GURPS: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Unholyninjadude
No edit summary
imported>Administrator
m 47 revisions imported
(33 intermediate revisions by 30 users not shown)
Line 1: Line 1:
{{stub}}
{{stub}}
[[Image:GURPSlogo.gif|center]]<br><br>[[Image:Gurps4thPHB.jpg|thumb|right|4th Edition Characters]]
{{Game Infobox
[[Image:Gurps4thDMG.jpg|thumb|right|4th Edition Campaigns]]
|name = GURPS
[[Image:Gurps3rd.jpg|thumb|right|3rd Edition]]
|picture = [[File:GURPSlogo.gif|300px]]
The '''Generic Universal RolePlaying System''', usually shortened to '''GURPS''', is a badly over-rated [[RPG|roleplaying game]] made by [[Steve Jackson Games]]. It has lots of numbers and expansion books, few of them any good to roleplaying but used as textbooks by people with a shaky approach to research. Some consider GURPS is the quintessential universal system; it is so flexible that you can bend it in half and fold it inside itself. It is the paradigm of the simulationist category of games. All simulationist games since GURPS secretly aspire to kill GURPS and wear its skin while drinking the delicious delicious heart's blood. Its detail is surpassed by [[I.C.E.]]'s [[Rolemaster]] series, but GURPS doesn't suffer from the Table Within a Table Within a Table Within a FUCK YOU problem.
|type = [[RPG]]
|publisher = [[Steve Jackson Games]]
|system = 3d6 [[Roll Under]]
|authors = Steve Jackson
|year = 1986
}}


These people are wrong and badly. This is not a system you want to emulate.
The '''Generic Universal RolePlaying System''', usually shortened to '''GURPS''', is a [[RPG|roleplaying game]] made by [[Steve Jackson Games]]. It has loads of numbers and expansion books. GURPS is the quintessential universal system; it is so flexible that you can bend it in half, fold it through itself, and then tie it in a 4-dimensional knot. It is the paragon of the [[simulationist]] category of games. All simulationist games since GURPS secretly aspire to kill GURPS and wear its skin while drinking the blood of its delicious heart. Its detail is surpassed by [[I.C.E.]]'s [[Rolemaster]] series, but GURPS doesn't suffer from the Table Within a Table Within a Table Within a FUCK YOU problem inherent in the game of Rolemaster.


The basic premise behind the system is that you create your character and customize all of his abilities using points that you get at creation and as your character progresses. It uses the d6 exclusively and you generally want to roll under your relevant ability score to succeed in a given task. This can be augmented in difficulty by adding or subtracting the amount of dice rolled. A roll of a 3 or 4 is a critical success, while an 18 is always a critical failure. SJG put out a free .pdf synopsis of the rules called "[http://e23.sjgames.com/item.html?id=SJG31-0004 GURPS Lite]", which is enough to play a barebones version of the game. Character creation can take three to five hours and you wind up with a mute, leperous, midget who smells like rancid garbage but has high enough skill to cancel anything the GM throws at you in penalties, for example successfully flying a brick through a hurricane.
The basic premise behind the system is that you create your character and customize all of his abilities using points that you get both at creation and as your character progresses. There are assloads of physical, mental, and social defects that can be used to get more character points to channel right back into your advantages. It uses the d6 exclusively, generally pressuring you to roll under your relevant ability score to succeed in a given task. This can be augmented in difficulty by increasing or decreasing the target numbers. A roll of a 3 or 4 is a critical success, while an 18 is always a critical failure. SJG put out a free .pdf synopsis of the rules called "[http://www.sjgames.com/gurps/lite/ GURPS Lite]", which is enough to play a barebones version of the game.


GURPS' simulationist bent results in it being excessively complicated, earning it the humorous moniker "Generally Unplayable RolePlaying System". This is an understatement to an extreme. Where most RPG systems are content to let you fire a bow every other turn, GURPS bogs it down with "realism". You need to spend one turn for each of reaching back for an arrow, taking the arrow, notching the arrow, pulling the string, and eventually after god-knows how many turns of aiming to counteract the negative penalties from the target's distance from you, speed as compared to yours, lighting, condition of your bow, cover, then you might get to spend a turn shooting. Meanwhile the dude you're shoting at has charged 10 yards per turn to hit you with an axe two or three times around. Just like in real life.
[[Image:KALI_MAAAAA.JPG|thumb|left|KALI-MAAAAAA!]]
GURPS' simulationist bent results in it being regarded as excessively complicated by many gamers, earning it the humorous moniker "Generally Unplayable RolePlaying System". Using its third edition vehicle creation system will make you want to eat your own face, and possibly devote the whole process to one or more elder gods. (Fourth Edition vehicles are just regular characters with extra stats.) Game Masters of the franchise experienced a downgrade in complexity following the release of Fourth Edition, but its inherent complexity still puts it behind [[Dungeons and Dragons]] in terms of ease of play.


