quote from: RandallS;533331I only play in or run RPG campaigns where there are no rules, only guidelines for the GM.

...

I strongly suspect you would opt not to play, thus saving you, me and the other players in the game much painful argument.

Oh I certainly would not play in your games.

But I will give you one thing, at least you admit what you're doing- So I can't say you're not at honest about your cheating.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 04:30:21 PM
Quote from: Marleycat;533346Who wants a simulation anyway? The fun about TTRG's is the human factor. I could play a computer MMO for a simulation, less aggravation also.

MMO's are not necessary simulations, far from it in most cases.

And if you think a smimulation based table top RPG lacks human factors- you've never played in one.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Halloween Jack on April 24, 2012, 04:33:15 PM
I simply don't need a game as complex as GURPS to do what I would do with GURPS. From some people's perspective I'm sure it's a simple game; from my perspective I find the different rules for Wrestling vs. Judo vs. Brawling vs. Karate in the skill lists, and the effects of the many advantages and disadvantages, to be quite cumbersome.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 24, 2012, 04:41:24 PM
Quote from: gleichman;533351But I will give you one thing, at least you admit what you're doing- So I can't say you're not at honest about your cheating.

:rotfl:  Cheating. That's funny.

Let me guess, you think rpgs are a contest between GM and players with only the almighty RAW to decide who gains ultimate victory?

If so you are wargaming.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 24, 2012, 04:44:29 PM
Quote from: gleichman;533353MMO's are not necessary simulations, far from it in most cases.

And if you think a smimulation based table top RPG lacks human factors- you've never played in one.

I think you are misunderstanding my use of the word "simulation". I most definitely like simulationist elements in my TTRG's but when I am saying "simulation" overall I meant it like a realistic simulator like a flight simulator not that playstyle. What you are describing to me I consider more wargaming than roleplaying. Which is a valid playstyle just not something I do.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 04:47:08 PM
Quote from: Exploderwizard;533360Let me guess, you think rpgs are a contest between GM and players with only the almighty RAW to decide who gains ultimate victory?

No. RPGs don't have have traditional winner and losers. Only good and bad players.


RPGs are a game. Games have rules. People who break or change the rules on the fly are cheating. It's that simple.

We wouldn't praise a football ref who moves the goal posts to allow or prevent a fieldgoal. In the same way, I don't praise GMs who make up ranges and line of sight judgements at their whim.

If the rules are there use them, or find a game that doesn't have them at all (easy to do these days).
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 04:48:17 PM
Quote from: Marleycat;533362I think you are misunderstanding my use of the word "simulation". I most definitely like simulationist elements in my TTRG's but when I am saying "simulation" overall I meant it like a realistic simulator like a flight simulator not that playstyle. What you are describing to me I consider more wargaming than roleplaying. Which is a valid playstyle just not something I do.

I stand by my statement, you have no idea what a simulation style RPG is like if you think it lacks any human elements.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Halloween Jack on April 24, 2012, 04:53:54 PM
Oh, how I wish that "Simulation" in RPG terminology hadn't been hijacked to mean "the rules are a physics engine for the setting."
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 24, 2012, 04:54:57 PM
Quote from: gleichman;533364I stand by my statement, you have no idea what a simulation style RPG is like if you think it lacks any human elements.

Never said that but if you think that's what I meant more power to you.  Basically you are being silly if you think an RPG with simulation elements lack any human elements given they are RUN by humans last time I checked.

I said I don't want to run a SIMULATION and call it a game. Though I do like simulationist elements in any game I run or play.  Meaning the world and the rules have to make real world physics and physical sense to me. At least as much as a game including elves and magic can be.:)
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 04:59:18 PM
Quote from: Marleycat;533369Never said that but if you think that's what I meant more power to you.

Here's what you said (http://www.therpgsite.com/showpost.php?p=533346&postcount=187):

QuoteWho wants a simulation anyway? The fun about TTRG's is the human factor.

It stongly implies that simulation and human factors do not conexist. Do you wish to withdraw you statement?
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 05:00:03 PM
Quote from: Halloween Jack;533367Oh, how I wish that "Simulation" in RPG terminology hadn't been hijacked to mean "the rules are a physics engine for the setting."

It's the most meaningful possible definition IMO.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 05:07:48 PM
Stop feeding the wanker and we'll be done with him much sooner.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 24, 2012, 05:10:25 PM
Quote from: gleichman;533371Here's what you said (http://www.therpgsite.com/showpost.php?p=533346&postcount=187):



It stongly implies that simulation and human factors do not conexist. Do you wish to withdraw you statement?

No I wish that I had defined the word better before I used it and the context I was trying to use it in.:)

As I meant to say I don't want a simulator. Simulation is in all rpg's I consider rpg's and all rpg's have a human element in them.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 05:16:31 PM
Quote from: Marleycat;533375No I wish that I had defined the word better before I used it and the context I was trying to use it in.:)

As I meant to say I don't want a simulator. Simulation is in all rpg's I consider rpg's and all rpg's have a human element in them.

Then your original reponse to me makes little sense I'm afraid. I not taking about playing a simulator (such as Falcon 4.0)- I'm talking about simulation style table-top RPGs specifically and games in general.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 05:19:24 PM
Quote from: Marleycat;533346Who wants a simulation anyway? The fun about TTRG's is the human factor. I could play a computer MMO for a simulation, less aggravation also.

It all a simulation but people different about what they are want to simulate. What interest many is either particular situations, like dungeon crawling, hunting things that man not meant to know, or interacting with other NPCs, VtM focuses on this a lot.

And the rules are never good enough, leaving the human referee to use his judgment to best plug in the gap. Note the rules can be helpful but ultimately it comes down to the referee making judgment calls.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 05:20:55 PM
Quote from: Halloween Jack;533356I simply don't need a game as complex as GURPS to do what I would do with GURPS. From some people's perspective I'm sure it's a simple game; from my perspective I find the different rules for Wrestling vs. Judo vs. Brawling vs. Karate in the skill lists, and the effects of the many advantages and disadvantages, to be quite cumbersome.

GURPS operates on several levels. At it's most detailed, Martial Arts, Tactical Shooting, etc. it is appealing to those who like the details because it is well designed, well written, and accurate.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 24, 2012, 05:21:29 PM
I think that the backlash from 4e led to a general malaise in the RPG world. Companies have been dying left and right since 4e came out. The RPG world is not well. Maybe 5e can bring health and goodness and hope back into the RPG world.

There's an Arthurian analogy in there somewhere.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 05:23:16 PM
Quote from: gleichman;533353And if you think a smimulation based table top RPG lacks human factors- you've never played in one.

He not saying that. Reread what he said, he to focus on human element of RPGs rather than detailed mechanics. Many have this preference.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 05:24:40 PM
Quote from: estar;533377It all a simulation but people different about what they are want to simulate. What interest many is either particular situations, like dungeon crawling, hunting things that man not meant to know, or interacting with other NPCs, VtM focuses on this a lot.

And the rules are never good enough, leaving the human referee to use his judgment to best plug in the gap. Note the rules can be helpful but ultimately it comes down to the referee making judgment calls.

Damn bloody straight spot on, estar. But you are aware that you're  trying to argue in a case that requires a flamethrower and a priest, rather then common sense.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 05:25:41 PM
Quote from: 1989;533379I think that the backlash from 4e led to a general malaise in the RPG world. Companies have been dying left and right since 4e came out. The RPG world is not well. Maybe 5e can bring health and goodness and hope back into the RPG world.

There's an Arthurian analogy in there somewhere.

What happens after 5e's release depends on several factors.

1) Does it work as a gateway to the tabletop hobby.
2) Does it have an open license and/or trademark for third party products.
3) How easy it will be to clone it with the d20 SRD.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 05:26:55 PM
Quote from: estar;533377And the rules are never good enough, leaving the human referee to use his judgment to best plug in the gap. Note the rules can be helpful but ultimately it comes down to the referee making judgment calls.

It's far more likely that your view of the rules are at fault than the rules themselves although there are a lot of really bad games out there.

There are things not covered by the rules of course (Age of Heroes doesn't have a Lava table for example) but that's a bird of a different thread completely. For the rules that are there- there is no need for the judgement of a human referee. All you have to do is follow the rules.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 05:28:50 PM
Quote from: estar;533380He not saying that. Reread what he said, he to focus on human element of RPGs rather than detailed mechanics. Many have this preference.

I claim that is a false choice, and that I focus every bit as much energy (indeed more so) in my style on human factors as those those who ignore the rules claim for theirs.

Indeed, I have more elements for humans to react to- i.e. an objective reality that they must dealt with for good or ill.
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 24, 2012, 05:29:20 PM
Quote from: Rincewind1;533309Note to self: It ain't a troll if it's OHT's luvvie. It's 'agent provocataur'


You say tomato, i say tomayto.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 24, 2012, 05:31:26 PM
Quote from: gleichman;533383It's far more likely that your view of the rules are at fault than the rules themselves although there are a lot of really bad games out there.

All along Estar has been doin' it rong.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 05:33:20 PM
Quote from: One Horse Town;533385You say tomato, i say tomayto.

But but but you are a Brit, shouldn't you say tomahto?

Also - I say pomidor :P.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 05:38:04 PM
Quote from: Rincewind1;533381Damn bloody straight spot on, estar. But you are aware that you're  trying to argue in a case that requires a flamethrower and a priest, rather then common sense.

I can be aggressively moderate and slug it out with anybody on the forum. ;)

What I would like to see from Gliechman and others (on both sides) a little less one wayisms and more stuff like.

When I want to do X, I do Y for Z reason.

So if you want to use a lot of minatures, what techniques have worked?
If you DON'T want to use a lot miniatures what techniques have worked?
Less detail in tactical rules, more detail in tactical rules, etc, etc.

The scope of RPGs is so vast, even for specific settings and genres, that there is no one true way. Just a bunch of techniques that work (or not) for that type of game and/or campaign.

To bring back to the OP, GURPS obviously works for a lot of gamers. It worked for me and still works for me. My problem with GURPS in the last decade has been I want one book that I can give to a person to get them going either as a player or referee. Preferably focusing on the fantasy genre.  This is an issue because of my attempts to grow the GURPS community here in Northwest PA. This book will solve the #1 complaint that people give me for adopting GURPS.

I am frustrated because the Line Editors and some hard core GURPS gamers don't get how much an issue this is. It like reporting a software bug for years and the programmer does nothing about it. Sure they have reasons for not doing this project even some compelling ones. But since I first brought up the issue a lot more stepped forward with the same concern. Enough that I don't think that the problem is limited to my slice of the hobby.

Given the acknowledged decline in total sales and GURP's relative position in the market, my conclusion is that the lack of a solid intro product is hurting GURPS far more than just the general downturn in RPGs.

Of course they could just put GURPS under an open license and let others assume the risk of time and money.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 24, 2012, 05:39:42 PM
Quote from: gleichman;533376Then your original reponse to me makes little sense I'm afraid. I not taking about playing a simulator (such as Falcon 4.0)- I'm talking about simulation style table-top RPGs specifically and games in general.

Totally understand that. I pretty much agree with you because I was inferring a simulation like Falcon 4.0 with my original statement. I do not want that. I do want simulation in my rpg's though.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 24, 2012, 05:41:38 PM
Quote from: estar;533377It all a simulation but people different about what they are want to simulate. What interest many is either particular situations, like dungeon crawling, hunting things that man not meant to know, or interacting with other NPCs, VtM focuses on this a lot.

And the rules are never good enough, leaving the human referee to use his judgment to best plug in the gap. Note the rules can be helpful but ultimately it comes down to the referee making judgment calls.
Again totally agree as I was trying to say with my first post on the subject. I just was not clear enough it seems.:(
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 05:43:43 PM
Quote from: estar;533389I can be aggressively moderate and slug it out with anybody on the forum. ;)

What I would like to see from Gliechman and others (on both sides) a little less one wayisms and more stuff like.

When I want to do X, I do Y for Z reason.

So if you want to use a lot of minatures, what techniques have worked?
...
.... more detail in tactical rules, etc, etc.

No one has asked me questions like those- including you. And you ran out of questions fast, that second one for example means what exactly?

In fact, I doubt you even have those questions and certainly wouldn't be interested in the answers. I think you're just writing that to gain some sort of self-defined high ground.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 05:44:35 PM
Quote from: Marleycat;533390Totally understand that. I pretty much agree with you because I was inferring a simulation like Falcon 4.0 with my original statement. I do not want that. I do want simulation in my rpg's though.

Then all is good, we understand each other now.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 05:49:27 PM
Quote from: gleichman;533383It's far more likely that your view of the rules are at fault than the rules themselves although there are a lot of really bad games out there.

I highly doubt that in my case considering the variety of systems I played for the past 30 years.


AD&D 1st
Hero System (2nd, 3rd, 4th, and 5th)
Harnmaster 1st, Companion, and 3rd.
Runequest 2nd
FASA Star Trek
D&D 3rd Edition
OD&D
Traveller (Classic, Mega, and Mongoose)
GURPS (2nd, 3rd, and 4th)
Hackmaster (5th)

Also I ran a LARP events and chapters for over 15 years. (NERO, boffer larp).

Also happen to published an Swords & Wizardry supplement that people seem to like a lot.

I am known to be a by the book referee. I run this way because I prize consistency and want the players confident in planning complex plans of action.

But I never let the rules stand in the way of the player's creativity. I tell novice players, don't worry about the rules, just tell me what you want to do and I will teach you the best way to use the system to accomplish what you are doing. Eventually the campaign runs long enough that it becomes second nature for everybody.

Quote from: gleichman;533383There are things not covered by the rules of course (Age of Heroes doesn't have a Lava table for example) but that's a bird of a different thread completely. For the rules that are there- there is no need for the judgment of a human referee. All you have to do is follow the rules.

Then you playing a boardgame not an RPG where the boundaries are set by the rules. The focus of the boardgame happens to be individual characters. The RPG in contrast focuses on the individual character interacting with a setting within a campaign. All the possible situations can't be encompassed in a playable set of rules. At best you cover the most likely situation and have a good foundation to be consistent with anything ruled on the fly.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 05:50:33 PM
Quote from: misterguignol;533386All along Estar has been doin' it rong.

Damn, I guess I will have to return that $2,000 I made off the Majestic Wilderlands.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 24, 2012, 05:51:13 PM
I've always assumed the downturn in GURPS material, has far more to do with the success of Munchkin (awesome game, by the by), than a lack of interest by SJG. Munchkin is their cash cow, and they're feeding it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 05:51:33 PM
Quote from: estar;533399I highly doubt that in my case considering the variety of systems I played for the past 30 years.

I highly doubt your highly doubting, for the simple reason that you completely missed the point of my reply to you.

Do you want to reread it and try again or do you need it to be further detailed?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 24, 2012, 05:56:42 PM
Quote from: gleichman;533403I highly doubt your highly doubting, for the simple reason that you completely missed the point of my reply to you.

Do you want to reread it and try again or do you need it to be further detailed?
But what if he knows that you know that he knows that you know that he would respond that way?

Wait a minute...
(http://images.icanhascheezburger.com/completestore/2009/5/3/128858647046824457.jpg)
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 06:00:23 PM
Quote from: estar;533400Damn, I guess I will have to return that $2,000 I made off the Majestic Wilderlands.

You should donate that to GURPs fund and BE ASHAMED OF YOURSELF YOU CHEAT!!!1
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 24, 2012, 06:02:14 PM
Quote from: estar;533400Damn, I guess I will have to return that $2,000 I made off the Majestic Wilderlands.

Imagine how ripped off I feel for reading your work and thinking "Oh man, this stuff is cool!"  If only someone had told me it was all wrong!
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 24, 2012, 06:03:12 PM
Quote from: Rincewind1;533410You should donate that to GURPs fund and BE ASHAMED OF YOURSELF YOU CHEAT!!!1

Obviously he should use that money to buy a protractor to send to everyone who bought his books as a way of saying "sorry."
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on April 24, 2012, 07:06:37 PM
Quote from: gleichman;533351But I will give you one thing, at least you admit what you're doing- So I can't say you're not at honest about your cheating.

If the rules say they are nothing but guidelines for the GM, then one isn't cheating if one treats them as such. In fact, treating them as rules instead of the guidelines they say they are would probably be closer to "cheating." In case you haven't guessed the rules I use are 0e or my Microlite74 modern take on 0e. Both clearly state that they are guidelines for the GM, not rules to be followed or else.

BTW, "game" has several meanings. One of those meanings does require rules that govern play, but not all of them do. For example, here is the noun definition Google gives: "A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck." Not that "played according to rules" isn't strictly required any more than "competitive" is required.  The Merriam-Webster site gives this as the first definition of "game": "activity engaged in for diversion or amusement". The play by rules version is the third definition and it does not seem to allow for cooperative instead of competitive games: "a physical or mental competition conducted according to rules with the participants in direct opposition to each other."
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 24, 2012, 07:18:30 PM
Quote from: gleichman;533363No. RPGs don't have have traditional winner and losers. Only good and bad players.


RPGs are a game. Games have rules. People who break or change the rules on the fly are cheating. It's that simple.

We wouldn't praise a football ref who moves the goal posts to allow or prevent a fieldgoal. In the same way, I don't praise GMs who make up ranges and line of sight judgements at their whim.

If the rules are there use them, or find a game that doesn't have them at all (easy to do these days).

Fizzbin: The Roleplaying Game (http://www.fortunecity.com/tattooine/bester/101/fizzbin.html)
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 24, 2012, 07:22:03 PM
Quote from: misterguignol;533386All along Estar has been doin' it rong.

It's all gone Pete Tong.

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 07:23:36 PM
Quote from: RandallS;533429If the rules say they are nothing but guidelines for the GM, then one isn't cheating if one treats them as such.

I just lost what respect I did have for you, which wasn't all that much.

Rules in a rpg book are guildelines in that they may be replaced by consistent house rules- not random judgements of the moment and whim as you are insisting.

Of course too many house rules and it means that you cannot be said to be playing Game X at all. And at this point, I willing to say that the only game RandallS plays is "What RandallS wants" game. Boring game.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 07:25:21 PM
Quote from: gleichman;533393In fact, I doubt you even have those questions and certainly wouldn't be interested in the answers. I think you're just writing that to gain some sort of self-defined high ground.

I have posted and blogged exactly those sort of questions. One reason Majestic Wilderlands was a success because I wrote it as "Here how I did things in my setting, I hope you find some useful material." As opposing to saying this was THE way to play D&D and that it fixed all it's ills.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 24, 2012, 07:25:26 PM
Quote from: estar;533335it is impossible to make a perfect simulation. I.e. the only thing that simulate the universe perfectly is the universe itself. At some level the referee has to wing it and make a judgement call.

