GURPS 4th Edition RPG Announced
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."
Half the article talks about the the books appearance, leather, colors, hardback. Wheres the details in the article?
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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
I have to admit that I like GURPS its a really good system but it REALLY needed a revamp. Better layout and organisation of its rules and where and when ceratin things applied would be so cool.
;)
I can't wait. I bet my local game store is gonna be a happy bunny when it comes out thats for sure.
How can you say that civilisation's do not advance... in every war we invent new ways to kill you.
What other system allowed for Teenage Mutant Ninja Turtles to battle my Dwarf Mage Bruticus?
---In a time of Chimpanzees I was a Monkey.
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. 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.
I don't know much about GURPS but I'm curious: is it possible to use GURPS in a computer RPG, like the AD&D rules have been used? Or is it much more geared toward paper and pencil games?
I've been waiting for SJG to get off their butts and put out d20 GURPS.
The Test to any system is can you "realistically" convert superheroes to the system. We had an interesting experiment to see if Gurps could be used to convert Marvel and D.C. characters for battle. Who would win:
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.
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.
Vintage computer games and RPG books available. Email me if you're interested.
An online version of GURPS, aka GURPS Online is in development. The first settings will be the Wild West and a semi-near future setting known as Transhuman Space.
Last time I played was about 10 years ago and that gaming session became a legend... the legend of the thirty second game time, hour and a half real time combat round.
Granted, we were in high school still adjusting to all the different types of game systems, but that one got us good.
Our intelligent designer has never created an animal that we couldn't improve by strapping a bomb to it.
Steve Jackson Games changed direction in 1991 (I think) when they were raided by the US Secret Service. Before that they'd basically made small wargames and strategy games. I think their cash cow was "Car Wars", but they also had success with Ogre, Raid on Iran, and Illuminati.
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.
For those not in the know, GURPS is a great platform for building your own pen and paper RPG. Especially fun is crafting your character's personality from a huge list of positive and negative traits - nothing quite like playing a one-eyed kleptomaniac midget with a high IQ
The net benefits of full plate mail outweigh all other armor configurations. That's pure nonsense, but the rules make it so "middle" armors like chainmail (which should be the most useful armor for a fighter) are only for people who can't afford full plate.
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.
A lot of changes in the game since 2E, some fairly obvious, some more subtle add up to full plate not being the be-all and end-all of armor anymore. You're at least as likely to see a fighting character in play armored in a chain shirt as in full plate mail.
The longsword thing is more of an opinion matter but I'd say that's much less of an answer to everything as well.
Steve Jackson Games changed direction in 1991 (I think) when they were raided by the US Secret Service. Before that they'd basically made small wargames and strategy games. I think their cash cow was "Car Wars", but they also had success with Ogre, Raid on Iran, and Illuminati.
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 like "chez geek", "munchkin", and "ninja burger".
And Frag, and Spooks, and Knightmare Chess, and a new edition of Car Wars, and others. Not to mention prior things like Ogre Miniatures and Illuminati: New World Order. Last year Munchkin accounted for over 30% of their sales, so it's hardly just "supplementing" GURPS.
SJG was raided by the secret service for their cyberpunk book (still bleeding edge at that point) because it had rules for hacking into computers. They've been a profitable company practically every year since then except for last year due to some reorganization of their supply chain (non recurring expenses). They continue to win Origin awards for their games and are usually the second or third company ordered from by any hobby store to fill up their RP shelves. The "gag" card game Munchkin has won two Origins awards. GURPS was also inducted into the Origins hall of fame a few short years after D&D was (pre D20).
Pretty widgets? What pretty widgets?
I wanted something like GURPS for years for assorted modern-day and SF campaigns. Unfortunately, Steve Jackson games refused to issue the metric version of GURPS in English, and I flat out refuse to run a science fiction game in old-fashioned units. Feet and inches and hogsheads are OK in pseudo-mediaeval games like D&D, for flavor, but I don't want to be working out storage capacities of starships in cubic feet or laser energy in ergs.
