View Full Version : GURPS September 16, 2014: GURPS Fourth Turns 10 With .*.*. Steven Marsh

PnP News Bot
09-16-2014, 01:08 AM
Check out this new article from the Daily Illuminator that Steve Jackson Games posted:

September 16, 2014: GURPS Fourth Turns 10 With .*.*. Steven Marsh (http://www.sjgames.com/ill/a/2014-09-16)

http://www.sjgames.com/pyramid/v3img/pyr31.jpg (http://www.warehouse23.com/products/SJG37-2631)http://www.sjgames.com/pyramid/v3img/pyr66.jpg (http://www.warehouse23.com/products/SJG37-2666)

Not to go all hipster (http://www.sjgames.com/dice/hipsterdice/), but I was into GURPS Fourth Edition before it even existed. As part of the Fourth Edition playtest, I remember the thrill of opening those secret files and poring over the new features and innovations. I recall my biggest contribution being the suggestion that Allies' and Dependents' character points should be based on a percentage of the PC's point total, rather than flat. (A 50-point sidekick is much less useful in a cosmic super-powered campaign than a street-level one!)

I'm fortunate to have been part of the "GURPS inner circle" (at least the outer inner circle) for nearly 15 years. For over half a decade, I've helmed the revamped Pyramid (http://pyramid.sjgames.com/) as a full Fourth Edition support 'zine. I'm especially proud of Pyramid #3/31: Monster Hunters (http://www.warehouse23.com/products/SJG37-2631) – where I conspired to assemble goodies for GURPS Monster Hunters (http://gurps.sjgames.com/books/monsterhunters/) before we'd even announced it – and Pyramid #3/66: The Laws of Magic (http://www.warehouse23.com/products/SJG37-2666), where at least two articles were awesome enough to be mini-supplements on their own.

Even outside the realm of Pyramid, I've done what I can to keep GURPS running as smoothly and entertainingly as possible. I believe I first proposed to Sean Punch the idea of compiling a supplement of meta-game effects you can spend character points on; he then wrote GURPS Power-Ups 5: Impulse Buys (http://gurps.sjgames.com/books/power-ups/power-ups5/), which I'd rank in my Top Ten gaming books ever. Thanks to supplements like Impulse Buys, GURPS Social Engineering (http://gurps.sjgames.com/books/socialengineering/), and GURPS Horror: The Madness Dossier (http://gurps.sjgames.com/books/madnessdossier/), I'm delighted that Fourth Edition feels at least as fresh in recent years as when I first cracked the spine on the two GURPS Basic Set (http://gurps.sjgames.com/books/basic/) hardcovers 10 years ago .*.*. or opened those secret digital files a year earlier.

Steven Marsh (pyramid@sjgames.com)
Editor of Pyramid (http://www.sjgames.com/pyramid/) Magazine

Warehouse 23 (http://www.warehouse23.com/) News: Be A Better GM .*.*. With GURPS!

GURPS Fourth Edition is now in its second decade and it's never been easier to master, thanks to How to Be a GURPS GM (http://www.warehouse23.com/products/SJG37-0034)! Designed for newbies and experienced players alike, this guide will take you through choosing the best options, designing great characters, running your first combat, and building your campaign. Download it today, only from Warehouse 23 (http://www.warehouse23.com/)!