I don't think Brian is claiming to make a perfect simulation, so this is a bit of a straw man for you to knock down.  I think his point is simply that to the extent that there are rules, all of the participants (including the GM) should follow them and not following them is cheating, because that's what it would be called in any other game context.  For the most part, I agree, and open rolls for the GM have also been the norm for the games I've been in, too.  Where the rules are silent, one can often extrapolate from existing rules, especially in many rules-heavy games like the Hero System.

One of the strengths of the Hero System, in my experience, is that there is very little that one can't resolve using either the rules that are there or through an obvious extrapolation of the rules or the meta-rules by which the rules are often tied together.  While I'm sure there are situations where it would, I never encountered situation in play where the Hero System did not provide a reasonable answer in the rules for how to resolve a situation to the satisfaction of all involved.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 24, 2012, 07:26:53 PM
Quote from: Halloween Jack;533367Oh, how I wish that "Simulation" in RPG terminology hadn't been hijacked to mean "the rules are a physics engine for the setting."

And what's wrong with the rules being the physics engine for the setting?  That's pretty much what I want out of a set of RPG rules.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 07:31:43 PM
By the way Mr Right By Rules:

QuoteAge of Heroes A 80s-Style Fantasy RPG done right. Lulu Link

That'd be An 80s-Style Fantasy I believe, because Eighties begin with an "e".

I dunno if I can trust a man who makes such a blatant mistake to be a potential GM. I think that orthography feels cheated.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 24, 2012, 07:37:04 PM
Quote from: estar;533389My problem with GURPS in the last decade has been I want one book that I can give to a person to get them going either as a player or referee. Preferably focusing on the fantasy genre.

Out of curiosity, why isn't GURPS Lite (http://www.sjgames.com/gurps/lite/) an adequate introduction for new players, since that seems to be its purpose?
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 07:37:14 PM
Quote from: estar;533437I have posted and blogged exactly those sort of questions.

You haven't directed any such questions to me, and I certainly have never read your blog but I imagine it didn't direct such questions at me either.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 07:38:30 PM
Quote from: gleichman;533436I just lost what respect I did have for you, which wasn't all that much.

Rules in a rpg book are guildelines in that they may be replaced by consistent house rules- not random judgements of the moment and whim as you are insisting.

Of course too many house rules and it means that you cannot be said to be playing Game X at all. And at this point, I willing to say that the only game RandallS plays is "What RandallS wants" game. Boring game.

And here we go. A full blown out Swine of the "Thou shall not change the rules and play the game as creator intended".

:forge:

PS. It's "An 80s game", because 80s, when spelled, start with an "e".


Quote from: John Morrow;533441And what's wrong with the rules being the physics engine for the setting?  That's pretty much what I want out of a set of RPG rules.

In practically every RPG there will be a double or triple or quadruple standard, sooner or later. Or is gold magic in DnD, and makes you suddenly a better wizard by virtue of dragging it out of dungeon?
-----

It's threads like these that make me wish that we'd be still in the days of letters to the newspapers. Because as it is, I need to print the pages here, so I could wipe my arse on them.
Title: Why I think Gurps and Hero are having popularity problems
Post by: David Johansen on April 24, 2012, 07:56:25 PM
Quote from: estar;533389I am frustrated because the Line Editors and some hard core GURPS gamers don't get how much an issue this is. It like reporting a software bug for years and the programmer does nothing about it. Sure they have reasons for not doing this project even some compelling ones. But since I first brought up the issue a lot more stepped forward with the same concern. Enough that I don't think that the problem is limited to my slice of the hobby.

No kidding.  I've done some work on a GURPS Fantasy Lite but the new store has kept me running too hard to get it done.

Still there will be GURPS Disc World and there is GURPS Vorsiekien.  Both of which are stand alone products.  The hard part is getting them to understand why neither of those settings is an acceptable tool for the task at hand.  Though both would be perfect if the setting was stripped out.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 08:01:26 PM
Quote from: gleichman;533403I highly doubt your highly doubting, for the simple reason that you completely missed the point of my reply to you.

Do you want to reread it and try again or do you need it to be further detailed?

Son,we live in a world that has gamers, gamers that need to play a character and kick in some dungeon doors, and those character have to be adjudicated by referees, referees with dice.

Who's gonna do it? You, Gleichman? I have a greater responsibility than you could possibly fathom. You weep for those who make up rules on the fly, and you curse the referees that do so. You have that luxury. You have the luxury of not knowing what I know.

That on the fly rules, while random and at a whim, are fun for a lot of gamers. And my existence, while grotesque and incomprehensible to you, is fun for gamers. You don't want the truth because deep down in places you don't talk about at gaming tables, you want me making up rules, you need me making up rules. We use random tables, rumors, and wandering monsters. We use these as the backbone of a life spent refereeing. You use them as a punchline.

I have neither the time nor the inclination to explain myself to a referee who rises and sleeps under the blanket of the very fun that I provide, and then questions the manner in which I provide it. I would rather you just said thank you, and went on your way, Otherwise, I suggest you pick up some dice, and make up some rules. Either way, I don't give a damn what you think you is wrong about playing RPGs.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 08:03:14 PM
Quote from: John Morrow;533447Out of curiosity, why isn't GURPS Lite (http://www.sjgames.com/gurps/lite/) an adequate introduction for new players, since that seems to be its purpose?

It a good intro to the system itself especially for players. But I don't think it is enough to gamers excited to run a full GURPS Campaign.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 08:08:41 PM
Quote from: John Morrow;533438I don't think Brian is claiming to make a perfect simulation, so this is a bit of a straw man for you to knock down.  I think his point is simply that to the extent that there are rules, all of the participants (including the GM) should follow them and not following them is cheating, because that's what it would be called in any other game context.  For the most part, I agree, and open rolls for the GM have also been the norm for the games I've been in, too.  Where the rules are silent, one can often extrapolate from existing rules, especially in many rules-heavy games like the Hero System.

One of the strengths of the Hero System, in my experience, is that there is very little that one can't resolve using either the rules that are there or through an obvious extrapolation of the rules or the meta-rules by which the rules are often tied together.  While I'm sure there are situations where it would, I never encountered situation in play where the Hero System did not provide a reasonable answer in the rules for how to resolve a situation to the satisfaction of all involved.

What you say reflects my experience with HERO System and GURPS as well. But I have run into situations many times where I have to simply fall back to the game most basic mechanics and make a call like "OK you need to make your Acrobatic by 2 to pull that off". Or when I felt the encounter didn't need a detailed resolution and just told the player to make a roll.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 24, 2012, 08:09:39 PM
Quote from: estar;533335it is impossible to make a perfect simulation. I.e. the only thing that simulate the universe perfectly is the universe itself.

We don't know whether this is true.

If one has the underlying equations of motion and a large amount of computing power, can the universe be simulated perfectly or to whatever precision one wants?

If such a simulation is possible, in principle it should tell us why Planck's constant (http://en.wikipedia.org/wiki/Planck_constant) has the value 6.62606957 * 10^(-34) J.s

:pundit:
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 08:10:07 PM
Quote from: John Morrow;533441And what's wrong with the rules being the physics engine for the setting?  That's pretty much what I want out of a set of RPG rules.

For me, there nothing wrong with that. It your preference. Telling people they are not playing right if they don't do the above is a horse of a different color.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 24, 2012, 08:20:06 PM
Quote from: ggroy;533463We don't know whether this is true.

If one has the underlying equations of motion and a large amount of computing power, can the universe be simulated perfectly or to whatever precision one wants?

If such a simulation is possible, in principle it should tell us why Planck's constant (http://en.wikipedia.org/wiki/Planck_constant) has the value 6.626068 * 10^(-34) J.s  :pundit:

No, uncertainty at the quantum level has effectively ruled out a perfect simulator.  The classic problem is weather prediction. No matter how many stations you have the conditions in the gaps between will eventually cause predictions to fail.

Or another example is in motion control, something I deal with in my job. In order to move motors you need to have error. The error being difference between where you are now and where you want to be. When you doing continuous motion you are never where exactly where you want to be. With eliminating error impossible, the trick is to reduce the error below the accuracy needed by the application.

This is true of roleplaying games, the trick is finding the level of detail that is the most fun for you either as a player or referee yet still plays well. Some folks are not happy with anything more complex than Microlite. Others have tons of fun with SPI's Universe.  

Yet they both are used by gamers playing characters interacting in a setting adjudicated by a referee in a campaign.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 24, 2012, 08:25:29 PM
Quote from: estar;533465No, uncertainty at the quantum level has effectively ruled out a perfect simulator.

How are you defining "perfect simulator" in this context?

Quote from: estar;533465The classic problem is weather prediction. No matter how many stations you have the conditions in the gaps between will eventually cause predictions to fail.

How much of this is due to the nonlinear nature of the Navier-Stokes (http://en.wikipedia.org/wiki/Navier%E2%80%93Stokes_equations) equations?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Black Vulmea on April 24, 2012, 08:37:33 PM
Quote from: estar;533458Son,we live in a world that has gamers, gamers that need to play a character and kick in some dungeon doors, and those character have to be adjudicated by referees, referees with dice.

Who's gonna do it? You, Gleichman? I have a greater responsibility than you could possibly fathom. You weep for those who make up rules on the fly, and you curse the referees that do so. You have that luxury. You have the luxury of not knowing what I know.

That on the fly rules, while random and at a whim, are fun for a lot of gamers. And my existence, while grotesque and incomprehensible to you, is fun for gamers. You don't want the truth because deep down in places you don't talk about at gaming tables, you want me making up rules, you need me making up rules. We use random tables, rumors, and wandering monsters. We use these as the backbone of a life spent refereeing. You use them as a punchline.

I have neither the time nor the inclination to explain myself to a referee who rises and sleeps under the blanket of the very fun that I provide, and then questions the manner in which I provide it. I would rather you just said thank you, and went on your way, Otherwise, I suggest you pick up some dice, and make up some rules. Either way, I don't give a damn what you think you is wrong about playing RPGs.
:cheerleader: :cheerleader: :cheerleader: :cheerleader:

I hew as closely to the rules as I can. I like games that make extrapolation from the rules for the purpose of filling in gaps easy to do so that I can be consistent. and the players have the ability to predict effects. And for the most part I like rules that are a physics engine, with a minimum of metagame nonsense.

Sometimes even the best rules aren't up to the task. And that's why we have a referee, to make a judgement call.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 08:49:54 PM
Quote from: estar;533458Either way, I don't give a damn what you think you is wrong about playing RPGs.

Since it's now clear you have nothing of value to say, I say fair enough. We put each other on on our respective ignore lists and call it good.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 08:56:52 PM
1 - Personal attacks (too weak for this site on their own). - Check.

12 - Suggest that your foe puts you on ignore. - Check

Classic number 1 & 12.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on April 24, 2012, 09:35:29 PM
Quote from: gleichman;533436I just lost what respect I did have for you, which wasn't all that much.

Woe is me. Someone on the Internet lost their respect for me because I don't run RPGs the way they want me to. And they don't even play in my campaign.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 09:37:30 PM
Quote from: RandallS;533484Woe is me. Someone on the Internet lost their respect for me because I don't run RPGs the way they want me to. And they don't even play in my campaign.

Yeah, don't you hate when people lose respect for self-admitted cheaters? People actually having standards, what's the world coming to?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 24, 2012, 09:43:35 PM
Quote from: gleichman;533486Yeah, don't you hate when people lose respect for self-admitted cheaters? People actually having standards, what's the world coming to?
Tis a shame you don't extend those same standards to common courtesy.
But I guess we all have a dump stat somewhere.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 09:59:04 PM
Quote from: Novastar;533489Tis a shame you don't extend those same standards to common courtesy.
But I guess we all have a dump stat somewhere.

Speaking of dump, I consider printing a few pages of this thread, so I could actually wipe my arse with them.

For a man of such 'high standards', I find it quite sad that he spelled "A 80s game" rather than "An 80s game", since Eighties obviously begin with an "e".


Quote from: RandallS;533484Woe is me. Someone on the Internet lost their respect for me because I don't run RPGs the way they want me to. And they don't even play in my campaign.

Here, Randall. Come and join us, the rest of ZHE CHEATERZ. And if you somehow managed to get players into your campaign, do not worry - it just means they are BAD.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 24, 2012, 10:10:34 PM
Quote from: Novastar;533489But I guess we all have a dump stat somewhere.

Wonder what Sheldon Cooper's dump stats are.  ;)

(For that matter, does Sheldon Cooper have several dump stats?)
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 10:13:34 PM
Quote from: ggroy;533492Wonder what Sheldon Cooper's dump stats are.  ;)

(For that matter, does Sheldon Cooper have several dump stats?)

He certainly has his share of Disadvantages

Being a character in a shitty sitcom*: 5 points
Being a character in a shitty IT crowd wannabe: 10 points.

*Alright alright, 1st season was pretty decent, but I just couldn't find the 2nd one funny.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 24, 2012, 10:18:37 PM
In terms of D&D style stats for Sheldon Cooper.

Very high INT.
Low WIS, CHA.
Average to below average STR, DEX, COM, CON.

(Hard to say whether STR, DEX, COM, CON are actual dump stats for Sheldon Cooper).
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 24, 2012, 10:28:17 PM
Quote from: Rincewind1;533493*Alright alright, 1st season was pretty decent, but I just couldn't find the 2nd one funny.

I watch the show every now and then, mostly in reruns when random channel surfing.  (Though not every week).

Sometimes funny.  Other times kinda tragic.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 10:29:33 PM
Quote from: ggroy;533498I watch the show every now and then, mostly in reruns when random channel surfing.  (Though not every week).

Sometimes funny.  Other times kinda tragic.

I much prefer the IT crowd - always funny, sometimes tragicomic ;). It takes shots at both sides of the barricade, so to speak.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Opaopajr on April 24, 2012, 10:38:26 PM
Quote from: Rincewind1;533490For a man of such 'high standards', I find it quite sad that he spelled "A 80s game" rather then "An 80s game", since Eighties obviously begin with an "e".

I normally wouldn't care, as I consider it unnecessary to correct someone else's grammar and spelling, especially since this is just an internet forum. But this does open an opportunity to correct something that has been consistently bugging my inner 5th Grade Teacher grammarian for months now about your posts. Please don't take this as hostility, just a helpful clarifier on usage.:

It's "Rather THAN."

Then v. Than
http://grammartips.homestead.com/than.html

Then is about time, either as a time marker or sequentiality.

Than is not about time. It is used in comparison.

Here's mnemonic aids:

"If not then, when?"
"If you can, do that rather than..."

Or, as it relates to ice cream (in an imperfectly grammatical conversation):

I'm deathly allergic to chocolate and nuts. So I'm going to eat vanilla than rocky road ice cream. (This is choosing one versus the other, to stay alive.)

I'm deathly allergic to chocolate and nuts. So I'm going to eat vanilla then rocky road ice cream. (This is a delicious form of suicide.)

See? That one letter, it's important! :D
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 24, 2012, 10:39:37 PM
Quote from: Rincewind1;533499I much prefer the IT crowd - always funny, sometimes tragicomic ;). It takes shots at both sides of the barricade, so to speak.

I was never really into comedy much.  (Even when I lived with somebody who did stand up comedy on open mic nights almost every week).

The only comedy stuff I ever really got into, was really cheesy stuff like Cheech & Chong, and later Beavis & Butthead.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 10:44:50 PM
Quote from: Opaopajr;533503I normally wouldn't care, as I consider it unnecessary to correct someone else's grammar and spelling, especially since this is just an internet forum. But this does open an opportunity to correct something that has been consistently bugging my inner 5th Grade Teacher grammarian for months now about your posts. Please don't take this as hostility, just a helpful clarifier on usage.:

It's "Rather THAN."

Then v. Than
http://grammartips.homestead.com/than.html

Then is about time, either as a time marker or sequentiality.

Than is not about time. It is used in comparison.

Here's mnemonic aids:

"If not then, when?"
"If you can, do that rather than..."

Or, as it relates to ice cream (in an imperfectly grammatical conversation):

I'm deathly allergic to chocolate and nuts. So I'm going to eat vanilla than rocky road ice cream. (This is choosing one versus the other, to stay alive.)

I'm deathly allergic to chocolate and nuts. So I'm going to eat vanilla then rocky road ice cream. (This is a delicious form of suicide.)

See? That one letter, it's important! :D

Now, I never claimed to be a man of high standards though, have I? Interesting enough, I must had forgotten about this ages ago - thanks. Although the link'd had sufficed, I'm not a idiot, you now.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 24, 2012, 10:54:03 PM
Quote from: Novastar;533489Tis a shame you don't extend those same standards to common courtesy.

Common courtesy should be checked at the door to therpgsite, or one will be ganged rape.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Opaopajr on April 24, 2012, 10:58:34 PM
Quote from: Rincewind1;533506Now, I never claimed to be a man of high standards though, have I? Interesting enough, I must had forgotten about this ages ago - thanks. Although the link'd had sufficed, I'm not a idiot, you now.

But how often do you get to create an example of suicide by ice cream for a good cause?
:p
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 24, 2012, 11:00:56 PM
Quote from: Opaopajr;533511But how often do you get to create an example of suicide by ice cream for a good cause?
:p

Are you threatening me? ARE YOU? Because I am not allergic to nuts, so you villainous plan is undone!

PS If I read any note about "mysterious death of a rich women", involving a grieving (now rich) widower and a tub of ice cream, I will know what IP to report to the police :P.
Title: Why I think Gurps and Hero are having popularity problems
Post by: ggroy on April 24, 2012, 11:02:07 PM
Quote from: Rincewind1;533512Are you threatening me?

I am cornholio!
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on April 24, 2012, 11:15:42 PM
Quote from: gleichman;533509Common courtesy should be checked at the door to therpgsite, or one will be ganged rape.
But boo-boo-kitty-fuck, how else are we to tell the children of how we met?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Opaopajr on April 24, 2012, 11:17:32 PM
And so the paranoia begins... excellent.
(http://images1.wikia.nocookie.net/__cb20100602062707/simpsons/images/thumb/a/a7/Montgomery_Burns.png/216px-Montgomery_Burns.png) (http://simpsons.wikia.com/wiki/Charles_Montgomery_Burns?image=Montgomery_Burns-png)
Title: Why I think Gurps and Hero are having popularity problems
Post by: daniel_ream on April 24, 2012, 11:30:44 PM
I was going to re-post my Sapir-Whorf hypothesis about effects-based point buy RPG systems being a form of language, but frankly watching gleichman dance like an organ-grinder's monkey for our amusement is much more fun.

Dance, monkey, dance!
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 25, 2012, 12:50:08 AM
Quote from: Novastar;533489Tis a shame you don't extend those same standards to common courtesy.
But I guess we all have a dump stat somewhere.

