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View Full Version : GURPS September 9, 2014: GURPS Fourth Turns 10 With .*.*. Peter Dell'Orto



PnP News Bot
09-09-2014, 12:01 AM
Check out this new article from the Daily Illuminator that Steve Jackson Games posted:

September 9, 2014: GURPS Fourth Turns 10 With .*.*. Peter Dell'Orto (http://www.sjgames.com/ill/a/2014-09-09)

http://www.sjgames.com/gurps/books/martialarts/img/cover_sm.jpg (http://www.warehouse23.com/products/SJG31-0105) http://www.sjgames.com/gurps/books/dungeonfantasymonsters1/img/cover_sm.jpg (http://www.warehouse23.com/products/SJG37-0322)

Ten years ago, I was about to make a huge career change. Coincidentally, GURPS was about to make a huge edition change. With that, I was invited by Sean Punch to write a book with him. I made the leap from playtester, article writer, and editorial freelancer to full-fledged GURPS author. GURPS made a big change, too: from a far-flung rules set showing some cracks to its leaner, faster Fourth Edition.

GURPS Fourth Edition smoothed out a lot of intimidating rough edges from earlier editions. One of my current players once refused to play GURPS, but the new edition brought him into the fold. Fourth Edition just has a whole lot more fun shoved into it. The basic system has been sleeked down, so it's much easier to "roll and shout" without breaking anything later on.

Why?

In my experience, GURPS has become a big system of interoperable rules that you can combine to make the game you want. It's simple at its core yet covers wildly different genres. Case in point: GURPS Martial Arts (http://gurps.sjgames.com/books/martialarts/) has rules for both fine detail, like weapon length, and broad cinematic features, like shouting out the names of techniques before you execute them and having that do something!

Riffing off of – and writing for – this interlocking system of options is easier, because it's all so inspiring. Series like GURPS Dungeon Fantasy (http://gurps.sjgames.com/books/dungeonfantasy/) and GURPS Action (http://gurps.sjgames.com/books/action/) mean that there are places for horrible dungeon monsters (http://gurps.sjgames.com/books/dungeonfantasymonsters1/), low-rent hirelings (http://gurps.sjgames.com/books/dungeonfantasy/dungeonfantasy15/), and Bruce Lee-movie-inspired action heroes (http://gurps.sjgames.com/books/action/action3/) in the same RPG line. You can have historical gladiators (http://gurps.sjgames.com/books/martialarts/gladiators/), low-tech weaponry (http://gurps.sjgames.com/books/low-tech/companion2/), and detailed grappling rules (http://gurps.sjgames.com/books/martialarts/technicalgrappling/) side-by-side with cinematic monster hunters (http://gurps.sjgames.com/books/monsterhunters/) and a plethora of magic systems (http://gurps.sjgames.com/books/thaumatology/).

Ten years so far, and I'm looking forward to writing, reading, and playing for years to come.

Warehouse 23 (http://www.warehouse23.com/) News: The First Rule Of Warrior Club?

The first rule of warrior club is, go ahead and swing that club; you might hit a bad guy! More classic options for becoming a perfect fighter past, present, or future are a download away, thanks to GURPS Classic: Warriors (http://www.warehouse23.com/products/SJG30-6085), only on Warehouse 23 (http://www.warehouse23.com/). Use it with your GURPS Third Edition game, or merge its inspiration with GURPS Template Toolkit 1: Characters (http://www.warehouse23.com/products/SJG37-0147) to upgrade it to Fourth Edition fun!