Lord Dynel wrote:
Interesting, Charlie. Why do you think that is, if you don't mind me asking?
There are modules for GURPS. They're not called 'modules' per se, but pre-made adventures for that system do exist. I have a few. I have run them before but only for the begining of a campaign and once it is moving along I dont go back to one.
There could be a couple reasons for this. I've thought about it from time to time and the best reason (though not the only) is the speed of the game. GURPS runs along at a faster pace then C&C does. Locations can whizz by an adventurer as fast as the scenery outside a bullet trains' windows. Often times as soon as I've laid out the outlines of a map on the battlemat the players have moved along to the next scene. This makes my GURPS games less dependant on a map and more dependant on my weaving NPCs into the game from out of thin air.
C&C is a map oriented RPG system. The play centers on exploring a map and interacting with a lot of static elements from a map. The NPCs are rather fixed and have their own motivations seemingly determined by where they were encountered.
Another difference is the combat system. Healing in C&C is not only available but highly recommended and regularly used. Healing in GURPS is not always so. This makes the battles in GURPS more of a finale type event and not a regular course. Getting shot by a .45 as a detective in the 1920s pretty much guarantees your character will be staying quite awhile in a hospital. Getting stabbed, burnt by fireballs and poisoned is par for the course in the average daily life of a dungeon crawler.
With that difference of combat resolution in mind let's look back to pacing. A 1920s detective is going to visit a crime scene, a mafia owned restaurant, a police station, and possibly even a car chase before encountering any combat. A knight in C&C is going to go from a tavern to a dungeon and generally has about three to four fights along the way there.
I know I made several broad generalisations for both systems but they were for the sake of comparison and pointing out contrasting game elements. I like both because they are different and give me a wider variety of gaming. I could alter each systems game to play more to the style of the other but why when each system has its' strength in those areas.
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The Rock says ...
Know your roll!