>An example of a system that is more flexible [than AD&D] is GURPS. You
>can make it into just about anything. (Except that the magic system
>doesn't work well with the channeling concept). This flexibility can
>also make the game dull, when every gaming world seems to be a repetition
>of the last one. The D&D games (and other more specific systems) have
>more "color" to them.
Specific gripe: The GURPS magic system sacrifices power for flexibility,
and is very unaesthtic with its "powerstone" requirements.
Specific gripe #2: The D&D systems lack aesthetic "realism" in the combat
rules. Unfortunately, it would take a major re-write to correct, and would
not remain compatible with previous versions. Oh well.
Specific suggestion: For color in GURPS settings, the referee has to create
his or her own world. I agree that the worlds can seem very much the
same. Brainstorm creative "what-ifs?" that would make your campaign world
interesting. Find out what your players can contribute. Share the burden
and the fun. :)
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It is a lowerpowered system at higher levels. Basically, "low level"
mages (actually GURPS doesn't have levels) aren't nearly useless and
hight level mages don't make all the other characters useless. (I
don't understand the "powerstone requirements". They are useful
to make mages more powerful, but I hardly would say they are required.
>
>Specific suggestion: For color in GURPS settings, the referee has to create
>his or her own world. I agree that the worlds can seem very much the
>same. Brainstorm creative "what-ifs?" that would make your campaign world
>interesting. Find out what your players can contribute. Share the burden
>and the fun. :)
One can always do what I did. Just keep using pretty much the same world
I already did. GURPS is a a set of mechanics and you use whatever
background you want (though Fantasy and Fantasy II provide premade
worlds for those who want them).
--
________________________
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