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HERO vs. GURPS vs. Savage Worlds

Started by Theory of Games, July 12, 2019, 09:35:55 AM

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Theory of Games

Which rpg system best handles ANY genre? GURPS and HERO used to be giants but, Savage Worlds is getting bigger and bigger. Has the new kid taken over the block or are the giants just sleeping?

If your players convinced you to run a game about spacefaring, dimension-hopping, psychic ninja-cops, which system do you think gets it done?
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shuddemell

Now personally I prefer Hero, as it is my go to system. I like GURPS but haven't played or ran in a very long time. Savage Worlds is a mystery to me, mainly because of all I have invested in the first two, another generic system didn't seem like it would be that useful for me, and I despise exploding dice. That said, Hero and Gurps scale differently and their paradigm is somewhat different. GURPS is a bit grittier or "realistic" and Hero more cinematic and "heroic" in scale. Either can be used effectively, but based on my tastes, Hero is always my first choice.
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estar

Quote from: Theory of Games;1095432Which rpg system best handles ANY genre? GURPS and HERO used to be giants but, Savage Worlds is getting bigger and bigger. Has the new kid taken over the block or are the giants just sleeping?

If your players convinced you to run a game about spacefaring, dimension-hopping, psychic ninja-cops, which system do you think gets it done?

ANY Genre? GURPS 4e although when it comes to superheroics HERO system is more straightforward than GURPS.

GURPS 4th edition fixed the issue with making powers. For example the fan made GURPS advantages
gurpsland.no-ip.org/pdf/GURPS4eAdvantages.pdf


However HERO System (5th or 6th edition) has a tad better presentation and their take has been around longer. But since GURPS handle realism way better I give the nod to GURPS.

The reality for me is that I continue to use Hero System for Superhero campaigns and GURPS for my Majestic Wilderlands.

Savage Worlds is fine, but it has a different and lighter take on mechanics. Like using Runequest 6/Mythras for Fantasy Roleplaying versus D&D 5e. Both got options both are good but Mythras has a more detailed take on the topic.

I think the one people need to keep an eye on is the AGE system. For me that hits the lighter generic sweet spot. They have Dragon Age, Fantasy Age, Blue Rose, Modern Age, and the Expanse out already. The only problem is that they are not as open to 3PP as Pinnacle is which will hurt it in the long run.

Rhedyn

Quote from: Theory of Games;1095432Which rpg system best handles ANY genre? GURPS and HERO used to be giants but, Savage Worlds is getting bigger and bigger. Has the new kid taken over the block or are the giants just sleeping?

If your players convinced you to run a game about spacefaring, dimension-hopping, psychic ninja-cops, which system do you think gets it done?

Any Genre? Savage Worlds

Your extradimensional ninja cops? Savage Worlds.

Savage Worlds player characters are always action heroes that can handle at least 3x the number of equally skilled normal dudes. SW does this extremely well and much quicker than the other two (though I've only read GURPS 4e).
Savage Worlds isn't completely universal and works best with you splice in one or two of the other setting books to your campaign. For example, we're having a great time with a One-piece campaign by splicing 50 fathoms with the Superpowers Companion and the new core rule book.

When you are in the broad genre Savage Worlds supports, in my opinion it works better than something like GURPS. If you need to be playing regular people, then GURPS handles that way better.

If I want to play shell hoping transhumans that must fight off Rifts demons on hover bikes riding a massive train, then Savage Worlds will handle that way easier and you get custom hover bikes per player, meanwhile GURPS gets really upset that you are on a vehicle and only begrudgingly gives out a list of basic vehicles because people were mean to them about their last general vehicle book.

Rhedyn

Quote from: Theory of Games;1095432Which rpg system best handles ANY genre? GURPS and HERO used to be giants but, Savage Worlds is getting bigger and bigger. Has the new kid taken over the block or are the giants just sleeping?

If your players convinced you to run a game about spacefaring, dimension-hopping, psychic ninja-cops, which system do you think gets it done?
Any Genre? GURPS 4e

Your extradimensional ninja cops? Savage Worlds.

Savage Worlds player characters are always action heroes that can handle at least 3x the number of equally skilled normal dudes. SW does this extremely well and much quicker than the other two (though I've only read GURPS 4e).
Savage Worlds isn't completely universal and works best with you splice in one or two of the other setting books to your campaign. For example, we're having a great time with a One-piece campaign by splicing 50 fathoms with the Superpowers Companion and the new core rule book.

When you are in the broad genre Savage Worlds supports, in my opinion it works better than something like GURPS. If you need to be playing regular people, then GURPS handles that way better.

If I want to play shell hoping transhumans that must fight off Rifts demons on hover bikes riding a massive train, then Savage Worlds will handle that way easier and you get custom hover bikes per player, meanwhile GURPS gets really upset that you are on a vehicle and only begrudgingly gives out a list of basic vehicles because people were mean to them about their last general vehicle book.

tenbones

All three handle the spectrum of known genres in their own right. In terms of "who does it best" - it depends on your abstraction-to-crunch ratio tolerance.

If you prefer lighter, faster, bigger - Savage Worlds
If you want harder, tighter, visceral - GURPS

If you want HERO system - HERO.

LOL I've never used HERO. I speak about it with ZERO authority.

ffilz

My personal opinion is that no system supports all genres equally. Combat systems particularly may be geared to more heroic or more cinematic or more gritty, with lots of knobs and dials to get specific feels. Different genres may also respond to abstractions in various parts of the system in different ways.

That said, my personal opinion is that Hero does super heroes better than GURPS while GURPS does most other genres better than Hero. Savage Worlds I think would have a different mix.

