Friday, September 20, 2019

Let's Review: GURPS

What is it?:
GURPS stands for Generic Universal Role Playing System. Which about sums it up... Okay, it's an older RPG that has a system designed to be used and adapted to any kind of game your group could ever imagine. And now you know where some of my terrible jokes come from...



The setting:
As this is a Universal System, GURPS doesn't quite have a single setting. At least, it didn't until 4th edition. In the 4th edition core books, there's now a dimension hopping group and... Yeah. I didn't read too much about it.
Steve Jackson Games did get the license to produce several “powered by GURPS” games including Discworld and Star Fleet Battles: Prime Directive. They've also released tons and tons of supplements for anything and everything you can imagine. Including Burrows and Bunnies. There's books for Space, Super Powers, Fantasy, High Tech, Ultra Tech, Martial Arts, Horror, and even Cyberpunk (which brought Steve Jackson Games to the attention of the FBI, look it up). If you can imagine it, there's a source book for it. There's even series of source books for WW2. So, that means you can mix and match these various books to make your own setting, as they're mostly balanced across the whole system. You could, for example, throw something together with Ultra Tech, Horror, and a World War Two book and make an alternate reality where Nazi Germany survived into the future and unleashed some horrors beyond the stars. And I just came up with that off the top of my head.
If you're interested, there's a Deadlands conversion to GURPS. There's also versions of Vampire: The Masquerade, Traveler, and a whole host of other games. If you want them, I'm sure you can find them.
There are several unique settings for GURPS, including an original fantasy setting in the 3rd edition core book. 



The system:
The game is entirely d6 based, using no other die types. If you need to roll dice, it's always a number of d6s.
The game has four stats: Dexterity (DX), Strength (ST), Intelligence (IQ), and Health (HT). Every human starts with 10 in every stat, but you can pay points to increase the stats. This is important because all of you skills are based around what the related stat is. The higher your stat, the higher the skill at the starting level.
Character creation is point-buy, so no levels. When you make your characters, you can purchase Advantages, stat boosts, and Skills. To get more points, you can take Disadvantages, usually no more than 40 points can be taken. Most people are roughly 25 points, but most player characters are 100.
All stat and skill rolls are 3d6 and roll low, as this was before the D20 system. However, damage and other rolls are when you want to roll high. Another anomaly is that GURPS doesn't use square maps, instead using hexagons, which makes creating and drawing maps a bit of a pain in the ass. Not to mention trying to find paper with hexagons on it. While it does make sense and look cool, it doesn't work that well for buildings as they usually have straight edges.
When it comes to combat, the full system GURPS is complex and clunky. Before the D20 revolution, it was faster than old 2nd edition D&D, which was the only other major competition for many years. There is (at least in the 3rd edition of GURPS) a much simpler combat system that is easy to master, but might not be enough for people who like their grit. Combat uses Parry, Dodge, and Passive Defense, as well as a host of different modifiers depending on the weapon... Yeah. It gets complicated really fast. But, from what I remember it is easy once you get it down. Getting it down is the trick, however.



Is it worth it?:
This is another “Maybe.”
I have respect for GURPS for what it tries to do, create a system that can handle any setting, no matter how bizarre and weird. I mean, Burrows and Bunnies, anyone? And that is where GURPS has its major selling point, the wealth of source books. You can find one for anything you like, and since they all use the same system, you can combine them to make the most unusual of games. You could throw together stone age magicians and advanced biotechnological aliens in one setting. Or cowboys and dinosaurs. Or aliens invading during World War Two. You can use GURPS to adapt any book, movie, or comic and make a game out of it. But, there is a rather steep learning curve to the game. But, you don't have to take my word for it. If you head over the Steve Jackson Games sales website (good old Warehouse 23), you can download a free sample of the rules, so you can try before you buy.
If you want something with versatility, at the cost of complexity, GURPS is probably the best thing you can find. It may be old, it may be weird, and it might not be the best, but it does try to please everyone all at once and does a decent job of it.
For 4th edition, they split the rules into a player's book (Characters) and a GM's guide (Campaigns) which is kind of nice, as the players only need to focus on what they need to know. The older editions has everything all in one book, which has been almost an industry standard for many years.

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