If you're a real gamer, courtesy isn't EVEN a stat.  :D

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 25, 2012, 12:52:05 AM
Quote from: gleichman;533509Common courtesy should be checked at the door to therpgsite, or one will be ganged rape.

That's "gang rapeD."  

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: noman on April 25, 2012, 02:00:34 AM
Quote from: James Gillen;533532If you're a real gamer, courtesy isn't EVEN a stat.  :D

JG

I'm a big fan of courtesy.  I try to show it, even if I don't expect it in return.

To the OP.  I used to be a fanboy of GURPS from way back.  I could sing it's praises and point out it's faults, but you know these better than I.  But despite my love of GURPS, I've decided to walk away from it.

GURPS does what it claims to do, and does it (arguably) very well.  Yet it is burdened by unnecessary complexity.  In it's earlier life, It was the only universal game in town, but now there are about a dozen or more excellent alternatives that do the same thing as GURPS with less time/money/energy investment.  I consider GURPS to be obsolete by comparison.

I prefer rules-lite, modifiable, universal systems.  I create my own content: settings, monsters, NPC's, etc.  I've found that other system serve my purposes far better than GURPS did in the past.

So I'd argue that an additional reason for GURPS' fading popularity is the availability of other game systems that can do the same thing it can, but (arguably) better.

I just discovered Risus and GenreDiversion, and the more I play around with them, the less I'm interested in GURPS or HERO.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daddy Warpig on April 25, 2012, 02:42:10 AM
Quote from: estar;533465No, uncertainty at the quantum level has effectively ruled out a perfect simulator.

I believe Estar is correct. To be more specific, in order to simulate this universe exactly, we would have to amass a perfect record of everything in this universe. And the fundamental laws of physics ensure this is utterly impossible.

There are limits on, for example, knowing the speed and position of an electron. The more you know about one, the less you can know about the other. This is not a limitation on equipment or process. It is a law of the universe. No matter what equipment you use, there is a limit on the knowledge one can acquire.

Also, even with an arbitrarily large amount of information, there are events that cannot be predicted. If a specific atom will decay in the next minute for example. This is a purely probabilistic event, it cannot be predicted from any amount of knowledge you could gather before the event.

There is also the limitation on information storage. To construct a simulator, you have to store all of the information you can't get. And the laws of the universe (in specific, the Laws of Thermodynamics) ensure that, even if you could get all the information that you can't get, you couldn't store it.

The universe ensures that there is a limit on the knowledge and information we can gather, store, and use. It's odd, but its the laws of physics we live under.
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 25, 2012, 03:28:07 AM
Quote from: Daddy Warpig;533544I believe Estar is correct. To be more specific, in order to simulate this universe exactly, we would have to amass a perfect record of everything in this universe. And the fundamental laws of physics ensure this is utterly impossible.

There are limits on, for example, knowing the speed and position of an electron. The more you know about one, the less you can know about the other. This is not a limitation on equipment or process. It is a law of the universe. No matter what equipment you use, there is a limit on the knowledge one can acquire.

Also, even with an arbitrarily large amount of information, there are events that cannot be predicted. If a specific atom will decay in the next minute for example. This is a purely probabilistic event, it cannot be predicted from any amount of knowledge you could gather before the event.

There is also the limitation on information storage. To construct a simulator, you have to store all of the information you can't get. And the laws of the universe (in specific, the Laws of Thermodynamics) ensure that, even if you could get all the information that you can't get, you couldn't store it.

The universe ensures that there is a limit on the knowledge and information we can gather, store, and use. It's odd, but its the laws of physics we live under.

So in other words... rules are the physics of the setting?

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: Imperator on April 25, 2012, 03:29:54 AM
Quote from: Exploderwizard;533360:rotfl:  Cheating. That's funny.

Let me guess, you think rpgs are a contest between GM and players with only the almighty RAW to decide who gains ultimate victory?

If so you are wargaming.
I think he has a point. Maybe his wording is not the best to convey it.

I don't fudge dice. Never. I can and do houserule my games, but then those rules are "official" and well known to my players. Of course, in some games I will have to make a ruling on the spot. And I treat them as houserules: once they are tested and approved by  the group, they bind everyone. I play with the same rules as the rest of the players, and I don't think that I am entitled to change a dice roll, or fudge an stat in a bad guy to make a combat tougher / easier. I really think those things are cheating, and I don't understand why in RPGs we make that exception so readily.

Re: the use of some kind of graphic representation. I tend to agree with Gleichman in that they are more important and useful than many people will admit. Without them is easy to fall in monodimensional situations where everyone tends to think they are where they need to be, no bottlenecks or other tactical situations can be properly modelled, and is more difficult to accurate emulate the situation in the gameworld.

I am all about using graphic aids in combats and similar situations. I like the feel that we are playing in a well-defined world. I don't think you need to make exhausting calculations, many times a sketch of the battlefield and its elements with even a rough approach of distances is enough.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daddy Warpig on April 25, 2012, 05:36:31 AM
Quote from: James Gillen;533550So in other words... rules are the physics of the setting?
A bit of a change of subject, but I'll run with it.

Rules define how the setting works. This includes physics. It can also include metaphysics, religious truths, psychological characteristics of natives, and so forth. The rules encompass all of these, and more besides.

But...

So do the actions of the GM and players. Rules don't exist in a vacuum, and  how the players and GM use the rules also determines the physics of the setting (and metaphysics, religious truths, etc.)

To the extent that an RPG can be considered a simulation, it's an extremely loose simulation tailored more towards what people think is enjoyable than reality. (And if you favor "realism", than that's what you consider enjoyable.) These are games, after all, enjoyment is the goal of the whole endeavor. (If not always a goal we achieve.)

So, are rules the physics of the setting? Sort of. But it's more complicated than that statement suggests.

How's that for an answer? ;)
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 25, 2012, 08:07:38 AM
Quote from: Rincewind1;533506Now, I never claimed to be a man of high standards though, have I? Interesting enough, I must had forgotten about this ages ago - thanks. Although the link'd had sufficed, I'm not a idiot, you now.

Care to retract that? :rolleyes:
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 25, 2012, 08:31:05 AM
Quote from: Imperator;533551I think he has a point. Maybe his wording is not the best to convey it.

I don't fudge dice. Never. I can and do houserule my games, but then those rules are "official" and well known to my players. Of course, in some games I will have to make a ruling on the spot. And I treat them as houserules: once they are tested and approved by  the group, they bind everyone. I play with the same rules as the rest of the players, and I don't think that I am entitled to change a dice roll, or fudge an stat in a bad guy to make a combat tougher / easier. I really think those things are cheating, and I don't understand why in RPGs we make that exception so readily.

Totally with you here on the fudging issue but letting the dice fall where they may is completely a different issue from the GM as referee vs GM as antagonist one. The antagonistic GM believes that a game with fair rules means actively trying to defeat the players while adhering to those rules is what the game is about. That isn't an rpg, its a wargame dressed up as roleplaying.

A GM shouldn't be working for or against the players. The GM should judge the game from a neutral perspective and any game rules, canon or house should be applied from this perspective.

I don't fudge rolls or change stats on the fly. I will roll meaningless dice to keep players guessing (such as fake wandering monster checks for an area where I know there are no such encounters) but if there is anything actually riding on the die roll I take the result.

Judgement  calls are made depending on the situation. Sometimes these favor the player, sometimes not. I find that too many hard and fast rules applied rigidly quickly lead to ridiculous situations if not tempered with common sense.



QUOTE=Imperator;533551]
Re: the use of some kind of graphic representation. I tend to agree with Gleichman in that they are more important and useful than many people will admit. Without them is easy to fall in monodimensional situations where everyone tends to think they are where they need to be, no bottlenecks or other tactical situations can be properly modelled, and is more difficult to accurate emulate the situation in the gameworld.

I am all about using graphic aids in combats and similar situations. I like the feel that we are playing in a well-defined world. I don't think you need to make exhausting calculations, many times a sketch of the battlefield and its elements with even a rough approach of distances is enough.[/QUOTE]

Graphical representaion is a group taste thing. If everything runs smoothly without them and the group is happy then thats great. If there are many arguments and the rules are very fiddly with regard to precise movement & positioning then some kind of markers are perfectly understandable.

Personally, I like minis, both painting them and using them in game sessions. I'm an adult kid and enjoy playing with toys.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on April 25, 2012, 08:36:10 AM
Quote from: Rincewind1;533490Here, Randall. Come and join us, the rest of ZHE CHEATERZ. And if you somehow managed to get players into your campaign, do not worry - it just means they are BAD.

I know. I need to email my players and let them know that someone are the Internet decreed they were bad players because they play in my campaign and I cheat. I wonder if I should inform the three people on the wait list so they can decide not to play with cheatin' me and all the bad players in my game if/when we have an opening.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Imperator on April 25, 2012, 08:36:37 AM
Quote from: Exploderwizard;533571Totally with you here on the fudging issue but letting the dice fall where they may is completely a different issue from the GM as referee vs GM as antagonist one. The antagonistic GM believes that a game with fair rules means actively trying to defeat the players while adhering to those rules is what the game is about. That isn't an rpg, its a wargame dressed up as roleplaying.
Well, I don't get an adversarial position from Gleichman's posts. Where do you see that?

From what I stand, it seems like he feels that rules are to be followed always, but I haven't seen any hint of comeptition against the players.

QuoteA GM shouldn't be working for or against the players. The GM should judge the game from a neutral perspective and any game rules, canon or house should be applied from this perspective.
Yes, I agree with you.

QuotePersonally, I like minis, both painting them and using them in game sessions. I'm an adult kid and enjoy playing with toys.
I find the hate of maps, grids, minis and markers baffling. D&D was born from miniature games, and minis were an integral part of it. Nothing wrong with that. I have found that my players have more interesting combats when they can see everyone's position, the environment and the distances to everyone else.

I use lots of fog of war effects, and I try to show only what can be perceived from the group's perspective. It beats imagination-only every time, IME.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 25, 2012, 09:02:30 AM
Quote from: Imperator;533573I find the hate of maps, grids, minis and markers baffling. D&D was born from miniature games, and minis were an integral part of it. Nothing wrong with that. I have found that my players have more interesting combats when they can see everyone's position, the environment and the distances to everyone else.

I use lots of fog of war effects, and I try to show only what can be perceived from the group's perspective. It beats imagination-only every time, IME.

I don't hate any of that it is just that after a certain point it literally overloads my brain and I shut down. It has to do with how my cerebral palsy affects my brain and my cognition. The doctors say it's quite common for that particular handicap. It's a major factor in why I can't drive also.

As for the intent you're trying to achieve I totally agree just not the implementation.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Ladybird on April 25, 2012, 09:04:44 AM
Quote from: Imperator;533573I find the hate of maps, grids, minis and markers baffling. D&D was born from miniature games, and minis were an integral part of it. Nothing wrong with that. I have found that my players have more interesting combats when they can see everyone's position, the environment and the distances to everyone else.

I don't use minis as they aren't suitable for where we play, but we do draw maps and diagrams of locations.

I think the thing to bear in mind, though, is that the situation the characters are experiencing on the ground is not the same as the representation on our table. The characters aren't standing rigidly in place; they're moving about, looking around, taking non-direct routes, checking stowed gear, etc... pretty much all the time, but especially in combat. And everyone is doing this all at the same time, not in initiative order.

Being obsessive about the detailed interaction of the figures completely misses the point - it's the rough spatial relationships of the characters and items the figures represent that are important, and those are only similar to, not identical to, the actual spatial relationships of the figures themselves. It's counter-intuitive, but you have to be willing to fudge it to maintain an accurate simulation of how the characters are actually interacting.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Halloween Jack on April 25, 2012, 09:45:35 AM
Quote from: John Morrow;533441And what's wrong with the rules being the physics engine for the setting?  That's pretty much what I want out of a set of RPG rules.
Simulation is about emulating genre and theme. Pendragon is an example of great simulation--concepts like Glory are an actual thing in the rules, and align the players' goals with what should be the characters' goals.

You cannot get a game that feels and plays like Justice League using physics-engine rules, because Batman goes splat before the rules can account for his ability to pull an anti-Darkseid tactic out of his Bat-butt. Nor can you emulate Sherlock Holmes without giving the PC some narrative control to say "I see from the red mud on your shoe that you must have come past the new construction on Wilmot Lane" and suchlike.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 25, 2012, 09:47:08 AM
Quote from: Imperator;533551I think he has a point. Maybe his wording is not the best to convey it.

Gliechman's wording is inflammatory period. Among the surefire ways to start a gaming flamewar is to tell other gamers they are "doing it" wrong and that they are cheaters for not playing the way the poster say they ought to play.

Quote from: Imperator;533551I don't fudge dice. Never. I can and do houserule my games, but then those rules are "official" and well known to my players. ...

This and the rest of your post is reasonably put. Along with John Morrow's in this post (http://www.therpgsite.com/showpost.php?p=533438&postcount=230) earlier in the thread.

In my view the only wrong way to play is when a gamer fails to accomplish his goal (take your pick) by a particular method. Keeps using it over and over saying it ought work and ignoring reasonable suggestions for alternatives.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 25, 2012, 09:52:44 AM
Quote from: Halloween Jack;533584Nor can you emulate Sherlock Holmes without giving the PC some narrative control to say "I see from the red mud on your shoe that you must have come past the new construction on Wilmot Lane" and suchlike.

Why not? Isn't this sort of thing a result of a high intelligence combined with sharp observation skills?

If the Holmes character has these attributes at the proper level then the player won't need any sort of narrative control.
Title: Why I think Gurps and Hero are having popularity problems
Post by: jhkim on April 25, 2012, 10:54:01 AM
Quote from: Halloween Jack;533584Simulation is about emulating genre and theme. Pendragon is an example of great simulation--concepts like Glory are an actual thing in the rules, and align the players' goals with what should be the characters' goals.

You cannot get a game that feels and plays like Justice League using physics-engine rules, because Batman goes splat before the rules can account for his ability to pull an anti-Darkseid tactic out of his Bat-butt. Nor can you emulate Sherlock Holmes without giving the PC some narrative control to say "I see from the red mud on your shoe that you must have come past the new construction on Wilmot Lane" and suchlike.
I think there is most certainly a place for emulating genre and theme in games like Pendragon, or in some emulation of Justice League stories.  I enjoy both emulation and physics-engine rules. However, couldn't we call this emulating genre and theme "emulation"?  

It seems to me that the everyday use of the word "simulation" implies something more like physics-engine rules.  If I tell someone who knows nothing about role-playing games that I play a simulation game, they will probably picture something like a flight simulator program or game like SimCity, or a boardgame that imitates reality like a wargame or the economy simulation of Power Grid.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Imperator on April 25, 2012, 10:55:17 AM
Quote from: Marleycat;533576I don't hate any of that it is just that after a certain point it literally overloads my brain and I shut down. It has to do with how my cerebral palsy affects my brain and my cognition. The doctors say it's quite common for that particular handicap. It's a major factor in why I can't drive also.

As for the intent you're trying to achieve I totally agree just not the implementation.
Well, of course your condition is something that must be taken into account. If it doesn't work for you, it's absurd to try and force it :)

Quote from: Ladybird;533578I don't use minis as they aren't suitable for where we play, but we do draw maps and diagrams of locations.

I think the thing to bear in mind, though, is that the situation the characters are experiencing on the ground is not the same as the representation on our table. The characters aren't standing rigidly in place; they're moving about, looking around, taking non-direct routes, checking stowed gear, etc... pretty much all the time, but especially in combat. And everyone is doing this all at the same time, not in initiative order.

Being obsessive about the details interaction of the figures completely misses the point - it's the spatial relationships of the characters and items the figures represent that are important, and those are only similar to, not identical to, the spatial relationships of the figures themselves. It's counter-intuitive, but you have to be willing to fudge it to maintain an accurate simulation.
I completely agree. I'm not aiming for perfect, I just need to be good enough, and over all, to be consistent, so everyone can gauge distances and the like with the same precision.

Quote from: estar;533586Gliechman's wording is inflammatory period. Among the surefire ways to start a gaming flamewar is to tell other gamers they are "doing it" wrong and that they are cheaters for not playing the way the poster say they ought to play.
A common way of wording stuff. sadly.

QuoteThis and the rest of your post is reasonably put. Along with John Morrow's in this post (http://www.therpgsite.com/showpost.php?p=533438&postcount=230) earlier in the thread.
Thanks. Coming from you is high praise :)

QuoteIn my view the only wrong way to play is when a gamer fails to accomplish his goal (take your pick) by a particular method. Keeps using it over and over saying it ought work and ignoring reasonable suggestions for alternatives.
Nothing to object to that.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Sommerjon on April 25, 2012, 11:48:17 AM
Quote from: estar;533586Gliechman's wording is inflammatory period. Among the surefire ways to start a gaming flamewar is to tell other gamers they are "doing it" wrong and that they are cheaters for not playing the way the poster say they ought to play.
Gliechman has a different style than the standard 'rpgsite way', and that is all that is needed for some to start taking potshots at him.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Halloween Jack on April 25, 2012, 12:35:06 PM
Quote from: jhkim;533593I enjoy both emulation and physics-engine rules. However, couldn't we call this emulating genre and theme "emulation"?  

It seems to me that the everyday use of the word "simulation" implies something more like physics-engine rules.  If I tell someone who knows nothing about role-playing games that I play a simulation game, they will probably picture something like a flight simulator program or game like SimCity, or a boardgame that imitates reality like a wargame or the economy simulation of Power Grid.
If you told someone "emulation" they'd probably think of a program that lets you play NES games on your PC. ;)

Physics-engine has become the everyday use of the term "simulation" because D&D edition warriors didn't understand its original meaning and/or found the misuse of the term to be a handy bludgeon.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Black Vulmea on April 25, 2012, 12:44:44 PM
Quote from: Exploderwizard;533565Care to retract that? :rolleyes:
:rotfl:
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 25, 2012, 12:48:14 PM
Quote from: Halloween Jack;533613If you told someone "emulation" they'd probably think of a program that lets you play NES games on your PC. ;)

Physics-engine has become the everyday use of the term "simulation" because D&D edition warriors didn't understand its original meaning and/or found the misuse of the term to be a handy bludgeon.

Can you clear up what the original meaning was?  I find the hobby's jargon to be often impenetrable and contradictory, so that would be helpful.  (Don't even get me started on how "verisimilitude" gets used.)
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 01:01:24 PM
Quote from: Imperator;533573Well, I don't get an adversarial position from Gleichman's posts. Where do you see that?

I'm actually very pro-hero and thus very pro-players (who only run heroes, never villians) in my campaigns.