Frank

estar

GURPS 4th edition has expanded it ability to handle cinematic campaign. Not just by cool powers and abilities but giving options to beef up characters. Mainly by using higher point totals with increased hit point which can be purchased separately from Strength.

Normally there is a cap in realistic campaign to how far hit points can vary from Strength in realistic campaigns, but for cinematic campaign, tweak to suit. In conjunction with cinematic advantages and increased access to building powers, means that GURPS is capable of handling the extraordinary stuff. Just has Hero since 3rd edition has gotten better at handling realistic campaigns.

Simlasa

GURPS gets my vote. I think it's a bit more flexible across a wide variety of genres and playstyles. It's not really a difficult system at all, but it's developed an  underserved reputation for being crazy crunch (which it can be, in the same way that most restaurant menus have the potential to serve up disgusting combinations of food).

ffilz

Quote from: estar;1095451GURPS 4th edition has expanded it ability to handle cinematic campaign. Not just by cool powers and abilities but giving options to beef up characters. Mainly by using higher point totals with increased hit point which can be purchased separately from Strength.

Normally there is a cap in realistic campaign to how far hit points can vary from Strength in realistic campaigns, but for cinematic campaign, tweak to suit. In conjunction with cinematic advantages and increased access to building powers, means that GURPS is capable of handling the extraordinary stuff. Just has Hero since 3rd edition has gotten better at handling realistic campaigns.

Ah, that's good. I played GURPS Supers way back in 1989 or so and it just didn't feel very super-heroic.

Frank

estar

Quote from: ffilz;1095463Ah, that's good. I played GURPS Supers way back in 1989 or so and it just didn't feel very super-heroic.

Frank

You are 100% correct in that assessment for 1st to 3rd edition Supers.

Jaeger

#11
Quote from: Theory of Games;1095432Which rpg system best handles ANY genre? GURPS and HERO used to be giants but, Savage Worlds is getting bigger and bigger. Has the new kid taken over the block or are the giants just sleeping?...

Savage Worlds has taken over the block precisely because the "big dogs" are sleeping.

For two reasons:

1- Pinnacle being so open to 3PP has made a big difference.

2- 3PP have picked it up because the system is very rules light/medium-ish and easily modded.

And I don't even like SW - but I know reality when I see it. (played it, found it's wound mechanic very annoying, and I have a bias against die-step systems.)

GURPS and HERO continue to fade because they do not hit those two points very well.

HERO is just too bloody complicated. I've played rules-as-written superhero combat, and damn its slow. Why anyone would willingly subject themselves to that mess - I do not know. HERO need an overhaul before it gains any more traction.

GURPS is too much of a toolkit to gain widespread use. SJ Games needs to release, or allow 3PP release of complete games with specific settings in the vein of the Capitan Alatrise RPG to get back on the radar of most gamers.

GURPS Dungeon Fantasy was a step in the right direction. But again, where they could have simplified things in the system, they kept their bells and whistles, which I think is a mistake in what to me would be an obvious flagship release.

Slightly OT: One of the best changes friends in my gaming group said they did with Gurps was go from 3d6 to a 2d10 roll. They liked the way the pyramid curve worked out for more experienced characters.

And it's in exploring changes like that with new complete games and settings that could get Gurps more on the general awareness radar of the hobby.
"The envious are not satisfied with equality; they secretly yearn for superiority and revenge."

trechriron

I'm a fan of GURPS 4e, and for the sheer level of detail, shopping lists, and genre ideas it would serve anyone well. Even just as a generic resource for ideas and a sounding board for reality checks.

I've dived into HERO 6e lately, and I like the approach. I feel this is a more cinematic game. It appeals to me because I generally don't care about shopping, coin counting or details like that.

The new SWADE is tuned up, it reads well. I haven't run SW in some time and I'm interested in trying out Rifts when I get my box set. However, I like a little crunch. SW is often a little lighter to my tastes and I still find the dice mechanic wonky / swingy. Likely not as impactful as I imagine. The fact is it plays fast, the card-based initiative is genius, and there are plenty of settings/plot-point campaigns to keep a busy GM happy for years.

I would suggest you choose the one that tickles your fancy the most. What do you envision game play to be like at your table? What are your pet-peaves re: system? Which one of these engines fits YOU best (and your table...)? Any of them could work, it comes down to if you want to make one work for you.

P.S. - An often overlooked generic game - Mutants & Masterminds 3e. It reads a lot like HERO with less crunch. It can do other genres as aptly as HERO could. A solid alternative to those who don't feel like they could handle the options in HERO. Also note, Fantasy Hero Complete and Champions Complete are good alternatives to the whole shebang of HERO for those looking to pick it up faster. P.S.S - The Basic Heroes Handbook for MM3e is an easier to learn, faster to create characters version of the full MM3e, so some feel MM3e is too crunchy and they have a tool for that. P.S.S.S - GURPS Fantasy probably serves as a good entry point as well with tons of ready-to-play things pre-baked for the busy GM.

(Which leads us right back the fact that any of these games handle generic... well.)
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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D.O.N.G. Black-Belt (Thanks tenbones!)

trechriron

I should also mention Open D6 is a solid (if a little dated) option. The new Mythic D6 game is a nice polished combination of Legend D6 and Jerry Grayson's D6 Powers. It's more customizable from a powers perspective than SWADE, but plays as fast.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)

SavageSchemer

I've never played HERO, and have an actively deeply visceral dislike of Savage Worlds. So for me personally, I'd go with Gurps. It's been years since I've played it though.
The more clichéd my group plays their characters, the better. I don't want Deep Drama™ and Real Acting™ in the precious few hours away from my family and job. I want cheap thrills, constant action, involved-but-not-super-complex plots, and cheesy but lovable characters.
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