


GURPS 4th Edition RPG Announced 55
Grizzletooth writes "According to GamingReport, at the GAMA tradeshow in Las Vegas today, Steve Jackson Games announced they will release the 4th edition of the GURPS pen-and-paper role playing game. The Steve Jackson Games site has updated its official GURPS page to reflect this announcement." For those not in the know, the GURPS FAQ page explains: "GURPS is the 'Generic Universal RolePlaying System.' It starts with simple rules, and builds up to as much optional detail as you like. The basic rules system is designed to be playable in any background: fantasy or historical; past, present, or future."
Fluffy Article (Score:4, Interesting)
Sean Punch, GURPS Line Editor for the past nine years, and David Pulver, a key contributor responsible for many of the core GURPS supplements, took two years to break the system down and rebuild it, guided by a decade and a half of gamer feedback. The new rules are designed to enhance the key strengths of GURPS: compatibility with all genres and flexibility for the GM. You'll still recognize it, but a lot of little things - and a few big ones! - are different.
I guess I expected a little more details in the article about actual changes in 4, other than the mention of the need for a conversion guide from 3.
Haven't played Gurps in over 10 years, but I remember how easy it was to switch genres game, from mid-evil to tech weapons in game, was rather impressed compared to D&D. But then I moved on to Battletech.
Humm, Maybe its time to pick up version 4 and teach the Kids how to play
Woo-hoo!!! (Score:2, Interesting)
I can't wait. I bet my local game store is gonna be a happy bunny when it comes out thats for sure.
Re:Woo-hoo!!! (Score:2)
I love that GURPS supplements come in two flavors: themed world books and generic builders.
I might have to RPG again (Score:3, Funny)
Re:I might have to RPG again (Score:3, Informative)
Re:I might have to RPG again (Score:4, Insightful)
And of course, their HP / SDC / MDC system grew increasingly broken as they moved on into Rifts, where looking at someone funny can easily crush a tank.
I remember how impressed I was with GURPS after having used Palladium for a few years. More when I sat in on a session of RIFTS last year and wound up having to struggle with all of the problems in the Palladium system.
GURPS could certainly be a lot better, but it's pretty nice so far, I've got to say.
That said, I'm not looking forward too much to 4e unless it's a very substantial improvement. That means paring things down so that combat and skill resolution are extremely easy and fast to get out of the way. The magic system could also stand to be totally redone, and GURPS needs quite a bit of work in extreme circumstances, e.g. 250pt+ characters, especially with heavy duty magic, superpowers, or cybernetics. Right now it's a bit too geared towards characters that aren't terribly far from ordinary.
Funny thing about RPG systems (Score:3, Interesting)
They do help in some aspects, I have to admit, but if you figure you can do a better job yourself, then you can easily roll your own with the guidance of a meta-system like FUDGE [fudgerpg.com]. The difference between it and something that's big by design like GURPS is mainly a matter of the fluffy pieces of detail, stuff like the exact effects of consuming a case of beer or getting hit with a radiation blast of 1000 rads or how far characters should be able to jump.
Re:Funny thing about RPG systems (Score:3, Insightful)
Re:Funny thing about RPG systems (Score:5, Interesting)
The big flaw behind all rpg games is the idea that randomness is at the heart of reality and at the heart of good games.
Not that I dislike one game of rpg with dice, it can add spice to an action, but as a model to represent reality it is flawed.
Take that football player doing the run of his life, do you think the roll of a d20 against his capacities actually render in any way what is actually happening on the field?
Going further, my group and I even suppressed all rules:
We realized that the rules were basically just a way to force everybody to be coherent with the rest of the group and with the adventure.
We immediatly realized we didnt need that, because nobody in the group wanted to take advantage over the others, but rather wanted the adventure to be really good, from a story telling point of view.
We then realised we that we were actually creating a story alltogether and that it was what mattered. A collective creation based on improvisation, on inspiration and on a collective sense of what the setting is (if we do a cthulhu run, nobody go into machine guns).
At this point of understanding, a gamemaster was not necessary anymore, just a scenarist who knows the grand trend of the present adventure, and tries to keep it on track, but all other players can add content whenever they feel like, it just has to please aesthetically the group. (so meta gaming discussions and rants about bad dice rolls have been replaced by vivid discussions when one tries to convince the others his last idea is actually worth keeping in the flow of the story).
As a matter of fact, being the scenarist of the last story, a cthulhu one, i even had no scenario, just a starting (gloomy gory insane unsane) point, based on the players wishes of characters (one of them was a coroner; so i had to have a body). They didnt know that there was no scenario, but believing in it, they created it themselves pretty easily. It was amazing to watch.
A funny exemple, a new player to the group, who actually didnt take seriously the fact that he could add content, to the question:
"what do you see now that your in front of the house (I just described)?"
answered, expecting to kinda make fun of the process:
"a chinese man!"
"what does he look like, where is he?"