But that really doesn't matter, following the rules forces neutral and objective decisions,  greatly reducing the ability of the GM to alter outcomes. The result is that the players earn what victories (and defeats) are to come.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 01:04:41 PM
Quote from: Halloween Jack;533584You cannot get a game that feels and plays like Justice League using physics-engine rules, because Batman goes splat before the rules can account for his ability to pull an anti-Darkseid tactic out of his Bat-butt.

The game's physic engine doesn't have to match the physics of reality, HERO system played as a physic engine is famous for allowing Batman not to go splat or any other convention desired from comic books.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 01:09:43 PM
Quote from: Ladybird;533578Being obsessive about the details interaction of the figures completely misses the point - it's the spatial relationships of the characters and items the figures represent that are important, and those are only similar to, not identical to, the spatial relationships of the figures themselves. It's counter-intuitive, but you have to be willing to fudge it to maintain an accurate simulation.

You do not understand the nature and use of abstaction in game design. Few do.

And you do not understand your own limits, go back to my example and provide me the answers I requested- it will take you an extended period of time and likely require you to graft it all out in scale.

Despite this you want to claim that you can ignore the abstaction and provide correct answers on the fly without any sort of mechanical aid- and I'm afraid that's a joke.

Yes, you're providing answers. But your answers are not correct and they are in addition are breaking the rules and abstraction layer provided by the game. The game you brought specifically to provide those rules and abstraction layer.

Better to use a systems that ignore the subject upfront. It's honest at least (if IMO boring).
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 25, 2012, 02:20:24 PM
Quote from: gleichman;533622But that really doesn't matter, following the rules forces neutral and objective decisions,  greatly reducing the ability of the GM to alter outcomes. The result is that the players earn what victories (and defeats) are to come.

As simple as this sounds this approach does not solve the issue that it is trying to solve. The issue is part of the meta-game. One of the many decisions that a referee makes in creating and managing a campaign.

The characters are just as dead facing a 1,000 orcs if I winged the resolution or made sure that every rule was adhered too including Chapter 3 rule 10.31 on page 64. The real question is why the party was facing a 1,000 orcs in the first place. If they had every piece of information or ignored opportunities to learn about the area and still went in then the outcome was unbiased. If they appeared because the referee decided "just because" then that decision is biased.

So a referee can strict about applying the rules but because of how he setups his challenges, he can biased as all hell. In short the referee consistently picks the worst or best of the possible consquences of the players actions.

The decision to do this is a decision of the meta-game. Of how the referee chooses to run his campaign. Back in the day those referee that always picked worst consquences were known as killer referees. Those that always picked best consquences were known as monty-haul referees.

All of this has nothing to do with how strictly they adhere to the physic engine of the game.

And while making arbitary decisions can be a problem, problems with the meta game have more severe consquences. And these issues exist independently of what particular rule system are you using.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daedalus on April 25, 2012, 03:23:58 PM
Quote from: gleichman;533044Over the years, therpgsite has become more and more like the Forge. They were big on removing grid and minis as well, lumping them into the Gamist definition which wasn't taken seriously.

Grids and minis get in the way of Narrative you know. No Forger would stand for it.

I have been lurking but I have to jump in and call horseshit on this.   Games have been big on removing grids and minis because we want to play role playing games, not Minis games.  If I want grids and minis, I will play minis games.

If I want to play a role playing game, I will play something where I don't have to use grids and minis.

The minis fans turned D&D (from 3.0 up) from a role playing games to a minis game.   Hopefully 5e will reverse that mistake
Title: Why I think Gurps and Hero are having popularity problems
Post by: Ladybird on April 25, 2012, 03:39:29 PM
Quote from: gleichman;533625You do not understand the nature and use of abstaction in game design. Few do.

And you do not understand your own limits, go back to my example and provide me the answers I requested- it will take you an extended period of time and likely require you to graft it all out in scale.

Despite this you want to claim that you can ignore the abstraction and provide correct answers on the fly without any sort of mechanical aid- and I'm afraid that's a joke.

Yes, you're providing answers. But your answers are not correct and they are in addition are breaking the rules and abstraction layer provided by the game. The game you brought specifically to provide those rules and abstraction layer.

How many players are there? How widely are they dispersed, or are they all standing on each other's head in a big stack?
Is all this happening on a flat plane or are there any elevation differences?
Why are you modelling the characters involved as static points rather than, say, circular objects with a velocity and an acceleration? You could keep their centres at the stated positions, I guess.
What's the weather like? What time of day is it?
Where is the centre of the building in relation to the players? 25m to the northwest of where? Does it have any windows? How tall is it? What sort of state is it in?
Has Tango B forgiven Tango A for sleeping with his wife?
How long does the telepathic power take to go off?

In other words, if you want a blisteringly accurate sim, you want a computer game. Tabletop games are crap at that sort of thing by their very nature.

The answers I'll provide by winging it, without maps and grids, are just as useful in actual play as you'd get from measuring it, and probably just as accurate to the situation on the ground for the characters.

So the answer to your question is - the building might not anyone's line of sight, and I have my own homework so you can do your own trig. The allied NPC can roll their telepathic discipline to see if they pull the trick off.

QuoteBetter to use a systems that ignore the subject upfront.

Agreed.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 03:40:46 PM
Quote from: Daedalus;533677The minis fans turned D&D (from 3.0 up) from a role playing games to a minis game.   Hopefully 5e will reverse that mistake

Oh yes, the most successful version of D&D *EVER* wasn't a role-playing game.

I'm sorry Daedalus, but you're not being rational in your thoughts. Also maybe you should go play RISUS or the like instead of inflecting your limits on the rest of the hobby.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Good Assyrian on April 25, 2012, 03:43:30 PM
Quote from: gleichman;533689...instead of inflecting your limits on the rest of the hobby.

Funny, I was just thinking the same thing about you.


-TGA
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 03:47:25 PM
Quote from: Ladybird;533687How many...

A number of questions were answered in the original example*, the rest are strawmen you put up that would have no bearing on the answer to the questions I asked.

Do you want to do this honestly, or are youing going to insist on running from the simple fact that YOU CANNOT tell the ranges or answer the line of sight questions?

Something even the dumbest player with a map and minis could do.


Quote from: Ladybird;533687So the answer to your question is - the building might not anyone's line of sight, and I have my own homework so you can do your own trig. The allied NPC can roll their telepathic discipline to see if they pull the trick off.

So your answer is that you cheat to allow the player side to make his attack even if it was against the rules of the game.

Interesting. I wonder if this is why people foolishly think I run a competitive game- because they are always cheating to allow the players to do whatever they want?



*one exception, the location point for the building is the NW corner.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 03:50:04 PM
Quote from: The Good Assyrian;533693Funny, I was just thinking the same thing about you.

If you have the ability to keep a completely updated and accurate mental map of all ranges and positions at all times- able to provide *correct* answers to all possible range and light sight questions within seconds...

...then I grant you the ability to play correctly without a map. Chess grandmasters seem to have nearly that ability, so I won't deny it's possiblity.

But you... nah, I don't think you have it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daedalus on April 25, 2012, 03:57:06 PM
Quote from: gleichman;533689I'm sorry Daedalus

Indeed, you are sorry all right

Quote from: gleichman;533689but you're not being rational in your thoughts.

Can say the same thing about you

Quote from: gleichman;533689Also maybe you should go play RISUS or the like instead of inflecting your limits on the rest of the hobby.

Don't like rules light/rules barely games like Risus and Fate.  However, the way I game is how the gamers I game with play and have played for the 24 years I have been involved in this hobby.

From your posts, you sound like a very shitty GM and player.  If your so mentally limited you have to miniatures because your brain can't visually do comment then by all means use miniatures.   Some of us have the brainpower to handle combat without the use of miniatures.  And no, it's not cheating.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Good Assyrian on April 25, 2012, 03:58:32 PM
Quote from: gleichman;533700If you have the ability to keep a completely updated and accurate mental map of all ranges and positions at all times- able to provide *correct* answers to all possible range and light sight questions within seconds...

...then I grant you the ability to play correctly without a map. Chess grandmasters seem to have nearly that ability, so I won't deny it's possiblity.

But you... nah, I don't think you have it.

Throughout your participation in this thread I have been wondering what it must be like for you to have such a desperate need to be right all the time, even to the exclusion of polite recognition that others play these games for different reasons than you might.

Is it some pathological issue that drives this need, or is it simply that you are too socially retarded to comprehend that others can differ in opinion about what they find enjoyable and not be wrong?

-TGA
Title: Why I think Gurps and Hero are having popularity problems
Post by: crkrueger on April 25, 2012, 04:04:33 PM
I think the anti-mini backlash from 3.0+ isn't really due to the use of minis, lots of people have been doing that since the hobby began.  What started the resentment was the way in which the minis were used.  Instead of just providing easy accessible ranges, line of sight, positioning, all the elements Gleichman is talking about that minis easily provide, starting really with 3.5, and then going off the deep end in 4.0, the grid and minis became a metagame unto themselves, with special movements not meant to represent the physics of what was happening, but bringing boardgame level tactics into play similar to chess, checkers, go, etc.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 04:05:26 PM
Quote from: The Good Assyrian;533706Throughout your participation in this thread I have been wondering what it must be like for you to have such a desperate need to be right all the time, even to the exclusion of polite recognition that others play these games for different reasons than you might.

Is it some pathological issue that drives this need, or is it simply that you are too socially retarded to comprehend that others can differ in opinion about what they find enjoyable and not be wrong?

-TGA

And I've wondered why people just won't admit that they are cheating, have no idea what the ranges and line of sight limits are, and have been playing heavily modified versions of games that should no longer be called D&D, HERO or whatever range/los system they've been abusing.

When I get my answer, you're get yours.
Title: Why I think Gurps and Hero are having popularity problems
Post by: crkrueger on April 25, 2012, 04:06:41 PM
Quote from: misterguignol;533619Can you clear up what the original meaning was?  I find the hobby's jargon to be often impenetrable and contradictory, so that would be helpful.  (Don't even get me started on how "verisimilitude" gets used.)

You're asking a Something Awful 4venger to describe how a term was used in the early days of the hobby?  You having an off day?  :D

Ask Morrow, he's the rec.games.frp.advocacy historian.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 04:07:09 PM
Quote from: CRKrueger;533709I think the anti-mini backlash from 3.0+ isn't really due to the use of minis, lots of people have been doing that since the hobby began.  What started the resentment was the way in which the minis were used.  Instead of just providing easy accessible ranges, line of sight, positioning, all the elements Gleichman is talking about that minis easily provide, starting really with 3.5, and then going off the deep end in 4.0, the grid and minis became a metagame unto themselves, with special movements not meant to represent the physics of what was happening, but bringing boardgame level tactics into play similar to chess, checkers, go, etc.

You sir, may have a excellent point here.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Good Assyrian on April 25, 2012, 04:14:21 PM
Quote from: gleichman;533710And I've wondered why people just won't admit that they are cheating, have no idea what the ranges and line of sight limits are, and have been playing heavily modified versions of games that should no longer be called D&D, HERO or whatever range/los system they've been abusing.

When I get my answer, you're get yours.

I think you have provided all the answer we need.  My bet is on pathological need to be right.  I don't know you from Adam so I can only guess why you are this way.

In any case, the resulting shitty behavior is the same no matter the root cause.


-TGA
Title: Why I think Gurps and Hero are having popularity problems
Post by: jhkim on April 25, 2012, 04:46:25 PM
Quote from: Halloween Jack;533613If you told someone "emulation" they'd probably think of a program that lets you play NES games on your PC. ;)

Physics-engine has become the everyday use of the term "simulation" because D&D edition warriors didn't understand its original meaning and/or found the misuse of the term to be a handy bludgeon.
Quote from: misterguignol;533619Can you clear up what the original meaning was?  I find the hobby's jargon to be often impenetrable and contradictory, so that would be helpful.  (Don't even get me started on how "verisimilitude" gets used.)
As far as I know, "simulation" as applied to RPGs mostly derives from the Threefold Model of rec.games.frp.advocacy - mostly via my FAQ from August 1996.  That usage was consistent with the physics-engine description - it meant wanting the game-world to resolve consistently from in-game causes.  The word was around prior to that, of course, but the meaning was generally similar.  For example, the game company SPI that made DragonQuest and Universe was an abbreviation for Simulations Publications Inc. - and that reflected their core simulation wargames.  

If you want to I have an article on the origin of the Threefold Model,

http://www.darkshire.net/jhkim/rpg/theory/threefold/origin.html

and on later usage and modification to the model terms,

http://www.darkshire.net/jhkim/rpg/theory/threefold/evolution.html
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 25, 2012, 05:15:27 PM
Quote from: CRKrueger;533711You're asking a Something Awful 4venger to describe how a term was used in the early days of the hobby?  You having an off day?  :D

Ask Morrow, he's the rec.games.frp.advocacy historian.

I don't know Halloween Jack from Jesus; I have no idea where else he posts!  When I don't understand jargon, I ask about it--mainly because the jargon has never informed the way I have fun at the table, heh.
Title: Why I think Gurps and Hero are having popularity problems
Post by: misterguignol on April 25, 2012, 05:16:38 PM
Quote from: jhkim;533737Useful stuff.

Thank you!
Title: Why I think Gurps and Hero are having popularity problems
Post by: crkrueger on April 25, 2012, 05:39:12 PM
Quote from: jhkim;533737As far as I know, "simulation" as applied to RPGs mostly derives from the Threefold Model of rec.games.frp.advocacy - mostly via my FAQ from August 1996.  That usage was consistent with the physics-engine description - it meant wanting the game-world to resolve consistently from in-game causes.  The word was around prior to that, of course, but the meaning was generally similar.  For example, the game company SPI that made DragonQuest and Universe was an abbreviation for Simulations Publications Inc. - and that reflected their core simulation wargames.  

If you want to I have an article on the origin of the Threefold Model,

http://www.darkshire.net/jhkim/rpg/theory/threefold/origin.html

and on later usage and modification to the model terms,

http://www.darkshire.net/jhkim/rpg/theory/threefold/evolution.html

or John Kim will do, he's more than a historian, he's a chronicler. :D
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 25, 2012, 07:29:03 PM
Quote from: Exploderwizard;533565Care to retract that? :rolleyes:

That post was after a certain lesson in English, and a quite useful one. As in, you know, a contextual joke. :(
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 25, 2012, 07:40:31 PM
I've had my laughs at this thread, but I think I have had enough. Gleichman is a troll. Let us all leave  this thread, seal it, and slap a "condemned" sticker on it. Let him drown in his own shit, and we can all just leave to discuss something more useful, like I dunno, FATAL's rules on anals.
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 25, 2012, 08:30:52 PM
IME, trolls tend to stand back and admire their work. That isn't happening here.

It's quite easy to mistake bloody-mindessness and cleaving to ones beliefs in spite of almost universal disagreement, to trolling, but i don't think they are the same thing.

Logic is your liberator in this case.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 25, 2012, 08:59:47 PM
Quote from: One Horse Town;533869IME, trolls tend to stand back and admire their work. That isn't happening here.

It's quite easy to mistake bloody-mindessness and cleaving to ones beliefs in spite of almost universal disagreement, to trolling, but i don't think they are the same thing.

It's easy to call troll when logic fails, and logic has certainly failed those calling troll here.

I should note that it's nowhere near universal disagreement, I've have a good number of people agree with me on the importance of following the rules. Nearly as many as disagree.

Rather what you have are a really loud group of people who would rather drown out opposing ideas than admit their own failures. A comman feature online.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 25, 2012, 09:01:35 PM
Quote from: One Horse Town;533869IME, trolls tend to stand back and admire their work. That isn't happening here.

It's quite easy to mistake bloody-mindessness and cleaving to ones beliefs in spite of almost universal disagreement, to trolling, but i don't think they are the same thing.

Logic is your liberator in this case.

There is actually a species of troll called "Target", back in the days when Flamewarriors.com still existed. Basically it was for those going to feminist's forum and saying "I sure love women in the kitchen", then fanning the flames.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Good Assyrian on April 25, 2012, 09:54:30 PM
Quote from: gleichman;533876It's easy to call troll when logic fails, and logic has certainly failed those calling troll here.

I should note that it's nowhere near universal disagreement, I've have a good number of people agree with me on the importance of following the rules. Nearly as many as disagree.

Rather what you have are a really loud group of people who would rather drown out opposing ideas than admit their own failures. A comman feature online.

For the record, I agree with OHT that you are not a troll.  I also think that calling people that reflexively diminishes the meaning of the word for the very real trolls we do have around here.

But I do believe that your pathological limitations make meaningful communication and discussion with you largely impossible. And since that is my reason for my being here (I can't speak to why you are here), that limits my interest in what you say greatly.  I am sure you can live with that, as can I.


-TGA
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 25, 2012, 10:05:04 PM
Quote from: The Good Assyrian;533897For the record, I agree with OHT that you are not a troll.  I also think that calling people that reflexively diminishes the meaning of the word for the very real trolls we do have around here.

But I do believe that your pathological limitations make meaningful communication and discussion with you largely impossible. And since that is my reason for my being here (I can't speak to why you are here), that limits my interest in what you say greatly.  I am sure you can live with that, as can I.


-TGA

I am definitely in this camp. He doesn't bother me and I agree with a lot of what he is trying to say. But there's a language barrier that makes it impossible to have a real discussion.  Which pisses me off actually, because it shouldn't be that way.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 25, 2012, 10:05:29 PM
Quote from: The Good Assyrian;533897For the record, I agree with OHT that you are not a troll.  I also think that calling people that reflexively diminishes the meaning of the word for the very real trolls we do have around here.

But I do believe that your pathological limitations make meaningful communication and discussion with you largely impossible. And since that is my reason for my being here (I can't speak to why you are here), that limits my interest in what you say greatly.  I am sure you can live with that, as can I.


-TGA

And I think that due to this "RPG.net marks everyone they don't agree with as trolls" meme, we are now afraid to call douches by their true names. In other words - we had somewhat completed the Circle of Spite, by having our own species of users we're afraid to call out on their bullshit. At least because of "fear", and I use that term very loosely, of branding people incorrectly and being like RPG.net, rather then fear of being banned and being like RPG.site.

PS - good to see you around posting again, TGA, and not in the Out of Chara- *coughs* Topic forums :D. Ever gonna come back to the 4e series?

Quote from: Marleycat;533905I am definitely in this camp. He doesn't bother me and I agree with a lot of what he is trying to say. But there's a language barrier that makes it impossible to have a real discussion.  Which pisses me off actually, because it shouldn't be that way.

So you agree that everyone who is "Rulings, not rules" and does not use a grid is a cheater, child and a bad GM? Because that's what his argumentation boils down to.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 25, 2012, 10:31:02 PM
Quote from: Rincewind1;533906So you agree that everyone who is "Rulings, not rules" and does not use a grid is a cheater, child and a bad GM? Because that's what his argumentation boils down to.

