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."
You can also get rid of the dice alltogether.
..."
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 (so meta gaming discussions and rants about bad dice rolls have been replaced by vivid discussions when one tries to convince the others his last idea is actually worth keeping in the flow of the story).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!
Meh. Character creation under Palladium was always a gigantic PITA -- particularly when you got into working out combat skills. And then after that, you're extremely limited in what your character can do forever after.
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.
-- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.