This is quick and easy compared to vehicle design, which requires several pages of scrap paper and calculus to perform. Character creation takes hours, vehicle creation takes days and you find that your engine is too small for the armor and your tank has a top speed of 5 kmh, forcing you to scrap it and start completely over.
Much of the complexity in GURPS is front-loaded: character creation tends to take longer because of the staggering amount of detailed options. Forget just rolling a character like you would in D&D, you need to set aside a session to build one. That's the price you pay to evade [[Linear Build Quadratic EXP]].


GURPS is notorious for having one of the worst magic systems conceived. Thought D&D had a hell of a lot of situational spells? Want to throw a fireball? Prepare to learn the spell to set flammible stuff on fire which allows you to learn the spell that lets you just make fire at will, then you need to learn how to shape fire with magic, how to move fire with magic, how to raise temperatures, how to LOWER temperatures, how to make the pure-magical form of fire, and then you may learn fireball. Don't like spell slots and memorization in D&D? In GURPS you may spend 3 turn to do 3 dice of damage, after which your mage is exhausted from the physical effort of magic and can't cast any more spells this battle. There are spells with higher energy costs then a party of wizards have energy. And you can learn fanastic spells like how to season food and color light.  
As the campaign progresses, however, the consistency and relative elegance of GURPS makes Dungeons and Dragons seem like a pile of kludge. The sandbox nature of character creation is appealing to players who have a concept of a character in their heads and want to reproduce it as faithfully as possible.


Meanwhile the axe guy from before has killed you four times over and cheaper than the character points you wasted on magic.
== GURPS Books ==
[[File:GURPS_spellcharts.makingbreakingspells.png|thumb|right|The magic system in GURPS is simple (page 21 of 38)]]
Generally, anything can be done with just the base starter set of GURPS and a good head on your shoulders, but if you're too busy to do that the guys at SJ Games have it all figured out for you ahead of time. All of the books for GURPS simply tell you how to do things within the core system without the need to spend an additional day to set up an innovative campaign. For example, there is a book on Vampires. It explains how to create vampire characters and NPCs easily without dealing with the issues of balance and customization that bogs down new players. There is even a Dungeon Fantasy book you can get off E23, the Warehouse 23 PDF site, that allows you to play Dungeons and Dragons without the need to buy [[Dice|polyhedrals]]. In fact, you can play this game by simply using the dice you swiped from Monopoly and Yahtzee. One irritating fact you'll discover as you collect GURPS books is that although the system uses real-word measurements, the different authors have never agreed on whether they should use Imperial or metric units. Keep a conversion chart handy. Fortunately the main book includes one.


But it's universal and the basic campaign setting is a multiverse! Watch as your awesome wizard starts to throw that fireball and then eats 10 seperate 10d6 bullets from an M16.
In the game's rather long lifespan, a truly impressive amount of settings and sourcebooks-usable-with-many-settings were made, including but not limited to [[Alpha Centauri]], settings where you play Men In Black, Fantasy (including [[Discworld]] and [[Banestorm]]), multiple SF settings (notable licensed one: GURPS Vorkosigan Saga), several books on conspiracies, historicals covering WW2, Ancient Rome, multiple other ancient cultures, joke settings (GURPS: IOU illustrated by Phil Foglio!), adaptations of a couple other games, (Notably the Classic World of Darkness (Vampire, Mage, and Werewolf), Traveller and Castle Falkenstein)  and a couple books that are just collections of multiple settings. For starters. If you've got a group who feels like playing something different every month, GURPS has got you covered for the next decade or so. New stuff occasionally still comes out, but it's slowed to a trickle compared to the old days.