No, that part of his view is bullshit but I don't see it as trolling rather than silly and nonsensical.  I believe in simulationist views but with a human element after that I'm off this train.
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Good Assyrian on April 25, 2012, 10:33:10 PM
Quote from: Rincewind1;533906And I think that due to this "RPG.net marks everyone they don't agree with as trolls" meme, we are now afraid to call douches by their true names. In other words - we had somewhat completed the Circle of Spite, by having our own species of users we're afraid to call out on their bullshit. At least because of "fear", and I use that term very loosely, of branding people incorrectly and being like RPG.net, rather then fear of being banned and being like RPG.site.

PS - good to see you around posting again, TGA, and not in the Out of Chara- *coughs* Topic forums :D. Ever gonna come back to the 4e series?

It should be apparent that I am not afraid to call a spade, a spade.  Although I find gleichman's shitty behavior remarkably unproductive to the goals I have for being on this site, I can differentiate between that and purposeful trolling, which in my experience is for the pleasure of seeing others fight - the throwing of the hand grenade and watching the carnage ensue.  My big clue on trolls is when they start flame-bait threads and then disappear, only popping in when the flames die down. For all his faults, gleichman doesn't do that in my opinion.

And thanks for the kind words.  Real life stuff has a way of interfering with the time I can devote to posting, but it has been a good week for it.  Some friends are trying to rope me into another 4e game so there is hope yet for more posting on that topic. ;)


-TGA
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 25, 2012, 10:35:54 PM
Quote from: The Good Assyrian;533922It should be apparent that I am not afraid to call a spade, a spade.  Although I find gleichman's shitty behavior remarkably unproductive to the goals I have for being on this site, I can differentiate between that and purposeful trolling, which in my experience is for the pleasure of seeing others fight - the throwing of the hand grenade and watching the carnage ensue.  My big clue on trolls is when they start flame-bait threads and then disappear, only popping in when the flames die down. For all his faults, gleichman doesn't do that in my opinion.

And thanks for the kind words.  Real life stuff has a way of interfering with the time I can devote to posting, but it has been a good week for it.  Some friends are trying to rope me into another 4e game so there is hope yet for more posting on that topic. ;)


-TGA

There are various species of trolls - fanning the flames is not uncommon behaviour. I myself encountered more of the kind I describe, to be honest. But anyway. Good luck on your gaming :).
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Good Assyrian on April 25, 2012, 10:41:07 PM
Quote from: Rincewind1;533924There are various species of trolls - fanning the flames is not uncommon behaviour. I myself encountered more of the kind I describe, to be honest. But anyway. Good luck on your gaming :).

Thanks!

Frankly, in the end whether you want to call shitty behavior trolling or something else, the fact remains that the best response is to not engage those who suffer from those limitations in their ability to conduct social interaction.  It is never profitable for you to do so, in the end.

-TGA
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on April 25, 2012, 10:45:47 PM
Quote from: The Good Assyrian;533926Thanks!

Frankly, in the end whether you want to call shitty behavior trolling or something else, the fact remains that the best response is to not engage those who suffer from those limitations in their ability to conduct social interaction.  It is never profitable for you to do so, in the end.

-TGA

True, true, but where'd I get all the free laughs from, then?
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 26, 2012, 12:37:23 AM
Quote from: misterguignol;533619Can you clear up what the original meaning was?  I find the hobby's jargon to be often impenetrable and contradictory, so that would be helpful.  (Don't even get me started on how "verisimilitude" gets used.)

The GNS borrowed the term from the GDS Threefold from rec.games.frp.advocacy on the Usenet.  See John Kim's reply for some details.

The context of that term and what it was intended to convey is that there was a debate over the game Theatrix, a diceless games designed to produce stories, and why it didn't work for people.  This led to a discussion about the contrast between running world-oriented games (where the GMs decisions are based on the setting as if it were a real place) and story-oriented games (where the GM's decisions were based on producing a story-like result).  Brian contributed to adding Game quality is a separate concern.  At one point, it was illustrated with a triangle where the three points were labeled "IC Experience", "Interactive Storytelling", and "Problem-Solving" which I think captures the gist of the interests that Simulation, Dramatism, and Gamism were intended to cover.  

What "IC Experience" means is "In Character Experience".  In other words, the motive for Simulation was to provide a satisfactory experience for a player looking at the game through their character's eyes rather than from a player-level perspective.  Thus the purpose of Simulation was to Simulate a plausible game world for the players to adventure in as their characters.  

In retrospect, I often think theory discussions would have gone better if we had stuck to "world-oriented" and "story-oriented" and added "challenge-oriented" or went with "IC Experience", "Interactive Storytelling", and "Problem-Solving".
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 26, 2012, 12:42:31 AM
Quote from: Halloween Jack;533584Simulation is about emulating genre and theme. Pendragon is an example of great simulation--concepts like Glory are an actual thing in the rules, and align the players' goals with what should be the characters' goals.

What does it mean to "simulate" a genre or theme?

Quote from: Halloween Jack;533584Nor can you emulate Sherlock Holmes without giving the PC some narrative control to say "I see from the red mud on your shoe that you must have come past the new construction on Wilmot Lane" and suchlike.

What does it mean to "simulate" Sherlock Holmes like that and what, exactly, are you emulating?  To simulate the experience of being Sherlock Holmes, you'd need to let the player actually solve the mystery using their knowledge and intelligence.  To simulate the experience of reading a Sherlock Holmes story, you'd need to surprise the players with an unexpected solution at the end.  Neither of those fit what you are describing.  So are you trying to simulate the experience of writing a Sherlock Holmes story?  If so, how is that role-playing or simulating the genre?
Title: Why I think Gurps and Hero are having popularity problems
Post by: Imperator on April 26, 2012, 01:59:48 AM
Quote from: One Horse Town;533869IME, trolls tend to stand back and admire their work. That isn't happening here.

It's quite easy to mistake bloody-mindessness and cleaving to ones beliefs in spite of almost universal disagreement, to trolling, but i don't think they are the same thing.

Logic is your liberator in this case.
I completely agree. If Gleichman is a troll, most poters here would too, under that definition.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Ladybird on April 26, 2012, 08:19:54 AM
Quote from: Imperator;534007I completely agree. If Gleichman is a troll, most poters here would too, under that definition.

I don't think Gleichman is a troll, I think he's someone with different tastes regarding the details of combat systems to me. I thoroughly agree with him on "if the rules aren't doing what you want them to do, find another system that does" - there is no inherent virtue in wasting time creating and testing your own fixes for a system that doesn't do what you want, if there's an alternative system that does do what you want. Do it because you like doing it, but admit to yourself that's your actual reason.

I don't think BT is a troll. I think he's a racist prick. There's a difference.

Quote from: John Morrow;533984What does it mean to "simulate" Sherlock Holmes like that and what, exactly, are you emulating?  To simulate the experience of being Sherlock Holmes, you'd need to let the player actually solve the mystery using their knowledge and intelligence.  To simulate the experience of reading a Sherlock Holmes story, you'd need to surprise the players with an unexpected solution at the end.  Neither of those fit what you are describing.  So are you trying to simulate the experience of writing a Sherlock Holmes story?  If so, how is that role-playing or simulating the genre?

While that's true, if you expect players to go into that much minutia to solve a case, it puts a huge burden on the GM (To develop and put forth that level of detail) and the player (To realise it's there, and to realise what to look for) - and to be blunt, most GM's and players aren't trained detectives, logisticians and mystery writers.

Which kinda leaves you at CSI-level mysteries, but that's fine because there's a lot of fun to be had there.
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 26, 2012, 08:23:21 AM
Of course, a thread is pretty much over once it's descended to talking about the poster and not the posts.
Title: Why I think Gurps and Hero are having popularity problems
Post by: 1989 on April 26, 2012, 10:32:31 AM
I'm sticking with my theory.

4e completely blasted the RPG landscape. Enthusiasm for RPGs went down all across the board, after the flagship of the hobby was turned into a miniatures boardgame.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Halloween Jack on April 26, 2012, 10:37:54 AM
I didn't play D&D until 3rd edition. Before that point, whatever D&D was doing had zero effect on my enthusiasm for the hobby or the games I was playing at the time.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Bedrockbrendan on April 26, 2012, 10:41:02 AM
Quote from: Halloween Jack;534116I didn't play D&D until 3rd edition. Before that point, whatever D&D was doing had zero effect on my enthusiasm for the hobby or the games I was playing at the time.

I don't doubt this. Your experience is your own. Though i am sure a lot of people who started with 3E still embraced a lot of the classic assumptions tha edition carried with it, and 4E was too far in the direction of board games for their tastes. I think people who started with 3.5 and later 3.5 releases may have had more ease with 4e. But my experience is most of the folks who like 4E had serious issues with every edition of D&D form basic to 3.5
Title: Why I think Gurps and Hero are having popularity problems
Post by: Halloween Jack on April 26, 2012, 10:47:16 AM
Quote from: BedrockBrendan;534120I don't doubt this. Your experience is your own.
I don't doubt the current state of D&D has a big influence on how many new gamers enter the hobby and stay involved. But as for it having a positive or chilling effect on people currently playing White Wolf, Shadowrun, Call of Cthulhu...I just don't see it.
QuoteThough i am sure a lot of people who started with 3E still embraced a lot of the classic assumptions tha edition carried with it, and 4E was too far in the direction of board games for their tastes.
I don't get this. I've never met anyone who played 3e without a gridmap. I'm not saying they don't exist.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Drohem on April 26, 2012, 10:52:14 AM
Quote from: Halloween Jack;534125I don't get this. I've never met anyone who played 3e without a gridmap. I'm not saying they don't exist.

I haven't met you, but I am a person who played 3e without a gridmap. :)
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 26, 2012, 01:31:14 PM
Quote from: John Morrow;533984What does it mean to "simulate" Sherlock Holmes like that and what, exactly, are you emulating?  To simulate the experience of being Sherlock Holmes, you'd need to let the player actually solve the mystery using their knowledge and intelligence.  To simulate the experience of reading a Sherlock Holmes story, you'd need to surprise the players with an unexpected solution at the end.  Neither of those fit what you are describing.  So are you trying to simulate the experience of writing a Sherlock Holmes story?  If so, how is that role-playing or simulating the genre?

With respect to "To simulate the experience":


Simulation in gaming is basically about three elements.

1. Simulation of decisions
If one is roll-playing a commando, a game can offer him many of the same decisions that a commando would make- should he take cover, should he do a snap shot or fully aimed fire, what approach to the target is best, etc.


2. Simulation of Process
Does the method of resolution match the method being simulated (D&D fails big time on this point). Grids and mins are big influences at this level and the next.


3. Simulation of outcome
These are the results of his decisions. The system's outcomes can be compared to what's being modeled for faithfulness. It may be reality, or a genre (action movie, noir, etc.).


Game Design can handle combat at all three levels of simulation in a good system.

But it really can only handle Sherlock Holmes in the outcome level. You can't model his actual decisions made during deduction (except as you note- by make the player actually deduce things like Holmes does) or its process, only the result (i.e. did he make his skill roll?). This is rather weak sauce all things considered, as only a third the question is answered.

Thus people keep searching for better 'skill' systems, and they fail.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Bedrockbrendan on April 26, 2012, 01:38:02 PM
Quote from: Halloween Jack;534125I don't doubt the current state of D&D has a big influence on how many new gamers enter the hobby and stay involved. But as for it having a positive or chilling effect on people currently playing White Wolf, Shadowrun, Call of Cthulhu...I just don't see it.

I wasn't suggesting anything about other rpgs

QuoteI don't get this. I've never met anyone who played 3e without a gridmap. I'm not saying they don't exist.

Didn't mention the grid map but the grid map isn't the only assumption 4e changes. The change has more to do with how 4E uses the gridmap than the grid map itself (and the fact that the game was designed entirely around it). Personally know tons of people who played 3E with no grid map or used the grid map irregularly.
Title: Why I think Gurps and Hero are having popularity problems
Post by: TheHistorian on April 26, 2012, 01:42:19 PM
A GM needs to have some mapping/positioning tool.  That can range from an exact map behind their screen to remembering the positions of all combatants in their head.  As the arbiter, they have to maintain something.

My issue has always been, do the players deserve an accurate map?  It depends what kind of game you want to play.

If you're interested in more of a tactical wargame model, then yes, giving access to an overhead view with accurate positioning is fine.

But, if you're interested in something that gives each combatant a fog of war/chaotic battlefield experience, then giving the entire group the overhead layout doesn't make sense (unless they have reason to achieve that, like someone perched at elevation communicating position or appropriate magic).

I much prefer the latter, but I haven't (YET!) found a way to easily represent that experience to each player, so that each understands their viewpoint of a battle, but all players' views added up may still leave blind spots.  Since that has been traditionally very hard to manage (maintain a separate map for each player - yikes!), it leads to having no player map, although they're free to draw for themselves what they think is happening, of course.  I'm hoping that smartphones and tablets may provide a way to model this style of play, or there may be an app that does that already that I just haven't found.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 26, 2012, 01:54:48 PM
Quote from: TheHistorian;534170But, if you're interested in something that gives each combatant a fog of war/chaotic battlefield experience, then giving the entire group the overhead layout doesn't make sense (unless they have reason to achieve that, like someone perched at elevation communicating position or appropriate magic).

Hidden movement can be a blast in an RPG, and is quite possible. But that's not 'Hidden Map' which is what you seem to be wanting.

To be honest, the overhead may not be worth it. The Player response would be quick and effective- the map wouldn't be hidden long. And the process for revealing it would quickly become second nature and rather boring- especially in modern/future settings or magical ones.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 26, 2012, 09:39:20 PM
Quote from: TheHistorian;534170But, if you're interested in something that gives each combatant a fog of war/chaotic battlefield experience, then giving the entire group the overhead layout doesn't make sense (unless they have reason to achieve that, like someone perched at elevation communicating position or appropriate magic).

To this point, I have more faith in the players converting the scene on a map board into what their characters are seeing and reacting to than the GM providing such information verbally from each character's perspective.  And even if the GM were to emulate the fog of war by verbally giving each player a subjective description of the scene from their own character's perspective, the very fact that each player gets to hear what the GM says to every other player and hear the system-related table talk that will let them know, for example, how wounded the other PCs are, means that the players are going to know more than their characters do.  In my experience, players who are interested in viewing and reacting to their situation as their character would do what they can to firewall the information that they wouldn't know from their character's decisions, and I see little difference in ignoring the things my character can't see on the map board and ignoring what I hear other players saying and what I know about the condition of their characters.  And in practice, I think a picture (i.e., the map board) is worth more than a thousand words to each player, with that information conveyed to each player more quickly and simultaneously than a GM could ever convey it verbally.
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 26, 2012, 09:41:49 PM
Quote from: gleichman;534177Hidden movement can be a blast in an RPG, and is quite possible. But that's not 'Hidden Map' which is what you seem to be wanting.

This is becoming possible with electronic role-playing aids like MapTool, which can handle things like line of sight (http://rptools.net/dorpond/demos/ClickVisionVid/ClickVisionVid.html) and, if each player is using their own laptop, gives each player a subjective view.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 26, 2012, 11:23:36 PM
Quote from: John Morrow;534312This is becoming possible with electronic role-playing aids like MapTool, which can handle things like line of sight (http://rptools.net/dorpond/demos/ClickVisionVid/ClickVisionVid.html) and, if each player is using their own laptop, gives each player a subjective view.

Yes, but I think in the end it would be effectively a waste of time and money in many cases. Modern/fantasy characters will just buy equipment to extend their 'sight', while fantasy ones will use magic.

The setting would have to actually forbid such things, and makes it a very narrow range. It would still include a lot, CoC in the 20s come to mind.

But aside for all that, I have a even greater concern- that it would result in what is for the typical rpg genre poor play. Characters are supposed to be in general heroic, restricting that type of information will turn players into over cautious fools who can't achieve even the most basic goals.

It also destorys one of the good benefits of a God's Eye view, with is to make up for the fact that players are trained soldiers, accomplished adventures, and great heroes. They need the extra information to make it seem as if they are.

Outside of FPS games, I don't see this sort of play catching on.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Justin Alexander on April 27, 2012, 05:23:20 AM
By the late '90s, the continued popularity of GURPS rested almost entirely on its massive library of supplemental material. When they upgraded to 4th Edition, they rendered that library of supplemental material obsolete while simultaneously making their core rules substantially more expensive.

Hero's claim to fame was its robust, effects-based character creation system. But other games have come in, stolen its stuff, and (arguably) done it better. Meanwhile, Hero has completely fractured its player base (and customer loyalty) by churning through multiple editions.

Basically, both games ultimately suffer from something which becomes more apparent with every passing year: No reboot edition of an RPG has ever succeeded unless there is clear, deep, and widespread dissatisfaction in the existing customer base.

This will probably remain true as long as the TTRPG consumer base remains predominantly stagnant.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 27, 2012, 07:56:53 AM
Quote from: Justin Alexander;534382By the late '90s, the continued popularity of GURPS rested almost entirely on its massive library of supplemental material. When they upgraded to 4th Edition, they rendered that library of supplemental material obsolete while simultaneously making their core rules substantially more expensive.


While the core rules did get more expensive, not a whole lot of the supplemental material was obsolete. Crunch books such as Fantasy Folk, and High Tech became outdated but the historical books are still very useful, even for running games that don't use GURPS.

I think the idea of focused books with just the rules needed for the particular genre plus some solid module support would make GURPS more attractive.

Having to pick through supers/space/modern stuff when building a character is a real drag and overwhelming for new players.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on April 27, 2012, 08:35:56 AM
Quote from: gleichman;534335Yes, but I think in the end it would be effectively a waste of time and money in many cases. Modern/fantasy characters will just buy equipment to extend their 'sight', while fantasy ones will use magic.

My experience using Fog of War on Virtual Tabletops is that it works quite well and works as expected. The players view narrow down to their immediate surrounding.

Intuitive Fog of War is one of the few advantages that virtual tabletops has over regular tabletop.
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on April 27, 2012, 02:08:40 PM
Quote from: Justin Alexander;534382By the late '90s, the continued popularity of GURPS rested almost entirely on its massive library of supplemental material. When they upgraded to 4th Edition, they rendered that library of supplemental material obsolete while simultaneously making their core rules substantially more expensive.

Hero's claim to fame was its robust, effects-based character creation system. But other games have come in, stolen its stuff, and (arguably) done it better. Meanwhile, Hero has completely fractured its player base (and customer loyalty) by churning through multiple editions.

Basically, both games ultimately suffer from something which becomes more apparent with every passing year: No reboot edition of an RPG has ever succeeded unless there is clear, deep, and widespread dissatisfaction in the existing customer base.