"No, non, NO, I WAS JOKING!"
"hmm i like the idea, let's keep it"
the others:
"yes, a chinese man, at night, on the other side of the street" "yes, watching us from the shadows" "his face is motionless" "oh yes, but he has seen we've seen him (going into character) this guy gave me the shivers. Let's go into that house, we have to
Imagine the face ot the new player as this flowed naturally.
And since, i later read a description of what the fungi of mi-go look like when they desguise at human, this player even managed to bring into the story the enemy. Which was neat, since my story already had strage fungis in it.
Tell me about randomness!
Re:Funny thing about RPG systems (Score:1)
Actually, yes, I do. Looks like a pretty clear natural-20 to me... But then, I'm one of those "nothing is impossible, it may just be very, very unlikely"-guys... You know? Those people actually enjoying Quantum Physics, because its modelled that way?
That said, I do not think dice are necessary for rpging, just because they would repr
Re:Funny thing about RPG systems (Score:1)
Although randomness is not necessary, it is very useful for simulation. Let's say your character is in a gunfight. Most of the time, there will be no guarantee that you'll hit or miss. To simulate that, people roll dice. This lends authenticity to the battle. It adds danger because you are rarely certain to win, and it adds hope because you are rarely certain to lose. This increases tension and char
Re:Funny thing about RPG systems (Score:2)
For the game aspect to work, you had to stick to the rules, accept the random die rol
Rules, randomness and storytelling (Score:2)
You could but, IMO, that would in most cases detract from the game.
> The big flaw behind all rpg games is the idea that randomness is at the heart of reality and at the heart of good games.
> Not that I dislike one game of rpg with dice, it can add spice to an action, but as a model to represent reality it is flawed.
This is a Role Playing Game, we're talking about, designing nuclear reactor!
You don't need realism (how realistic is frying orcs with
Re:Funny thing about RPG systems (Score:2)
We had a big Traveler campaign going and we all were dedicated to the story and characters (in other words, we weren't munchkins or rule's min-maxers) so we decided on a basic system:
1) we would keep the characters and settings were were using
2) as in an action movie franchise,
Re:Funny thing about RPG systems (Score:2)
Our system was pretty close (though not identical) to what you described.
1) "Realism" does not matter but internal consistency does (otherwise it kills your suspension of disbelief and ruins what could have been an otherwise good story).
2) The mechanics need to be simple enough not to be distracting (so we could concentrate on the story) but consistent enough to be dependable (so the players could approximate their chances of success in each action). That's why I did u
Re:Funny thing about RPG systems (Score:2, Informative)
IMHO off the shelf GURPS is better but with work a
Applicable to computer RPG's? (Score:3, Interesting)
Re:Applicable to computer RPG's? (Score:3, Insightful)
Re:Applicable to computer RPG's? (Score:3, Informative)
Here's the skinny: http://www.gurpsonline.com/
The first 2 settings are Old West and Transhuman Space. If you haven't seen the Transhuman Space stuff it is phenomenal, and the best of the GURPS line in terms of depth and quality.
GURPS Online (Score:3, Informative)
Re:Applicable to computer RPG's? (Score:1)
A GURPS computer games was in the works once upon a time. The deal fell through during developement. But the result was a little know game called Fallout.
That game borrowed a few concepts from GURPS... OK alot of concepts from GURPS.
Re:Applicable to computer RPG's? (Score:3, Interesting)
I don't have a hard link to Interplay's site, but the closest Google Search that also mentions this fact is here [playonlan.com]
Turned out to be a licensing/legal dispute unfortunately, not a technical one.
Re:Applicable to computer RPG's? (Score:1)
Re:Applicable to computer RPG's? (Score:2)
Considering the global level of violence in the game, I think he overreacted. That's just my opinion, though, and he (and anybody else that wants to) is welcome to disagree.
Re:Applicable to computer RPG's? (Score:3, Informative)
It lends itself even better, especially for combat-oriented games. GURPS combat rounds are one second each as opposed to D&D's minute rounds and vaguely defined "segments"(*) (are those even in third edition?). Bioware had to scale it down by a factor of 10 to get something approaching real time combat. In GURPS, if you fire off an automatic weapon, it has rules for modelling each individual bullet (but most
Re:Applicable to computer RPG's? (Score:3, Informative)
Wrong.
d20/third edition (and 2nd edition's "Combat and Tacitcs" has 6-second rounds and no segments. Everyone is assumed to be doing six seconds of activity each round, and initiative is just used to determine who gets "done" first.
AND d20's a hell of a lot more "Universal" than GURPS. With a little bit of looking, you can find every RPG setting as a d20 ve
Re:Applicable to computer RPG's? (Score:2, Insightful)
You can do that with gurps, too. Hasbro just suckered a bunch of geeks who don't feel comfy releasing writing without some sort of license attached to it. In other words, they sold you what you already had the right to do. Besides, if it were 'open', you'd be able to republish core content. You
Re:Applicable to computer RPG's? (Score:2)
No, you can't. Read the entire sentance.