Then WotC released d20 under an open license, and now I can get Call of Cthulhu and d20 modern and T20 (Traveller d20) and mix and match as I like, and do all the SF stuff in metric. SJG had their chance, but I think d20 is going to wipe out GURPS.
That said, I may yet pick up a copy of GURPS 4th Edition if they drag it into the 20th Century. (Well, the 19th really, but let's not be too pedantic...)
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
IIRC, from Bruce Sterling's Hacker Crackdown, SJG was not raided because of GURPS:Cyberpunk. That's just how it was presented by the authorities to justify the raid. They were in fact raided because one of Jackson's employees was running a BB at home and one of his users used it as a storage site for a copy of the infamous E911 document.
There's a difference between being a well-selling game, and being a good game. Of course is subjective, however, munchkin's idea of strategy is "roll as high as you can". That to me is not a very interesting game. For the scale of the game (number of players, game components, etc), I prefer a more thinking game like pre-bastardization Jyhad / Vampire(the Eternal Struggle).
Obviously many people like GURPS, however, I wish it did not take up so much of their attention. This only started happening to annoying levels after the Car Wars bubble burst and the SS raid went down.
> You can also get rid of the dice alltogether.
.300
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 fireballs anyway?), you need internal consistency and some statistical predictability. Dice, when used correctly, provide a simple aid towards that goal.
> 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?
Why not?
Allow me to use baseball instead of football for my example. We'll consider a hypothetical player with a batting average of
When that player player bats, there are probably millions of factors that can influence his chances of successfully hitting the ball but at the end of the day, this player will hit 3 out of 10 on average.
So taking all this factors and distilling them into a d20 roll of 15 or better is actually a pretty good approximation for a social game.
And the GMs can fine tune the way they see fit. Playing against a lousy pitcher? Have a +1 modifier. Hurt your shoulder in a brawl the day before? Make that a -2.
Combining all the factors into a single die roll (or two rolls in case of a charcter vs. charcter situation) with situational modifiers strikes a good balance between "realism" and playability, and if the 5% resolution seems too low, you can always use a d100 or higher.
Now, back to football. Statistically, that player has a certain chance of scoring a touchdown. You can roll the dice and spin a good tale based on the outcome, or you can break the run into several events (catching the ball, dodging the defence), each requiring a separate roll. As long as the presentation is convincing, the actual mechanism can be as simple or as detailed as you like - it will not make much difference.
> Going further, my group and I even suppressed all rules:
Rules are there to help you. If you feel constrained by them it means that either you chose the wrong rules for your game or you are not using them correctly.
> 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.
Rules also provide a point of reference. A framework that ensures consistancy and helps you build a believable universe.
> 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.
In order for a story to be a good one, the suspension of disbelief should come naturally and effortlessly. Without rules of some kind, it is difficult to maintain consistensy, which is essential given the immersive nature of good RPG campaigns.
Even when nobody tries to "take advantage", you still have a situation where several people with different styles and views collaborate on the same story. "External" rules help keep everybody on the same page without risking feelings of unfairness that can arise by GM decisions that are perceived as arbitrary.
We, as people are used to live in a world where the rigid laws of physics apply. We feel comfortable being able to calculate, or at least approximate, the results of given actions most of the time. An immersive game (or story, book, movie, play - they are all similar in that respect) should provide a similar feeling.
> We then realised we that we were actually creating a story
I believe you're missing the point of Munchkin. It is meant to be a parody of DnD, the D20 version of Munchkin is essentially the same as D&D but the classes have ridiculous bonuses and the magic items are intended to be funny, like a two handed sword that actually has two hands on the pommel that can wield two more weapons.
Pretty widgets? What pretty widgets?
as much evil as WotC might be, they did FUCKING OPEN SOURCE the d20 system when they rewrote it all. I've tried like 5 times to play a GURPS based game and never got the hang of it. It seemed like crap.
D&D based on d20 was always better. and now it's open source.