This will probably remain true as long as the TTRPG consumer base remains predominantly stagnant.

Again, the problem with HERO 6 (And arguably GURPS 4th) is that for it to be a business success it had to both appeal to new players and to people who still had their last edition and liked it just fine.

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: RobMuadib on April 28, 2012, 12:43:48 AM
Quote from: The Butcher;533063(http://t2.gstatic.com/images?q=tbn:ANd9GcT6hEtwnnnlFm7nWZ5VDowj269CUY3NJ5qXuZaG2ndbpIlzWMnsng)

Hahah, I thought Gleichman had died. I remember his posts from back in the day on rec.frp. I still even have notes on a few of them. G-man is very in touch with his brand of bad wrong fun. (I even read his game back in the day).

However, at least he isn't a filthy 4venger. zomg!~

QuoteAgain, the problem with HERO 6 (And arguably GURPS 4th) is that for it to be a business success it had to both appeal to new players and to people who still had their last edition and liked it just fine.

Hey, this sounds familiar to some game I heard has a new edition coming out, except they have 2-1/2 old edition players to please.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Bradford C. Walker on April 28, 2012, 09:39:16 PM
I prefer to play with miniatures and a grid, even if the "miniatures" are tokens and the "grid" is a bare tabletop and we're using tape measurement.  (It's the way I played BattleTech back in the 1990s when I played on Saturdays at Phoenix Games in Minneapolis, so it's way doable on the cheap.)  I agree with Gleichman as to the reason for doing so--clear picture of the action, easy to resolve Line Of Sight questions, etc.--and I find his attitude towards rules to be understandable, and not unreasonable.  It is my experience that players would rather honestly fail than succeed only because the GM made it so, for whatever reason, hence why I play the game even when I run it, if you follow me.
Title: Why I think Gurps and Hero are having popularity problems
Post by: jhkim on April 29, 2012, 01:51:28 AM
Quote from: Bradford C. Walker;534811I prefer to play with miniatures and a grid, even if the "miniatures" are tokens and the "grid" is a bare tabletop and we're using tape measurement.  (It's the way I played BattleTech back in the 1990s when I played on Saturdays at Phoenix Games in Minneapolis, so it's way doable on the cheap.)  I agree with Gleichman as to the reason for doing so--clear picture of the action, easy to resolve Line Of Sight questions, etc.--and I find his attitude towards rules to be understandable, and not unreasonable.  It is my experience that players would rather honestly fail than succeed only because the GM made it so, for whatever reason, hence why I play the game even when I run it, if you follow me.
I don't have anything against playing with miniatures and a grid.  However, I also think that you can play without a grid without being stupid and/or a cheater.

I think problems with Gleichman weren't over how he preferred to play with a grid, as with what he was saying about people who didn't play his way.
Title: Why I think Gurps and Hero are having popularity problems
Post by: David Johansen on April 29, 2012, 10:17:27 AM
My own feeling is that you can only play "off the grid" with people who AREN'T stupid cheaters.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Sommerjon on April 29, 2012, 11:17:09 AM
Quote from: jhkim;534869I don't have anything against playing with miniatures and a grid.  However, I also think that you can play without a grid without being stupid and/or a cheater.
More people fall into the category of limited spatial awareness than those who have spatial awareness.

Quote from: jhkim;534869I think problems with Gleichman weren't over how he preferred to play with a grid, as with what he was saying about people who didn't play his way.
No it's the opposite of what TRSwarriors say is the 'correct way' to play.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Drohem on April 29, 2012, 12:57:44 PM
Quote from: Sommerjon;534907No it's the opposite of what TRSwarriors say is the 'correct way' to play.

What is a 'TRSwarrior,' please?  :)
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 29, 2012, 12:57:56 PM
Quote from: jhkim;534869I don't have anything against playing with miniatures and a grid.  However, I also think that you can play without a grid without being stupid and/or a cheater.

That's not what people who play without a grid/mini claim. Instead they say one of two things and thus define themselves:

1. They can't play with grid and minis because it's a wargame to them, i.e. they're are not capable of playing by the rules and role-playing at the same time.

2. They don't want to be bound by the rules, i.e. they want to cheat.



The most interesting thing here to me is that they pick games unsuited to their desires, i.e. ones that require a grid and minis (or their equal).

Basically they want to be able to say that they are playing the popular games (i.e. D&D and it's clones for the most part) but are unwilling to actually play them correctly (i.e. by the rules).

And then they want said game to dumb itself down to their level in a future edition. It's a bit like a bunch of people invaded Professional Baseball with the intent to change the rules to T-Ball. Why they don't just play T-Ball and leave other games to their own niche in the first place is the elephant in the room.


The answer is rather clear. The only games with a large enough market base to support the desired adventures/expansion/supplements are grid and mini games. So they almost have to parasite themselves on those games.

But the desire to dumb them down (i.e. removing support for the grid and minis) is self-defeating. If D&D 5th goes this path, it will die as surely as HERO did when it took that option.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Drohem on April 29, 2012, 01:00:40 PM
Quote from: gleichman;534924That's not what people who play without a grid/mini claim. Instead they say one of two things and thus define themselves:

1. They can't play with grid and minis because it's a wargame to them, i.e. they're are not capable of playing by the rules and role-playing at the same time.

2. They don't want to be bound by the rules, i.e. they want to cheat.


Do you have some hard data that supports this claim?  Can you please point me to the research that supports this claim?
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 29, 2012, 01:02:59 PM
Quote from: Drohem;534926Do you have some hard data that supports this claim?  Can you please point me to the research that supports this claim?

This very thread. Go read it, and note what people opposed to grid and minis are actually saying.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Drohem on April 29, 2012, 01:15:59 PM
Quote from: gleichman;534927This very thread. Go read it, and note what people opposed to grid and minis are actually saying.

So, you don't.  Thank you.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 29, 2012, 01:19:55 PM
Quote from: Drohem;534933So, you don't.  Thank you.

For the purpose of this thread, I have 350 posts of data. I'm sorry however if you're incapable of understanding them.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 29, 2012, 01:36:20 PM
Quote from: Drohem;534933So, you don't.  Thank you.

See, he thinks his playstyle is "the one true way" and if you play another way it's not only "badwrongfun" but you cheat. He forgets his opinion isn't an objective fact.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 29, 2012, 01:42:01 PM
Quote from: Marleycat;534941See, he thinks his playstyle in "the one true way" and if you play another way not only "badwrongfun" but you cheat. He forgets his opinion isn't an objective fact.

It's not a question of "one true way" nor of opinion.

The rules are objective fact. If a spell has X Range, then a player/GM not determining the correct range means those rules have been broken. It's that simple.

And I've heard only two reasons why people break those rules in this thread- 1) they can't follow them and role-play, and 2) They want to override the rules at their whim (i.e. cheat). This is also objective fact.


I'm not against anyone playing a game without such rules, they would not be cheating nor dumbing down their game. I would find such games boring, but that's a matter of taste.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 29, 2012, 01:49:59 PM
Quote from: gleichman;534942It's not a question of "one true way" nor of opinion.

The rules are objective fact. If a spell has X Range, then a player/GM not determining the correct range means those rules have been broken. It's that simple.

And I've heard only two reasons why people break those rules in this thread- 1) they can't follow them and role-play, and 2) They want to override the rules at their whim (i.e. cheat). This is also objective fact.


I'm not against anyone playing a game without such rules, they would not be cheating nor dumbing down their game. I would find such games boring, but that's a matter of taste.
For my games we use grids when deemed appropriate like big battles with multiple opponents and factors like flying or water. But its still not with rulers or the like.

It's cool that this playstyle is boring to you and I'm glad you admit it's not cheating.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Sommerjon on April 29, 2012, 01:52:19 PM
Quote from: Drohem;534923What is a 'TRSwarrior,' please?  :)
the rpgsite warrior
Quote from: Marleycat;534941See, he thinks his playstyle is "the one true way" and if you play another way it's not only "badwrongfun" but you cheat. He forgets his opinion isn't an objective fact.
AYFKM?
This whole site is based around Onetruewayism.  Except gleichman's onetrueway happens to be different.
Title: Why I think Gurps and Hero are having popularity problems
Post by: One Horse Town on April 29, 2012, 01:58:16 PM
It's a bit much when every post you make is a number 17.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 29, 2012, 02:21:54 PM
Quote from: Sommerjon;534948the rpgsite warrior
AYFKM?
This whole site is based around Onetruewayism.  Except gleichman's onetrueway happens to be different.

Just when I could start taking you seriously you say something silly again, whatever I guess.

I have no problem with Gleichman's playstyle.  I do have a problem with calling any other style cheating.  Just like certain styles may be storytelling not roleplaying but neither are cheating.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Benoist on April 29, 2012, 02:28:48 PM
Quote from: gleichman;5349241. They can't play with grid and minis because it's a wargame to them, i.e. they're are not capable of playing by the rules and role-playing at the same time.
What if the rules are not about tactical combat with a grid in the first place? Wouldn't that be playing with the rules to not use a grid and miniatures from there? If yes, why couldn't people express a preference for rules which do not require grids and miniatures, if that is what they prefer to play with?

Quote from: gleichman;5349242. They don't want to be bound by the rules, i.e. they want to cheat.
So, let me get this straight: if you are not playing 100% by the letter of the rules, you are cheating? I'm sorry, but about 99% of the role playing game books and manuals I have here, as well as my personal gaming experience, completely disagree with that ludicrous idea. I have no choice but to point and laugh at this juncture of the conversation.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 29, 2012, 02:33:29 PM
Quote from: Benoist;534956What if the rules are not about tactical combat with a grid in the first place? .

If the game doesn't include ranges and line of sight, then it doesn't include them. I've taken pains to note such as a different creature completely, one that bores me but also one that I'm not talking about.


Quote from: Benoist;534956So, let me get this straight: if you are not playing 100% by the letter of the rules, you are cheating? I'm sorry, but about 99% of the role playing game books and manuals I have here, as well as my personal gaming experience, completely disagree with that ludicrous idea.

The books and manuals don't want to lose sales, so they'll tell you it's ok. And of course you'll tell yourself that it's ok.

But the fact remains- you can't play the game by the rules. And that is failure pure and simple.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Benoist on April 29, 2012, 02:42:58 PM
Quote from: gleichman;534960If the game doesn't include ranges and line of sight, then it doesn't include them. I've taken pains to note such as a different creature completely, one that bores me but also one that I'm not talking about.
Ranges and lines of sight don't make a game that would have to be played with miniatures. You can verbally tell the player "you're about 50 feet away from your target and he's running between boulders from time to time as he slaloms between them" and then the player tells you "OK, I'm within range then. I'll take a shot at a moment when he transitions from one cover to the next" and then the referee adjudicates.

That's a role playing game too, and it really doesn't matter whether you like playing like that or not: it's role playing and playing by the rules at the same time too, so your argument really is a steaming pile of bullshit, as far as I'm concerned.

Quote from: gleichman;534960The books and manuals don't want to lose sales, so they'll tell you it's ok. And of course you'll tell yourself that it's ok.
OK. So if a role playing game tells you to take the game into your own hands and that the gameplay and make-believe are more important than the rules in that context, they are actually lying to you. All games are really meant to be played 100% by the rules at all times. It's just marketing when they tell you it's not the case.

Man. I'd love to have authors and publishers of RPGs commenting on that one. I suppose they'll obviously all lie for PR on this thread when in fact they're all convinced their games are meant to be played BTB at all times. That's awesome ESP you got there.

Quote from: gleichman;534960But the fact remains- you can't play the game by the rules. And that is failure pure and simple.
Ah, no. I'm actually playing the game by the rules as per my example above. Check out http://praemal.blogspot.com to see how I use miniatures and grids when I want to. The one here who fails is you, mister, by pretending that only rules using miniatures and grids are worth playing, and that playing these rules sets without miniatures is somehow cheating against all evidence and the accumulated experience of gamers everwhere.

It's a laughable claim. Live with it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Ladybird on April 29, 2012, 06:43:43 PM
Quote from: Bradford C. Walker;534811It is my experience that players would rather honestly fail than succeed only because the GM made it so, for whatever reason, hence why I play the game even when I run it, if you follow me.

Geez, ain't that true.

In a recent game, we had what should have been a very deadly fight stolen from us by a group house rule, which makes unskilled characters far, far more competent than skilled ones - so rather than having fuck all chance of hitting anything, we took both our opponents down with one shot in the first round of the fight. And I've pointed out, while they complain about the rules they use, the rule in the book works fine and exactly as we want... but I was asked to be quiet because the error made us more likely to win.

It's reached the point where I proposed the rule in the book as a house rule.

Pissed me off. Yeah, we might have died. But our characters knew that when they agreed to the job. There's no fun if there's no risk; what we had was an anticlimax that ruined the entire mission.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on April 29, 2012, 06:58:06 PM
Huh. I see Gleichman is back. Yet again.

RPGPundit
Title: Why I think Gurps and Hero are having popularity problems
Post by: The Good Assyrian on April 29, 2012, 08:22:48 PM
Quote from: RPGPundit;535069Huh. I see Gleichman is back. Yet again.

RPGPundit

Are you really surprised?


-TGA
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daedalus on April 29, 2012, 08:53:45 PM
That's why I love games like Barbarians of Lemuria.  They don't have miniature rules and even say don't use miniatures.

You have distances and from there you determine how far away the enemy is (IE the enemy is 75 feet away so they are at medium distance).

I have been gaming for 25 years and the games I have played, few if any have had miniature rules.  

That's how I like to game and that's how the many people I have gamed with game.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daedalus on April 29, 2012, 08:58:08 PM
And for the record, I think the whole problem with Gurps and Hero is that, Like D&D the many editions have caused fracturing of the fan base.

I used to love Hero/Champions and played it in the 4e days.  I don't play anymore because with my limited gaming time, I don't have time for overcomplicated games anymore.   I prefer games that are easier to learn and less time is wasted on looking up rules.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on April 30, 2012, 01:58:15 PM
Quote from: Benoist;534966Ranges and lines of sight don't make a game that would have to be played with miniatures. You can verbally tell the player "you're about 50 feet away from your target and he's running between boulders from time to time as he slaloms between them"

Yes, you can attempt to do that. And since you've limited your example to two characters you'd almost think you'd get alway with it. But the additions of boulders and the like ruin the one-dimensional encounter that you could have had.

In short, you're example fails. I can show you why, are you willing to proved wrong? Or do you want to whine some more instead.

>That's a role playing game too, and it really doesn't matter whether you like
>playing like that or not:

It's a rpg alright, but if that rpg included ranges and line of sight questions- you're break the rules playing it that way, i.e. you're being cheating.


> All games are really meant to be played 100% by the rules at all times. It's
> just marketing when they tell you it's not the case.

Not all, Long actually thought you didn't need a grid and minis for HERO and produced 6th edition without support for them. And sixth edition tanked.

Some authors drink the cool-aid. Others (most) are open to people expanding the written game but rightfully would hold that that when one changes the rules too much- you're no long playing that game.

In short, don't call you'r T-Ball version of Professional Baseball Professional Baseball, it's not. And you're gridless version of D&D isn't D&D.



Quote from: Benoist;534966Ah, no. I'm actually playing the game by the rules as per my example above. Check out http://praemal.blogspot.com to see how I use miniatures and grids when I want to.

Be more specific with your links, I'm not reading a entire blog (and a boring one to boot) looking for whatever you're trying to say here.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 30, 2012, 02:39:02 PM
Quote from: gleichman;535289And you're gridless version of D&D isn't D&D.

:rotfl:

Thanks. I haven't laughed at something that funny in days!
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on April 30, 2012, 05:27:11 PM
Quote from: The Good Assyrian;535111Are you really surprised?


-TGA

Not even a tiny bit.

RPGPundit
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on April 30, 2012, 06:27:19 PM
Quote from: Benoist;534966Man. I'd love to have authors and publishers of RPGs commenting on that one. I suppose they'll obviously all lie for PR on this thread when in fact they're all convinced their games are meant to be played BTB at all times. That's awesome ESP you got there.

Microlite74 clearly states:

QuoteGuidelines Not Rules

Finally, remember that these rules are a tool for the GM. If something herein does not work right in your campaign, change it. The object is to have fun, not be a slave to rules or to players who think being a rules-lawyer is the way to get ahead. In many roleplaying games, the Rules As Written (RAW) are often considered sacrosanct or at least somehow better than those a GM can come up with himself. This is not true of Microlite74 so please change anything you do not like.

It also says stuff like:

QuoteReality/Common Sense Trumps Rules: Old-school games use loose and simple rules that cover average cases and the GM and players are supposed to apply common sense and their knowledge of how reality works to cover the unusual and edge cases. "Reality/Common Sense" as interpreted by the GM always trumps the written rules if they conflict. For example, a character has a magic weapon and the rules for that weapon say it always causes its target to fall prone if hit. The character hits a gelatinous cube moving down the corridor toward them with the weapon. The rules say that the target should fall and be in a prone position. Reality, however, says otherwise. Gelatinous cubes don't have a top and bottom (so prone penalties make no sense) and a 10 foot cube can't fall when it is moving through a 10 foot corridor. In some modern games, the rules would be applied anyway and the cube would suffer the effects of falling prone no matter how little sense that makes. In an old school game, the GM ignores the rule because it makes no sense in the specific situation.

Forget "Rules Mastery": As some of the above differences have hinted, player skill in "old school" style games isn't about mastering the game rules so you can solve any problem by knowing the right combination of rules from 20 different rule books. Microlite20 is designed to be rules light and Microlite74 tries to stress this even more by encouraging GMs to make rulings on the spot taking into account specific circumstances instead of trying to hunt up special cases in the SRD or a stack of optional rule books. This is faster and helps players immerse themselves in their character and the game world instead of in rule books. GM rulings will be based on specific circumstances and common sense, not just on the written rules and prior rulings. Just because it requires a certain roll to jump one 10 foot pit does not mean all 10 foot wide pits will require the same roll. After all, all sorts of variables can affect the roll (terrain, weather, lighting, pressure to jump quickly, etc.). Players need to remember that these rules are merely a tool for the GM. They are just guidelines for the GM, not something written in stone that the GM must obey. If something herein does not work right in your campaign (or the GM just does not like a rule), the GM is well within his right to change it. Microlite74 is not a game for rules lawyers or for those who believe that the game designer always knows what is best.

Considering Microlite74 has one author and no marketing department, I believe I actually do intend for GMs to make spot rulings, treat the rules as guidelines, and generally ignore or change anything they do not like. This, of course, means that the resulting game will be completely unacceptable to some -- but I do not care. I am not trying to make the one true game that will please everyone.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Declan MacManus on April 30, 2012, 07:00:28 PM
Quote from: Shawn Driscoll;532973I've watched such games.  It's painful.  People sitting around the room asking the DM where their character is in relation to the guy they want to attack.  And the DM saying, "He's behind you."  And another player asking, "What is my character doing?  Am I close enough to help them?"

