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Old School or New Age

Started by rgrove0172, January 08, 2017, 08:16:12 PM

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Bluddworth

Quote from: rgrove0172;939557You commenting based on the quick start or gave you played from the pre release drafts?

Pre released drafts, I've had access to them as early as they were available, as a kickstarter backer.  I can't wait to get the collector's edition and other hardcovers in my hands!!
Unscripted & Unchained RPG Review (Youtube)
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Kiero

Mu. One of my favourite games, ACKS, is a modern take on the Expert Set for old D&D.
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

Skarg

#32
Quote from: David Johansen;939804I still haven't gotten over the shift from 1/2e GURPS to 3e which always got too fiddly and detail focussed and turned lots of stuff into advantages and disadvantages that made it too expensive to build effective 100 point characters.  For all that I loved GURPS Vehicles and have always wanted to do a very wargamey sf campaign built around it.
That's interesting to hear. I thought 3e did a really good job, essentially being like 1/2e with the results of several years of play experience. But I suppose that was also the point where I and GMs I knew started making "player packets" so they would know what made sense to build their characters with, or even a parcket for each available PC background. 4e is a whole other level of extra noise, and yet there are players who take it further, using the new rules to try to figure out what the point cost should be for various abilities they invent. Seems a bit weird to me, as I rarely think about the character points much at all except as a rough balance guideline.


Quote from: trechriron;939810...
On the opposite scale it took me 6+ months to recruit a GURPS gaming group. So, crunch in options is good, but crunch in calculations is bad (from what I can infer by interest from players/responses to meetups, etc. ...).
...
Once you find a GM (or combat referee) who can do the calculations quickly, then the game mechanics are just features making things make sense and work well. And then you can recruit players who don't even need to know what GURPS is, because the GM can just use English and a map and ask them what they want to do, and tell them what happens.