Sunday, February 28, 2016

I'm curious, what system has the most rules for...everything? So you have less questions to ask the GM Emulator cause you know the system has an answer. I'm thinking GURPS.

3 comments:

  1. GURPS has mostly worked out good for me. The only problem I had was with one line of supplements that I just didn't care for (Spaceships). There is certainly a lot of rules to cover a wide variety of circumstances, and I think I've settled on a method of using the solo engine to set up an interesting scene and then using the GURPS rules to play it out. 

    The downside is that it can be a bit slow going at times when you need to stop and look up modifiers for something like social engineering. When using GURPS with all the bells and whistles turned on there is just a lot of stuff to remember.

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  2. Thank you everyone. I have some reading to do!

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  3. If your aim is to use the system to take strain off the emulator then I think fate has a lot to offer. Compels especially help to produce events that drive the story in a way that is dramatic, natural, and remains within the bounds of the way the system was designed to be played - self compels are a thing even when playing with a group

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