You can make [http://1d4chan.org/wiki/Furry furries] in GURPS and there is even a book encouraging this. You can get
<gallery>
[http://1d4chan.org/wiki/Weeaboo weeaboo] in GURPS and there is also a book encouraging this.
Gurps3rd.jpg|3rd Edition
Gurps4thPHB.jpg|4th Edition Characters
Gurps4thDMG.jpg|4th Edition Campaigns
</gallery>


[[Category:Systems]]
[[Category:Roleplaying]]
[[Category:Roleplaying]]
[[Category:GURPS]]

Revision as of 13:54, 21 June 2023

This article is a stub. You can help 1d4chan by expanding it
GURPS
RPG published by
Steve Jackson Games
Rule System 3d6 Roll Under
Authors Steve Jackson
First Publication 1986


The Generic Universal RolePlaying System, usually shortened to GURPS, is a roleplaying game made by Steve Jackson Games. It has loads of numbers and expansion books. GURPS is the quintessential universal system; it is so flexible that you can bend it in half, fold it through itself, and then tie it in a 4-dimensional knot. It is the paragon of the simulationist category of games. All simulationist games since GURPS secretly aspire to kill GURPS and wear its skin while drinking the blood of its delicious heart. Its detail is surpassed by I.C.E.'s Rolemaster series, but GURPS doesn't suffer from the Table Within a Table Within a Table Within a FUCK YOU problem inherent in the game of Rolemaster.

The basic premise behind the system is that you create your character and customize all of his abilities using points that you get both at creation and as your character progresses. There are assloads of physical, mental, and social defects that can be used to get more character points to channel right back into your advantages. It uses the d6 exclusively, generally pressuring you to roll under your relevant ability score to succeed in a given task. This can be augmented in difficulty by increasing or decreasing the target numbers. A roll of a 3 or 4 is a critical success, while an 18 is always a critical failure. SJG put out a free .pdf synopsis of the rules called "GURPS Lite", which is enough to play a barebones version of the game.

KALI-MAAAAAA!

GURPS' simulationist bent results in it being regarded as excessively complicated by many gamers, earning it the humorous moniker "Generally Unplayable RolePlaying System". Using its third edition vehicle creation system will make you want to eat your own face, and possibly devote the whole process to one or more elder gods. (Fourth Edition vehicles are just regular characters with extra stats.) Game Masters of the franchise experienced a downgrade in complexity following the release of Fourth Edition, but its inherent complexity still puts it behind Dungeons and Dragons in terms of ease of play.

Much of the complexity in GURPS is front-loaded: character creation tends to take longer because of the staggering amount of detailed options. Forget just rolling a character like you would in D&D, you need to set aside a session to build one. That's the price you pay to evade Linear Build Quadratic EXP.

As the campaign progresses, however, the consistency and relative elegance of GURPS makes Dungeons and Dragons seem like a pile of kludge. The sandbox nature of character creation is appealing to players who have a concept of a character in their heads and want to reproduce it as faithfully as possible.

GURPS Books

The magic system in GURPS is simple (page 21 of 38)

Generally, anything can be done with just the base starter set of GURPS and a good head on your shoulders, but if you're too busy to do that the guys at SJ Games have it all figured out for you ahead of time. All of the books for GURPS simply tell you how to do things within the core system without the need to spend an additional day to set up an innovative campaign. For example, there is a book on Vampires. It explains how to create vampire characters and NPCs easily without dealing with the issues of balance and customization that bogs down new players. There is even a Dungeon Fantasy book you can get off E23, the Warehouse 23 PDF site, that allows you to play Dungeons and Dragons without the need to buy polyhedrals. In fact, you can play this game by simply using the dice you swiped from Monopoly and Yahtzee. One irritating fact you'll discover as you collect GURPS books is that although the system uses real-word measurements, the different authors have never agreed on whether they should use Imperial or metric units. Keep a conversion chart handy. Fortunately the main book includes one.

In the game's rather long lifespan, a truly impressive amount of settings and sourcebooks-usable-with-many-settings were made, including but not limited to Alpha Centauri, settings where you play Men In Black, Fantasy (including Discworld and Banestorm), multiple SF settings (notable licensed one: GURPS Vorkosigan Saga), several books on conspiracies, historicals covering WW2, Ancient Rome, multiple other ancient cultures, joke settings (GURPS: IOU illustrated by Phil Foglio!), adaptations of a couple other games, (Notably the Classic World of Darkness (Vampire, Mage, and Werewolf), Traveller and Castle Falkenstein) and a couple books that are just collections of multiple settings. For starters. If you've got a group who feels like playing something different every month, GURPS has got you covered for the next decade or so. New stuff occasionally still comes out, but it's slowed to a trickle compared to the old days.