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View Poll Results: What's your favorite settings in GURPS

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  • Banestorm (a.k.a Yrth)

    5 8.93%
  • Infinite Worlds, Time Travel, or Alternate History

    15 26.79%
  • Transhuman Space

    9 16.07%
  • Traveller

    4 7.14%
  • Other Science Fiction

    12 21.43%
  • Other Fantasy

    15 26.79%
  • Modern, Historical, or Pulp

    12 21.43%
  • Horror or Conspiracy

    5 8.93%
  • Supers or Psi

    14 25.00%
  • Other (please explain below)

    11 19.64%
Multiple Choice Poll.
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Thread: Favorite GURPS Settings

  1. #1
    fmitchell's Avatar
    fmitchell is offline Generic/Universal Moderator Community Supporter
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    Favorite GURPS Settings

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    While I'm on a polling spree, I'd like to find out what settings or genres GURPS players and GMs prefer.
    "On two occasions I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
    - Charles Babbage (1791 - 1871)

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    Transhuman Space by quite a long shot.

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    Though I've never played it, Alternate History/Time Travel would appeal to me in a game setting. To go back in time and view other what-if worlds - rock.

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    I would say mine is Post-Apoc,guess thats under other
    War. War never changes


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    I like the Supers system, although it is a bit on the complicated side to use. I think the hardest part for me with that system is adapting it more for a more subtle and lower powered supers game while still allowing the character to have a lot of different abilities but at lower power levels.
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  6. #6
    fmitchell's Avatar
    fmitchell is offline Generic/Universal Moderator Community Supporter
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    Quote Originally Posted by Farcaster View Post
    I like the Supers system, although it is a bit on the complicated side to use.
    Have you seen the Supers 4th Edition PDF on e23? Not that I have, but maybe it would give more guidance than just Powers.

    Unless there's something brilliant there, though, I'd shy away from GURPS as a general superhero system. The 4th edition take on psionics is interesting, and if I needed superhuman abilities in an otherwise normal- or pulp-scale game they're there, but for super-scale I'd turn to Truth and Justice, Mutants and Masterminds, or HERO (in that order).
    "On two occasions I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
    - Charles Babbage (1791 - 1871)

  7. #7
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    I use gurps for fantasy, and I love the Yrth/banestorm setting. My friend used it for super campaigns and loved it, that was quite a while ago though so I don't know how it compares to newer super systems.

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    We ran a great GURPS Highlander campaign using the various GURPS historical books. It was awsome cutting heads off and feeling the Quickening!

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    I actually enjoy a mix of genres in my GURPS game. I see mixing genres as a test of the universal and generalness of the system.

    I think its great to play a crappy super hero abducted/modified by aliens and now works in a detective agency trying to track down an assassin accused of murdering a Seelie noble. At the same time trying to stop a Seelie/Unseelie war over Central Park.

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    Everything. GURPS does everything well. I wouldn't say its the best at anything but it doesn't have any glaring flaws either. If I had to pick just one I would say GURPS historical.
    Playing: Pathfinder
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    "I'm beautifully hideous!" - Sven the Nosferatu

  11. #11
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    I ran a long-term GURPS Celtic campaign set in semi-historical Ireland. It was set about 20 years before the arrival of St. Patrick, IIRC. I had a lot of players over the course of the campaign, and some of the permanent players had multiple characters due to death.

    I think that one of the highlights was when they traveled to an island completely composed of magical cheese. One of the players carved a whistle from the magical cheese, and a couple of others carved totems. It was totally off the cuff, but turned out to be a really great and memorable session. Also, the players resourcefulness with the magical cheese paid off in spades.

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    Transhuman Space is my favorite out of what is listed. I'm halfway through it right now and am loving it, so far, above the other GURPS settings I have books for.

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    Illuminati University!

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    It's been awhile, but my choice was infinite worlds/alternate worlds/ time travel.
    Most men lead lives of quiet desperation.


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    My favorite GURPS campaign is one I designed. It is a Mars-based dark-future. There are cool adventures to the Asteroid Belt to capture alien tech, trips to Earth to infiltrate government compounds and clear your names of false accusations, run-ins with space pirates based out of Eros-433, and shoot-outs with bounty hunters.

    I want to play this campaign as a player not a GM!

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