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@craigmaloney re: SJ Games and shelf strain.

I own nearly every non-Traveller GURPS world sourcebook and the collection takes up a lot of space. I haven't referenced any of it in years. There's a strong temptation to liquidate the whole collection and buy select PDFs if I ever need them again. I almost never played GURPS, but they were handy for FUDGE.

I keep dreaming I'll get back into roleplaying and something that isn't D&D or Pathfinder.

· · SubwayTooter · 3 · 0 · 1

@CarlCravens I got rid of every GURPS book I owned (and I owned practically everything including The Prisoner and Bunnies and Burrows, and a complete set of GURPS Traveller) because it was taking up space and my designer brain wanted something that was a) openly licensed and b) wasn't a traditional system. That also knocked out my D&D / D20 collection as well. I viewed them as dead-ends.

Still find Fudge interesting though so that's set like bedrock in my collection.

So I completely empathize. I'm not about to recollect GURPS books, but I'm not quite as hostile to it as I was before.

@CarlCravens @craigmaloney I still have over a meter of shelf space dedicated to GURPS though I have only played one game in my entire life. :) I think they've always been political; there was no way to write that preface to the first Cyberpunk and not feel something out of it. I'm glad they spoke up.

Though, I'm more of a Fate over Fudge person, there is a fondness for Fudge too.

@dmoonfire @craigmaloney Fate has a lot to love. But I was heavily invested in the Fudge community, running the mailing list, the wiki, plus editing Fudge Factor the last couple years.

@dmoonfire @CarlCravens I love both systems as they both share a lot of DNA. But Fudge would be my GURPS "everything system" methadone, whereas Fate would be my "I want to play X with a Fate twist".

@craigmaloney @dmoonfire Fate has a definite flavor to it. It's a great system, but you have to want that flavor.

Fudge was my "I need some kind of framework for this setting" game. I hit a point where I played it so free-form about the only thing I used was the trait ladder and dice. But I had a group that knew well how to play it.

I eventually balked at free-form... it was so much work, making decisions that the system used to make for me. I fled to D&D 4e to escape it. 😆

@dmoonfire @craigmaloney I played Hero exclusively for 7 years after I discovered it pay-highschool. Coordinated an APA (Clockwork Hero) for it. I had a sudden reaction to how long fights took and how little story we got in and switched to Fudge.

Past few years, I've been buying Hero 6e stuff, looking to get back into it, realizing that I actually love the character creation, and like having a tactical combat system sometimes.

@CarlCravens @craigmaloney Hero 6e speeds up combat a lot, plus I don't run combat heavy games, and we limited SPD to 5 or less. Makes a difference.

@dmoonfire @craigmaloney Huh. I've looked at 6e a lot and I didn't see changes that looked like they would speed up combat.* So what changed that I missed?

Also trying to figure out how limiting SPD changes things. You get more post-turn recoveries in relation to number of actions, which I think would draw things out. Am I forgetting some major change to the SPD chart?

(* - Slow it down by making me constantly divide by 2 to convert meters to hexes, maybe.)

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