If I wanted to write a GURPS supplement, it wouldn't go anywhere if Steve Jackson Games didn't feel it was worth publishing themselves. No licensing, no Open Gaming--no nothing.
You CAN do that with D&D. Go to http://www.theFGA.com/ or http://www.opengamingfoundation.org/ or even http://www.wizards.com/d20/ to learn how.
Judging by some of your appalling and embarrasing opinions...
There is, last time I checked, one histor
Re:Applicable to computer RPG's? (Score:1)
Of course you could. There were third party supplements back in the seventies for DnD that weren't licensed. You'd have to ensure you didn't infringe on their copyrights at all, but you could do it.
There is, last time I checked, one historical document outside of the Gospels--and it either does not contradict or supports the Gos
Re:Applicable to computer RPG's? (Score:2)
"don't infringe on their copyrights" can mean a heck of a lot more than "don't copy their text word-for-word." A few good cases can be made that an RPG is a "character" and thus deserving of copyright protection as-it-is.
At the very least, Steve Jackson could take me to court--and no distributor in the indust
Re:Applicable to computer RPG's? (Score:2, Interesting)
Just because a game isn't OSS doesn't make it inferior or any less universal.
Re:Applicable to computer RPG's? (Score:3, Interesting)
As far as GURPS goes, the combat system CAN get screwy if you use the "advanced" combat system - but the basic combat system works just fine, and gets the job done quite well. The main point (for me) that GURPS breaks down in is in high point-cost characters - the system just doesn't balance well at that point. I find GURPS works better as a "gritty" low-point campaign than in a high-value "supers" campaign. Champions/HERO works better in that
About time! (Score:2, Funny)
Superman versus the Hulk (Score:3, Informative)
Superman versus the Hulk.
Converting this to Gurps was interesting. Using the comic meeting of the two as the base we had to include the disadvantages. In a quick battle Superman wins with his intelligence, but the NOTHING can stop the savage Hulk. The disadvantages included in the Gurps Supers helped big time.
Batman versus Daredevil
The Batman wins. He plays dirty. Discovers that Daredevil is a one trick pony. But the setting was a big x factor. Don't run into the devil in Hell's kitchen.
Ah GURPS (Score:4, Insightful)
The system you may or may not like, but most of the World Books are works of genius; most are also designed that the background and creative material are sharpely separated from the GURPS underpinnings, allowing for easy adaptation to other game systems.
Of course, it's the flexibility inherant in the GURPS system that allows them to put out a Conan fantasy game, a Time Travelling book, a 'Robots Took Over The Earth' book, and a book about Bunnies, all on the same shelf.
But does it... (Score:2)
Re:But does it... (Score:3, Informative)
1. You will need a to have enough strength to handle the emcumberence of plate to make it worth it. The guy in chain or lighter will be able to outrun the guy in plate if they have the same base speed. You also get vision and skill penalties if you wear the full helm with just eye slits.
2. Axes have higher damage than swords, staves have a better parry and flails are hard to defend against. Swords are a good general weapon but some of the
Not to flex my geek nuts too much, but... (Score:2)
IMHO, this isn't true anymore in 3/3.5E D&D. It might well outweigh all other armor configurations for a mounted fighter, or one who is both non-dexterous and doesn't particularly care about his mobility, but in the general case, it doesn't.
Steve Jackson Games: A company still not recovered (Score:4, Informative)
After the SS raid, they seemed to derive their primary income from GURPS. And starting in about 2000, they began supplementing that with gag card games like "chez geek", "munchkin", and "ninja burger".
Frankly, the pre-SS SJG was a lot cooler.
Re:Steve Jackson Games: A company still not recove (Score:3, Insightful)
They got raided due to a GURPS supplement, so I have trouble believing that.
After the SS raid, they seemed to derive their primary income from GURPS. And starting in about 2000, they began supplementing that with gag card games l
Re:Steve Jackson Games: A company still not recove (Score:1)
Re:Steve Jackson Games: A company still not recove (Score:2)
Obviously many people like GURPS, however, I wish it did not take up so much of their attention. This only started happening to ann
Re:Steve Jackson Games: A company still not recove (Score:1)
GURPS is great (Score:1)
Re:GURPS is great (Score:1)
Re:GURPS is great (Score:2)
Too little, too late (Score:2)
Then WotC released d20 under an open license, and now I can get Cal
Re:Too little, too late (Score:1)
Re:Too little, too late (Score:1)
Re:Too little, too late (Score:2)
That's really, at best, a matter of opinion. There've been a hundred different RPG systems over the years and there's yet to be one that did everything better than all the others in the opinion of everyone. At the risk of being tackled and beaten by suggesting as much on
For some people, having to do various conversions on most of the numbers in a book is a big de