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Re: [dq-rules] DQ and newer systems
Weighing in late here...
GURPS is a mechanics, not a game. Now when that mechanics is applied to a
theme, story or whatever, the fun can begin. My experience with GURPS has
been good. A good friend runs a GURPS Bunnies and Burrows game. My sons
and I have play tested the sessions he runs at Origins (Columbus Ohio) each
year. It is a lot of fun. The "mechanics" don't get in the way if you do
not focus on them.
<gameplay>
Bunny #1 Looking at a group of five Rats while standing on the shoulders of
some of his fellow adventurers: "Lots of Rats. I tell you, there are a lot
of rats!
Bunny #2 Grunting from under the weight of holding up Bunny #1: "Are you
sure? Count them again!"
Bunny #1 Counting on one paw: "One, Two, Three, Many. More than many is
Lots. Lots of Rats, I tell you. We better go around the long way!"
Bunny #2 Looking at the several dozen bunnies standing around him: "You
heard him. Puff is our best counter and he says Lots of Rats. Lets start
back tracking!"
</gameplay>
Granted GURPS really lends itself to settings that have structure. I hear
that GURPS Traveller is excellent for a science fiction space game. I have
not played it myself.
The thing about DQ is that the mechanics are excellent AND the supporting
materials lend themselves directly into an adaptation of the standard
fantasy sword, blood, guts, magic and story. I personally like the fact
that a character can grow, and turn into someone that was not initially
planned. That wonderful assassin I rolled up needed to step out of the
shadows and pick up a Falchion to survive and... became a Hero.
----- Original Message -----
From: <johncfranklin@hotmail.com>
To: <dq-rules@yahoogroups.com>
Sent: Friday, January 17, 2003 10:33 AM
Subject: [dq-rules] DQ and newer systems
> Thanks everybody who replied to my query about how DQ has
> held up over the years (sorry for the late reply but ive been
> travelling a bit).
> I was particularly surprised by the near unanimous negative
> reactions to GURPS--which tallied exactly with my own (I thought
> it was better regarded by others). I played Fantasy Trip a bunch
> when it came out and liked it a lot, especially for its bloodiness.
> But when I picked up GURPS and read through the rules, and
> even tried running it a bit, I couldnt help being annoyed by how
> perfectly the modularity had been worked out. A bit like going to a
> second hand bookstore like Powells in Portland Oregon, and the
> store knows its stock and the market so well you dont have a
> prayer of finding a bargain.
> Im also glad to hear that, generally, lots of people think DQ is still
> as good as I remember. The very fact that it needs customization
> by each referee makes it good, because everyone ends up with
> what feels like their own unique gaming world. And yes, the
> atmosphere is definitely there, especially in the magic system.
> shame about how bad the art was though.
> cheers, jcf
>
>
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