These people obviously have known each other for years and this is more just a social night for them and not a serious RPG session.

I've decided that you're a tedious, boring fuck and that I hate you. Therefore you don't really have any reason to exist anymore.

I suggest one bullet...to the temple. Efficient and painless. Of course, if you have a flair for the dramatic you can douse yourself in kerosene and light yourself on fire. Either way is fine with me, just don't be alive anymore.

Hey! Asscunt! What the fuck are you typing and why? You don't owe the world a suicide note...only a suicide. Get on with it. Chop chop!
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on April 30, 2012, 07:04:32 PM
Quote from: RandallS;535342Microlite74 clearly states:



It also says stuff like:



Considering Microlite74 has one author and no marketing department, I believe I actually do intend for GMs to make spot rulings, treat the rules as guidelines, and generally ignore or change anything they do not like. This, of course, means that the resulting game will be completely unacceptable to some -- but I do not care. I am not trying to make the one true game that will please everyone.

Well you are a good designer then. That preface is gold though.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on April 30, 2012, 07:12:36 PM
Quote from: gleichman;535289In short, don't call you'r T-Ball version of Professional Baseball Professional Baseball, it's not. And you're gridless version of D&D isn't D&D.

Here are a list of the recommended items for D&D from my copy of  Men & Magic (3rd Printing - 1975):

QuoteRECOMMENDED EQUIPMENT:

Dungeons and Dragons (you have it!)

Outdoor Survival (available from your hobby dealer or directly from Avalon Hill
Company, 4517 Harford Road, Baltimore MD 21214)

Dice — the following different kinds of dice are available from TSR
1 pair 4-sided dice 1 pair 20-sided dice
1 pair 8-sided dice 1 pair 12-sided dice
4 to 20 pairs 6-sided dice

Chainmail miniature rules, latest edition (available from your hobby dealer or
directly from TSR Hobbies, POB 756, Lake Geneva, Wi. 53147)

1 3-Ring Notebook (referee and each player)
Graph Paper (6 lines per inch is best)
Sheet Protectors (heaviest possible)
3-Ring Lined Paper
Drafting Equipment and Colored Pencils
Scratch Paper and Pencils
Imagination
1 Patient Referee
Players

Note that minis (or substitutes), grids, terrain for minis, a sand table, rulers, and the other items needed for minis or gridded combat are not included in this list of recommended items. I'm sure you will try to read minis into the system because of a set of minis rules are included, but without minis, etc. being listed as needed (or even recommended) those rules would be useless for for actual minis use.

OD&D did not require minis for play -- heck, they were not even on the RECOMMENDED EQUIPMENT list for D&D. There no mention of grids or grid substitutes either. Therefore the claim that "your gridless version of D&D is not D&D" is silly. Perhaps this is true of WOTC editions of  D&D -- especially  3.5 and 4e which seem to be almost unplayable without grids, but it is certainly not true of original D&D.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Exploderwizard on April 30, 2012, 08:56:35 PM
Well then obviously OD&D isn't real D&D! ;)
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on April 30, 2012, 09:24:11 PM
Quote from: Exploderwizard;535368Well then obviously OD&D isn't real D&D! ;)

LOL. I guess I've been wrong all these years, thinking it was real D&D. Oh well, fake or real, it's still fun to play. :confused:
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 30, 2012, 09:50:15 PM
Quote from: RandallS;535356There no mention of grids or grid substitutes either.

Incorrect.

"Graph Paper (6 lines per inch is best)"

Graph Paper is a grid, is it not?
Title: Why I think Gurps and Hero are having popularity problems
Post by: John Morrow on April 30, 2012, 09:56:00 PM
Quote from: RandallS;535356Note that minis (or substitutes), grids, terrain for minis, a sand table, rulers, and the other items needed for minis or gridded combat are not included in this list of recommended items. I'm sure you will try to read minis into the system because of a set of minis rules are included, but without minis, etc. being listed as needed (or even recommended) those rules would be useless for for actual minis use.

Actually, this isn't necessarily true, either.  Avalon Hill's Outdoor Survival looks like it contains a hex map and die-cut counters.  Further, the Chainmail rules, which are recommended to play D&D on that list, do recomment "rules, miniature figures, and accompanying equipment, a play area, and terrain to place upon it."  So while the original D&D rules may not have explicitly recommended those things, it recommended other games that either had or recommended those things.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daddy Warpig on April 30, 2012, 10:55:02 PM
Quote from: John Morrow;535372Further, the Chainmail rules, which are recommended to play D&D on that list, do recomment "rules, miniature figures, and accompanying equipment, a play area, and terrain to place upon it."
In fact, the predecessor to D&D was The Fantasy Supplement for Chainmail, written by Gygax. When later released, D&D inherited spells and monsters from this supplement.

Chainmail itself was intended (by Gygax) to be the combat rules for D&D. Why does D&D have the descending Armor Class? Because Chainmail did first. (And oD&D's is exactly the same as Chainmail.)

From the beginning D&D was an expansion of a miniatures wargame, building roleplaying on top of the Chainmail rules set. I don't know from grids, but D&D was solidly in the miniatures and measurements camp right from the start.

EDIT: I don't want to get drawn into the minis vs. no minis pissing contest, I just wanted to provide the best historical information I could.
Title: Why I think Gurps and Hero are having popularity problems
Post by: gleichman on May 01, 2012, 12:13:28 AM
I see John and Daddy Warpig beat beat me to talking about OD&D, thanks guys.



To cover the other element mentioned here-

Microlite74 is a modern design that have more than drunk the "Rule 0"... exaggeration I think is the best word.

The truth of the matter is more interesting, as this Link (http://montecook.livejournal.com/252171.html) from Monte Cook's blog shows.

It starts off with all sorts of player empowerment fluff, which is simply admitting that players twist and change rules in the wild and there's nothing to be done about it.

But it also contains examples of players being wrong (i.e. not being to identify the problem correctly), and the advice that "That doesn't mean, however, that players design the game."
Title: Why I think Gurps and Hero are having popularity problems
Post by: crkrueger on May 01, 2012, 12:34:32 AM
Most of the time I use a physical representation of what's happening to various degrees.  I like painting minis and doing modeling, so I prefer that to quarters and a plastic cap, but whatever.  I think being able to determine things at a glance is priceless as a GM, which is why I loved the old TSR modules with "illustration books" as well as the Hackmaster modules that include them.  However, I also combine that with what I hope are good descriptions, pictures, lighting, music, sound effects, and other things that help people get into what's happening.

From my experience (meaning people I have personally gamed with or GMed), people who say they cannot immerse if there are minis and a map, have been exposed to it at the table of a GM who basically ignored description and the other intangibles that aided immersion.  If all you're looking at is lines on a grid and the GM makes no effort to transform those into dark, crumbling, foetid sewers, then I could see why you brand map and minis as "wargame only".  I can't tell you the number of times I've heard someone say something similar to "I didn't think you could have good roleplay in a game that used minis and a map".  I wish I had the money to grab Benoist and DungeonDelver and take them on an "Old School with Map and Minis" tour around the country.  :D  I'm sure the fact that we would end up running games only in areas with good wineries, microbreweries and restaurants would be solely coincidental.  :cool:

All that having been said, I don't always use exact measurements even if I do have a map, simply because a character can't tell how far something is, or the scale is too large to represent exactly.  So, in that case, a ruling is made.  "About 100 yards" works until you have a spell that cannot affect things past 100 yards.  SO at that point a determination of actual range has to take place, the detail of the rules needs to "zoom in".  A lot of the times I will make such a determination myself, frequently because even if I said "around 100 yards" I actually know the distance, or I might just roll randomly when it comes time to say whether it's 98 yards or 102.

I think there's a difference between using ranges, los, etc and having every possible range and los calculated before it is going to be used.

In a game like 3.5, if I'm just at the end of an effective range to do something, you need to use the rules system to take a 5' step as one type of action, then accomplish your task using another type of action, and the whole thing is broken down very succinctly using defined movement rules.  For some people that's what turns it into a wargame I think.

Now in Gleichman's defense, I've seen people at Meetups whose claim against a grid basically does come down to cheating.  In other words, "Rules schmules, me not being able to attack this round because last round I moved 35ft instead of 40ft is deprotagonizing, I'm a special snowflake hero RRAAWWR!"  I can't attest to my ability to show them the light side of maps and minis because people like that usually leave or are tossed off the table somewhere during character creation. ;)
Title: Why I think Gurps and Hero are having popularity problems
Post by: DKChannelBoredom on May 01, 2012, 03:01:10 AM
every time a player have a character take a 5-foot step to get juuuust outside the range of an invisible curse/magic effect/whatnot while his or her character is in the heat of battle, my character dies a little.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Imperator on May 01, 2012, 05:40:51 AM
Quote from: CRKrueger;535384Most of the time I use a physical representation of what's happening to various degrees.  I like painting minis and doing modeling, so I prefer that to quarters and a plastic cap, but whatever.  I think being able to determine things at a glance is priceless as a GM, which is why I loved the old TSR modules with "illustration books" as well as the Hackmaster modules that include them.  However, I also combine that with what I hope are good descriptions, pictures, lighting, music, sound effects, and other things that help people get into what's happening.

From my experience (meaning people I have personally gamed with or GMed), people who say they cannot immerse if there are minis and a map, have been exposed to it at the table of a GM who basically ignored description and the other intangibles that aided immersion.  If all you're looking at is lines on a grid and the GM makes no effort to transform those into dark, crumbling, foetid sewers, then I could see why you brand map and minis as "wargame only".  I can't tell you the number of times I've heard someone say something similar to "I didn't think you could have good roleplay in a game that used minis and a map".  I wish I had the money to grab Benoist and DungeonDelver and take them on an "Old School with Map and Minis" tour around the country.  :D  I'm sure the fact that we would end up running games only in areas with good wineries, microbreweries and restaurants would be solely coincidental.  :cool:

All that having been said, I don't always use exact measurements even if I do have a map, simply because a character can't tell how far something is, or the scale is too large to represent exactly.  So, in that case, a ruling is made.  "About 100 yards" works until you have a spell that cannot affect things past 100 yards.  SO at that point a determination of actual range has to take place, the detail of the rules needs to "zoom in".  A lot of the times I will make such a determination myself, frequently because even if I said "around 100 yards" I actually know the distance, or I might just roll randomly when it comes time to say whether it's 98 yards or 102.

I think there's a difference between using ranges, los, etc and having every possible range and los calculated before it is going to be used.

In a game like 3.5, if I'm just at the end of an effective range to do something, you need to use the rules system to take a 5' step as one type of action, then accomplish your task using another type of action, and the whole thing is broken down very succinctly using defined movement rules.  For some people that's what turns it into a wargame I think.

Now in Gleichman's defense, I've seen people at Meetups whose claim against a grid basically does come down to cheating.  In other words, "Rules schmules, me not being able to attack this round because last round I moved 35ft instead of 40ft is deprotagonizing, I'm a special snowflake hero RRAAWWR!"  I can't attest to my ability to show them the light side of maps and minis because people like that usually leave or are tossed off the table somewhere during character creation. ;)

Re: the bolded part. If you had had this idea in 2008, I could have funded it myself, at least partially. Fucking recession.

Now, I fully agree with your post. And again, I don't see what is so controversial with gleichman's posts, and I certainly see several misrepresentations of his position.

Gleichman is not saying (as far as I understand him) that if you don't have precise position rules you are not playing an RPG. What he's saying is that IF a game has such rules and you don't use them, then you are not playing the game, you are probably playing calvinball. And if you fudge dice rolls or bend the rules to accomodate your whim as GM, you are cheating. Which is correct, by the definition of cheating in plain English.

Roleplayers seem to be the only collective of gamers I know that have decided that cheating is OK as long as only the referee does it. It weirds me to no end.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RandallS on May 01, 2012, 08:54:04 AM
Quote from: John Morrow;535371Incorrect.

"Graph Paper (6 lines per inch is best)"

Graph Paper is a grid, is it not?

Except the rules don't mention using graph paper in combat. It's used by the DM to map out his dungeon.  (Chainmail doesn't mention it either).

QuoteActually, this isn't necessarily true, either. Avalon Hill's Outdoor Survival looks like it contains a hex map and die-cut counters. Further, the Chainmail rules, which are recommended to play D&D on that list, do recomment "rules, miniature figures, and accompanying equipment, a play area, and terrain to place upon it."

The suggested use for Outdoor Survival is that the map can be used as a wilderness area if the DM doesn't want to create one himself. Nothing else from the game is used.

As for Chainmail, if you actually read the OD&D rules, you will not get the impression that Chainmail was used much -- especial if you used the "Alternate combat system" given in the D&D rules (which went on to become the sandard D&D combat system).  If you want a lot more evidence on this subject, search for my posts on OD&D was not a tactical combat game from the time of the 4e release where I spent a number of posts refuting the claim some 4e players were making that the detailed (and lengthy) tactical combats with minis and grids that 4e used was just a return to the way OD&D did things.  Reading the issue of The Strategic Review (Vol 1, No 2 -- Summer 1975) where the standard/Chainmail combat system for D&D was explained with an example (after suggesting that the alternative combat system be used for all important battles!) is also enlightening due to the absence of any mention of grids, rulers, minis or the like.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on May 01, 2012, 09:36:52 AM
RandallS is correct about OD&D being gridless. While OD&D originated among miniature wargamers of the upper midwest, Arneson got the idea from Welsey's Brausteins which was pretty abstract with the pieces for visual reference at best. In fact it was more like a LARP than tabletop roleplaying.

Among the things Arneson adapted for Blackmoor was the techniques used to resolve attempts at mining during sieges. A side activity that involved the referee using a master map and the players drawing where the mines and counter mines on their copies. Nothing to do with miniatures until a breakthrough behind the wall (if it happened).

For those that don't know mines in siege warfare were underground tunnels used to go under the wall or undermine the walls. Counter mine was a mine dug from the inside oriented to intersect the incoming mine (or the defenders hope).

The gridless nature of OD&D was further reinforce when it spread beyond the upper midwest and gained popularity among those who were never involved in miniature wargaming.  Miniatures didn't gain traction for RPGs until the late 70s when specialty lines meant specifically for RPGs appeared. AD&D 1st had explicit support of miniature although it was not necessary for the game.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on May 01, 2012, 09:42:29 AM
Quote from: John Morrow;535372Actually, this isn't necessarily true, either.  Avalon Hill's Outdoor Survival looks like it contains a hex map and die-cut counters.  

Only the map was used and Volume III of OD&D give instructions on how to interpret the Outdoor Survival symbols to make it into a fantasy setting.

Quote from: John Morrow;535372Further, the Chainmail rules, which are recommended to play D&D on that list, do recomment "rules, miniature figures, and accompanying equipment, a play area, and terrain to place upon it."  So while the original D&D rules may not have explicitly recommended those things, it recommended other games that either had or recommended those things.

Chainmail Man to Man was what important, while meant to be used in conjunction with the mass melee rules, it in of itself didn't need to have miniatures to use.

As I stated earlier, one thing Arneson developed was the dungeon which evolved out of how they resolved mining attempts during sieges. Which was a side activity that didn't involve the use of miniatures, but rather players explaining to the referee what they were doing (and using a player map to show him). The referee keeping track of everything on a master map.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on May 02, 2012, 11:17:19 PM
I have to wonder, how many of you have ever tried to run Star Wars d20 in the OCR or RCR ruleset?

I'm very interested if you played out mass space battles, in true to life 3D...
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on May 03, 2012, 02:35:46 PM
GURPS and Hero, along with Shadowrun, embody everything I think is terrible about point-buy.

And I think this kind of point-buy isn't very popular right now.

RPGPundit
Title: Why I think Gurps and Hero are having popularity problems
Post by: Sommerjon on May 03, 2012, 03:42:39 PM
and you would be wrong.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Marleycat on May 03, 2012, 03:44:28 PM
Quote from: RPGPundit;536117GURPS and Hero, along with Shadowrun, embody everything I think is terrible about point-buy.

And I think this kind of point-buy isn't very popular right now.

RPGPundit

Not really sure about that given I think Shadowrun is doing fine. I think their problems aren't with the game but the company that produces it.
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on May 04, 2012, 03:34:54 AM
Quote from: Sommerjon;536123and you would be wrong.

WRONG, I tell you!

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: Novastar on May 04, 2012, 12:50:28 PM
Quote from: Sommerjon;536123and you would be wrong.
Because everybody wants to be a special snowflake, but not let be more of a special snowflake than themselves...

Which breaks down in play, every time.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Rincewind1 on May 04, 2012, 12:51:42 PM
Quote from: James Gillen;536241WRONG, I tell you!

JG

Madness, I tell you! Madness!
Title: Why I think Gurps and Hero are having popularity problems
Post by: crkrueger on May 04, 2012, 12:57:42 PM
Quote from: Rincewind1;536380Madness, I tell you! Madness!

(http://cdn.memegenerator.net/instances/400x/19960797.jpg)

Seriously though, I think GURPS and HERO could increase their sales by a factor of 50 with some late 20th century layout skills.  :D
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on May 05, 2012, 03:13:26 AM
Quote from: CRKrueger;536381Seriously though, I think GURPS and HERO could increase their sales by a factor of 50 with some late 20th century layout skills.  :D

Well, there's that.  Of course HERO 6 was a quantum leap in that regard, but the high production values went along with higher production costs, which led to thicker paper which led to TWO corebooks that could stop 9mm rounds.

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: BlazFeem on June 05, 2012, 01:07:35 PM
Quote from: RPGPundit;536117GURPS and Hero, along with Shadowrun, embody everything I think is terrible about point-buy.

And I think this kind of point-buy isn't very popular right now.

RPGPundit

I sure wouldn't lump Shadowrun in with GURPS and Hero. GURPS and Hero are meta-games - they're game design toolkits, not games in and of themselves. Shadowrun's pretty much a set game at this point.

Though I'm curious - what is it about them that you despise? I'm new here, so if you've ranted about this before, a link would be fine. :)
Title: Why I think Gurps and Hero are having popularity problems
Post by: BlazFeem on June 05, 2012, 01:12:03 PM
I am definitely a fan of both systems, GURPS and Hero, but I rarely if ever play them. The reason for that is that they aren't just front-loaded for the players, they can be incredibly time-intensive for the GM. There's an element of Choice Paralysis that you can't avoid with a generic system - any system that says "The GM will have to come up with X, Y and Z" and those are broad, open categories like "Magic System" you're going to have trouble getting buy-in.

