My Next Conversion

A few years back I started running my group through a GURPS Traveller Interstellar Wars adventure, that after only a session or two morphed into GURPS Firefly game, which then became a straight-up Serenity RPG game, that soon afterwards converted back to GURPS. We never did finish that adventure, and I've proposed to my players that we take the time to do so, using MGT. I'll let you know how it goes.

For the curious, this flip flopping of systems is not our norm. I did learn one thing from the exercise, I don't like dice-based stat systems.
 
Really? There's a data point I never had. Do you find them cumbersome, or just too foreign, or is there a statistical problem with them, or something else?
 
I don't think they fit my view of "how the universe works". It doesn't make sense to me that a very strong someone might have a strength that varies from 1 to 12. Uhhh... Isn't someone who is strong just strong. Period.

Anyway, I finished doing the conversion of four characters from GURPS to MGT. Wow! Was the ever easy!
 
spinwardpirate said:
I don't think they fit my view of "how the universe works". It doesn't make sense to me that a very strong someone might have a strength that varies from 1 to 12. Uhhh... Isn't someone who is strong just strong. Period.

Anyway, I finished doing the conversion of four characters from GURPS to MGT. Wow! Was the ever easy!

but it goes to 11!

sorry, just kidding. For me the characteristics/stats are just a range, sort of like IQ test: it measures a number relative to others on the same test. There does not need to be any actual correlation to reality (it is a game, or in the case of an IQ test, simply a test that ultimately also has nothing to do with reality!), just an internal & hopefully internally consistent mechanism to help in determining outcomes.

For instance, a stuck door may require x strength points to unstick it. Or at least a roll & have your ST characteristic make some sort of DM for that.
 
spinwardpirate said:
... Uhhh... Isn't someone who is strong just strong. Period.
Consider a boxer who's gone a number of rounds - granny might 'outstrength' them (as long as we're not talking aroma).

Low blood sugar, high pain, hyperthermia, concusion, dehydration, excessive immobility, electric currents, the flu, etc. can all make a strong person weak (though not neccessarily affecting inate strength).
 
BP said:
Consider a boxer who's gone a number of rounds - granny might 'outstrength' them (as long as we're not talking aroma).

Low blood sugar, high pain, hyperthermia, concusion, dehydration, excessive immobility, electric currents, the flu, etc. can all make a strong person weak (though not neccessarily affecting inate strength).
True, but shouldn't these be taken into account by using modifiers. It strikes me a bit odd if the character is just feeling fine (the GM is not mentioning anything otherwise) and the he rolls 1 for a strength roll. Then the GM explains that you must have a low blood sugar or something :) I'm sure you get the point.

As a disclaimer I have played a lot of Earthdawn where stats and skills in the end are handled as different kind of dice or dice combinations not much unlike how it is handled Cortex or Savage Worlds systems. I can live with that kind of system, too but I can see where spinwardpirate stands...
 
Whatever. Thanks for the rationalizations, but I'm not really looking to have my mind changed.
:D :lol:
I don't care for them. You do. It's all cool.
:D
 
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