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Giggling Cake
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GURPS has a learning curve, but it is only as steep as you need it to be. The basics are pretty basic. The good thing about GUrPS is that the splat books, such as Savage Worlds, are add-ons you are not required to have. they may introduce some new rules, but only common sense ones (how to move in zero-G for a space book, for instance, and skils, advantages and disadvantages related specifically to that genre or book. By far the largest part of the splat books is "how to run this game, and good ideas for plots and things to make your life as a GM easier". You can learn more about gamemastering as a whole by reading GURPS splatbooks/worldbooks than any other method known.
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