That said, if you keep the game simple - fantasy in GURPS, for example, using the rules from Magic and Fantasy, and maybe even Banestorm, or superheroes in Hero, using the established Champions universe, you can shave off a significant amount of overhead for the GM.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Machinegun Blue on June 05, 2012, 07:39:15 PM
Quote from: BlazFeem;546147I sure wouldn't lump Shadowrun in with GURPS and Hero. GURPS and Hero are meta-games - they're game design toolkits, not games in and of themselves. Shadowrun's pretty much a set game at this point.

You may have a point but it doesn't change the fact that Shadowrun's character generation system blows ass.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Piestrio on June 05, 2012, 10:05:15 PM
Quote from: John Morrow;533447Out of curiosity, why isn't GURPS Lite (http://www.sjgames.com/gurps/lite/) an adequate introduction for new players, since that seems to be its purpose?

In the hopes this thread hasn't been completely killed by gliechman's pseudo autistic antics I'll talk about GURPS :)

GURPS lite fails as an introductory product because it's not a complete game.

You can't play "GURPS Lite" , you can only use it to play whatever.

As a system introduction it's great, as an "introductory game" it sucks.
Title: Why I think Gurps and Hero are having popularity problems
Post by: estar on June 06, 2012, 12:16:49 AM
Quote from: Piestrio;546352In the hopes this thread hasn't been completely killed by gliechman's pseudo autistic antics I'll talk about GURPS :)

GURPS lite fails as an introductory product because it's not a complete game.

You can't play "GURPS Lite" , you can only use it to play whatever.

As a system introduction it's great, as an "introductory game" it sucks.

I felt the 3rd Edition GURPS Lite functioned adequately as a intro fantasy game. I agree with that 4th edition GURPS Lite is only a system introduction.

3rd Edition
http://e23.sjgames.com/item.html?id=SJG30-6094

4th Edition
http://e23.sjgames.com/item.html?id=SJG31-0004
Title: Why I think Gurps and Hero are having popularity problems
Post by: Piestrio on June 06, 2012, 12:53:13 AM
Quote from: estar;546412I felt the 3rd Edition GURPS Lite functioned adequately as a intro fantasy game. I agree with that 4th edition GURPS Lite is only a system introduction.

3rd Edition
http://e23.sjgames.com/item.html?id=SJG30-6094

4th Edition
http://e23.sjgames.com/item.html?id=SJG31-0004

I defiantly think 3rd was better but I still don't think it offered the "out of the box" experience that you need with new players.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on June 06, 2012, 01:31:15 AM
I've only used GURPS Lite for players to do character creation and get an idea of how skill and attack rolls work.  GURPS Ultra Lite is a joke though.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on June 06, 2012, 04:49:39 PM
Quote from: BlazFeem;546147I sure wouldn't lump Shadowrun in with GURPS and Hero. GURPS and Hero are meta-games - they're game design toolkits, not games in and of themselves. Shadowrun's pretty much a set game at this point.

Though I'm curious - what is it about them that you despise? I'm new here, so if you've ranted about this before, a link would be fine. :)

In terms of point-buy, Shadowrun is probably worse than the other two.

The whole notion of "here's 400 points, now spend the next two hours fiddling with how many points you're going to put into each of our 200 skills, and buying advantages and disadvantages to try to min-max the most ridiculous fucking character that isn't really anything recognizable as an archetype" is pretty much the antithesis of what I want in both character creation and roleplaying games in general.

In fact, let's reverse that: "here's 3d6, spend the next five minutes rolling up ability scores then choosing a class and gaining fixed abilities, with no more than 3 or 4 actual choices having to be made in the whole process; if there are skills and choice it should be between two packages, or randomly determined; if there are advantages and disadvantages they should be rolled so you can't just pick the stuff you think will give you the most benefit for the least possible cost, you will be playing a recognizable archetype with maybe a few special tweaks to make him your own, and everything else to make him distinguishable will come not from stats but from how you roleplay him. Your five minutes are now up, go into the dungeon and rock on".
That's what I want.

Welcome to theRPGsite

RPGPundit
Title: Why I think Gurps and Hero are having popularity problems
Post by: BlazFeem on June 07, 2012, 07:08:16 PM
Quote from: RPGPundit;546639In terms of point-buy, Shadowrun is probably worse than the other two.

The whole notion of "here's 400 points, now spend the next two hours fiddling with how many points you're going to put into each of our 200 skills, and buying advantages and disadvantages to try to min-max the most ridiculous fucking character that isn't really anything recognizable as an archetype" is pretty much the antithesis of what I want in both character creation and roleplaying games in general.

I'd agree that there are definitely issues with the Shadowrun system, but the issue that you point out above is really, to my mind, a player problem - not a system problem. If you're playing with minmaxing munchkins, you're going to get that effect out of Shadowrun - "I've got eighty-five dice when I use my sniper rifle!" just as often as you get it out of Pathfinder - "I've used every feat, trait and class feature possible that gives me a bonus to hit with my bow!" and likely just as often in free-form games "My vision for my character is the best marksman in the world - literally none better - I can hit a fly in the eye at a range of twelve light years..." Every one of them points to a character (ha) flaw in the player, and a lack of will on the part of the GM to bring things back into some sense of order.

In the case of the GM trying to make things better, I can see the benefits of a rules-light system that doesn't try to be balanced - because then everything is done by GM fiat anyway, and different power levels can coexist in the same game.

QuoteIn fact, let's reverse that: "here's 3d6, spend the next five minutes rolling up ability scores then choosing a class and gaining fixed abilities, with no more than 3 or 4 actual choices having to be made in the whole process; if there are skills and choice it should be between two packages, or randomly determined; if there are advantages and disadvantages they should be rolled so you can't just pick the stuff you think will give you the most benefit for the least possible cost, you will be playing a recognizable archetype with maybe a few special tweaks to make him your own, and everything else to make him distinguishable will come not from stats but from how you roleplay him. Your five minutes are now up, go into the dungeon and rock on".
That's what I want.

I get off on this sort of character design as well, to some degree, but the notion of archetypes, just like the idea of classes, is irksome to me. I don't always have to play the mage that wields a sword, but I find myself doing so more often in systems that try to force me not to by classifying me out of being able to do so well. I did it in Pathfinder - "Okay, how many feats do I need before my wizard can wear heavy armor?" and I did it in D&D 4E - "Yes, I am a fighter. I used my bonus feat for being human on Ritual Spellcasting." Some call it creativity, some perversity, but in my case, I think it's a little of both.

That said, I love a life path system. Give me a way to randomize my background, my skills and abilities and I can use that to really rev up my creative powers on figuring out just what sort of character I can play within those parameters - human nature, I think, to benefit from some limitations or guidelines that help focus your attention, instead of leaving you with paralysis from too much choice.

QuoteWelcome to theRPGsite

RPGPundit

Thanks!
Title: Why I think Gurps and Hero are having popularity problems
Post by: Daddy Warpig on June 08, 2012, 12:54:29 PM
Quote from: RPGPundit;546639In terms of point-buy, Shadowrun is probably worse than the other two.

"here's 400 points, now spend the next two hours fiddling"

(vs)

spend five minutes [and] you will be playing a recognizable archetype with maybe a few special tweaks to make him your own
SR 1 & 2: Templates. That is all.

(No idea if SR4's "sample characters" are as well-done. But, on a quick glance, they seem to be similar.)
Title: Why I think Gurps and Hero are having popularity problems
Post by: BlazFeem on June 08, 2012, 04:15:38 PM
Quote from: Daddy Warpig;547103SR 1 & 2: Templates. That is all.

(No idea if SR4's "sample characters" are as well-done. But, on a quick glance, they seem to be similar.)

Nope, they're really awful. As if they were designed by someone who didn't know the rules very well, which, as they were in the first draft of the game, would make sense. Errors in the math, bad choices, obvious omissions, and things that would get you killed in a hurry in most any game you played them in.
Title: Why I think Gurps and Hero are having popularity problems
Post by: Lynn on June 08, 2012, 08:08:31 PM
Quote from: The Butcher;532411In three words? Front-loaded complexity. Once you're done with chargen the game runs smooth, but God help you through your first (and sometimes second and third) character sheet.

A free-to-download, easy-to-use automated chargen app works wonders on both cases. It's not to everyone's liking, though.

Absolutely. Ideally, such a program would have a "campaign profile" that the GM could create, deactivating any options that aren't appropriate for the campaign.

I used to love both games, but they've become so complex I just don't want to bother. It was hard enough when I ran 2nd Edition Champions in high school...
Title: Why I think Gurps and Hero are having popularity problems
Post by: Drohem on June 08, 2012, 08:13:05 PM
Quote from: Lynn;547169Absolutely. Ideally, such a program would have a "campaign profile" that the GM could create, deactivating any options that aren't appropriate for the campaign.

I haven't looked at the 4e GURPS Character Assistant in a long time and don't remember the specifics of that program, but I know that the Hero Designer program has this feature.  Also, you can choose between the 5eR and 6e rules set for characters and campaigns.  Hero Designer is really an incredible program for HERO.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on June 09, 2012, 01:07:26 PM
Quote from: Daddy Warpig;547103SR 1 & 2: Templates. That is all.

(No idea if SR4's "sample characters" are as well-done. But, on a quick glance, they seem to be similar.)

Those are never satisfactory.

1: they only work if you forbid other players from point-building characters.  If not, what you're doing is punishing the players who don't know how to "game the system" while excessively rewarding those who do.

2: Speaking of "gaming the system" the pregen characters are always designed by people who don't know how to do the same; I've never seen a game where the sample pregens are actually efficient at what they're supposed to be, much less ideally set up for it.  So its stupid.

3. It fails to address the fundamental issue: essential archetypes are missed, others are given strange turns, and basically it fails to create iconic classes.

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Title: Why I think Gurps and Hero are having popularity problems
Post by: Daddy Warpig on June 10, 2012, 01:41:06 PM
Quote from: RPGPundit;547293Those are never satisfactory.
Categorical declamations are never correct. :)

Quote from: RPGPundit;5472931: they only work if you forbid other players from point-building characters.
That hasn't been my experience, either with Torg or Shadowrun 1 & 2. (Note that neither are actually point buy systems.)

Like everything in gaming, nothing is perfectly or wholly balanced. A game light on Matrix runs makes uber-deckers useless, a game focusing on social aspects makes straight killers less useful, a game focusing on stealth makes the loud and noisy characters less effective.

The same is true for classes, as the many anti-4e people have said. Classes can not be perfectly balanced, and designers should not try to. Why should they try with skill-based systems? (Point buy or otherwise.)

Quote from: RPGPundit;547293I've never seen a game where the sample pregens are actually efficient at what they're supposed to be, much less ideally set up for it.
So your complaint is that Templates are insufficiently min-maxed? Why is that a bad thing?

Plus, as my argument above suggests, you can't min-max for a game as a whole, only a specific GM's campaign. (Though combat is almost always a focus of RPG's, so min-maxing for that is usually a safe bet.)

Quote from: RPGPundit;547293It fails to address the fundamental issue: essential archetypes are missed,
For Shadowrun 1 & 2, I disagree. In fact, you gained a great insight into what the game was meant to be, what the Shadowrun universe was, just by looking at the templates.

Decker. Rigger. Shaman. Street Mage. Street Samurai.

Those are iconic Shadowrun archetypes (or roles), and they were all there in the templates. (Along with some oddities, to be sure. But the oddities give the game some character, like the Ork Merc, Former Wage Mage, or Tribesman.)

The character quotes, descriptions, and roles let you know what the world was, what the game was about, and what the default adventure template was. That's a lot of information, in just 16 character templates.

Just as classes imply the setting (AD&D Cavaliers say much about the assumed social structure of the game, as does the martial nature of Clerics), well-crafted Templates (well-crafted in the sense of evocative, not highly min-maxed) do the same thing.

Quote from: RPGPundit;547293basically it fails to create iconic classes.
Of course it does—it's not a class-based system. The Shadowrun rules can't create iconic classes.

But they can—and did—create archetypes, which was your original complaint.

Role + Race is the most basic choice in making an SR character, and on that level, 1 & 2 succeed at creating archetypes, if not classes.

(Or is your actual argument "all RPG's must be class-based"? I would vehemently disagree with that. And so do you. Amber. Icons. And so forth. Even D&D, in all its varieties, fails the 5 min test. Just buying gear usually takes longer than that.)
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on June 11, 2012, 04:23:19 PM
Quote from: BlazFeem;546951I'd agree that there are definitely issues with the Shadowrun system, but the issue that you point out above is really, to my mind, a player problem - not a system problem. If you're playing with minmaxing munchkins, you're going to get that effect out of Shadowrun - "I've got eighty-five dice when I use my sniper rifle!" just as often as you get it out of Pathfinder - "I've used every feat, trait and class feature possible that gives me a bonus to hit with my bow!" and likely just as often in free-form games "My vision for my character is the best marksman in the world - literally none better - I can hit a fly in the eye at a range of twelve light years..." Every one of them points to a character (ha) flaw in the player, and a lack of will on the part of the GM to bring things back into some sense of order.

You say this as though there's a clear duality of type-of-player going on; a player is either a paragon of virtue or a powergaming freak and you just shouldn't play with the latter.

This is naive; system affects how players play.  In fact, a system that is DESIGNED (as D&D 3e was, according to some of the people behind it) to encourage "character optimization" will lead to players doing all kinds of stupid tricks to try to get the ideal character.  That's just how it is: its not that you have either totally honest people or utter cads; there's plenty of people who wouldn't normally think of cheating on their wives, but if a woman throws herself on them and starts to fellate them, they're not going to say no.  That's exactly what these kinds of systems do.

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Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on June 12, 2012, 03:09:16 AM
Quote from: RPGPundit;547846system affects how players play.  In fact, a system that is DESIGNED (as D&D 3e was, according to some of the people behind it) to encourage "character optimization" will lead to players doing all kinds of stupid tricks to try to get the ideal character.  That's just how it is: its not that you have either totally honest people or utter cads; there's plenty of people who wouldn't normally think of cheating on their wives, but if a woman throws herself on them and starts to fellate them, they're not going to say no.  That's exactly what these kinds of systems do.

RPGPundit

Way to NOT make point-buy sound attractive.

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on June 12, 2012, 03:17:46 AM
I'll limit how big a player's min/max shopping list can get on their character sheet.  But I'll take the character for NPC use or for player hooks in some other game session if it's not too crazy of a chargen.
Title: Why I think Gurps and Hero are having popularity problems
Post by: BlazFeem on June 12, 2012, 10:43:12 AM
Quote from: RPGPundit;547846You say this as though there's a clear duality of type-of-player going on; a player is either a paragon of virtue or a powergaming freak and you just shouldn't play with the latter.
While I do find powergamers to be freaks, that was not my intention. It's always a sliding scale from zero to who-knows-how-high to describe just how much of a powergamer an individual is - my threshold for BadWrongFun is just lower than most other people I know.

That said, system mastery is a tempting mini-game to play, and I've succumbed to it a time or two. Usually in one-off games, or strictly as an intellectual exercise (build the character, not actually play him).

QuoteThis is naive; system affects how players play.  In fact, a system that is DESIGNED (as D&D 3e was, according to some of the people behind it) to encourage "character optimization" will lead to players doing all kinds of stupid tricks to try to get the ideal character.  That's just how it is: its not that you have either totally honest people or utter cads; there's plenty of people who wouldn't normally think of cheating on their wives, but if a woman throws herself on them and starts to fellate them, they're not going to say no.  That's exactly what these kinds of systems do.

What sort of system do you think minimizes the incentive to powergame? Because my experience is that the greater the level of detail that you have in your system, the greater the opportunity to minmax is. Not that the relationship is one to one, mind - D&D 4E is a powergamer paradise - the power level mechanic all but demands it - but I'd not ever accuse it of being overly detailed.
Title: Why I think Gurps and Hero are having popularity problems
Post by: daniel_ream on June 12, 2012, 12:50:56 PM
Quote from: BlazFeem;548092What sort of system do you think minimizes the incentive to powergame?

One that divorces reward from character power.

Now, you have to define "reward" carefully in that equation, because different people enjoy different things in an RP context.  People who want Deep Immersion into their character's thoughts and emotions are unlikely to care how much of a badass in combat their character is, but if you're playing a game where there's a mechanic that determines how much air time you get to play your character, then you can be sure the Deep Immersive is going to max the hell out of that.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on June 13, 2012, 01:24:58 AM
Quote from: James Gillen;548021Way to NOT make point-buy sound attractive.

JG

Well, it is relevant to the OP in a way; its certainly why I don't consider GURPS or Hero popular systems for me!

RPGPundit
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on June 13, 2012, 01:27:01 AM
Quote from: BlazFeem;548092What sort of system do you think minimizes the incentive to powergame?

A game where character creation has high levels of randomness, and very controlled sets of choices.

RPGPundit
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on June 13, 2012, 01:47:25 AM
Quote from: RPGPundit;548383A game where character creation has high levels of randomness, and very controlled sets of choices.

RPGPundit

Like Classic Traveller?
Title: Why I think Gurps and Hero are having popularity problems
Post by: James Gillen on June 13, 2012, 03:06:07 AM
Quote from: RPGPundit;548382Well, it is relevant to the OP in a way; its certainly why I don't consider GURPS or Hero popular systems for me!

RPGPundit

HERO System: It will pull down your shorts and fellate you.

JG
Title: Why I think Gurps and Hero are having popularity problems
Post by: BlazFeem on June 13, 2012, 10:15:07 AM
Quote from: Shawn Driscoll;548398Like Classic Traveller?

Or even the later versions, honestly. Anything with a life-path system and random characteristic rolls will fit his desire for a system that minimizes power-gaming.

Wonder if anyone out there uses random char gen and then converts to a more thorough and less abstract system like GURPS...

Quote from: James GillenHERO System: It will pull down your shorts and fellate you.

Now that's a marketing campaign! Might have saved that company from having to slim down and let go their main designer.
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on June 13, 2012, 04:56:49 PM
Quote from: Shawn Driscoll;548398Like Classic Traveller?

Among others, sure.

RPGPundit
Title: Why I think Gurps and Hero are having popularity problems
Post by: Shawn Driscoll on June 13, 2012, 09:10:17 PM
Quote from: RPGPundit;548594Among others, sure.

RPGPundit

That was the first game that popped in my head for that method of chargen.  What's another game system that uses a similar method?
Title: Why I think Gurps and Hero are having popularity problems
Post by: RPGPundit on June 14, 2012, 12:48:12 PM
Quote from: Shawn Driscoll;548675That was the first game that popped in my head for that method of chargen.  What's another game system that uses a similar method?

Well, I was of course thinking of old-school D&D when I was writing the statement originally.

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