Happy GURPSDay all!
Welcome to the first ever Game Geekery podcast, where you can voluntarily subject yourself to what I call my “great voice for silent films” as I answer a few reader questions about GURPS. If you’ve ever thought to yourself, “Man, that Mook guy seems like he’d have a perfect white-noise voice for putting me to sleep,” this is the post for you.
If you have any trouble hearing the original track above, try this track with boosted volume. I have adjusted my mic settings so this shouldn’t be an issue in the future.
Download: Game Geekery Podcast 01 | Duration: 14:53 | Size: 34.1 MB
I’d love to hear what you think of this, on the spectrum of “OMG what a train wreck, I will sue if you ever do this again” to “The dulcet lilt of your voice cured my halitosis, paid my mortgage, and even topped off the gas in my car.”
These are the three reader questions I addressed and where they can be found.
From Sam, at 00:47:
“Hi Mook! Thanks for all the great work you’ve done spreading GURPS and making it more approachable. I wouldn’t be GURPSing today if it weren’t for your stuff.
Given that it can’t always be expected that players read GURPS rulebooks or resources to get to know the system on their own, what is the most conversational, simple, natural sales pitch you could do for GURPS as a whole?
I love the system, but there are so many things to love about it that I don’t always find it easy to give a coherent endorsement that focuses on the core strengths, beyond saying ‘it’s generic, you can do anything.’
In short, what would be your best elevator pitch for the system?
Inquiring minds need to know… and shamelessly lift it from you to pitch GURPS to their friends.”
From Joseph, at 05:00:
“I have players who play a wide selection of systems, but are terrified of GURPS due to the fact they believe it is convoluted and difficult to play. One of them believes it always takes at least 4 hours and a 100% understanding of literally every rule used in the campaign to make a single character, regardless of what they want it to be capable of. This guy is otherwise a reasonable and awesome person, and forms the cornerstone of the group.
Can you help me convince them to even try GURPS? They havent even played it during the entire span of their lives in literally any form or edition, and their phobia of the system is beginning to bother me.”
From Kurt, at 09:50:
“Dear Mook, I wanted to ask you about your opinions on character Stats; both the number of Stats and the range of those Stats. How do these ranges affect play and play-ability of characters? Do you find that a low number of Stats and small range of variance tends to stifle character uniqueness or can you play the character you desire, even within the limits placed by those numbers? Conversely, at what point do the amount of Stats and range of scores begin to detract from play-ability?
I have played games with six stats ranging from 3-18 in a nice Bell curve, games with seven stats ranging from 1-20 with the normal human range at 5 to 10, games with ten stats that ranged from 23-100 with a standard distribution, and more.
I found that my favorite became twelve Stats with a 3-30 Bell-curve range. This seems like the best of all worlds in my mind, and I am content to believe this.
When I look at GURPS (and I am in no way disparaging this fine game), I feel overwhelmingly limited by four Stats, no matter how high they may be adjusted. What are your thoughts on the matter?”
Thanks for checking this out! I thought it might be a nice change of pace and something fun to try out. What did you think?
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