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Valdar
07-12-2008, 02:48 PM
Discussions here had me curious about where GURPS is these days, so I went out and picked up the 4th ed. player's book and Space. No telling if I'm ever going to play it (running one game a week is plenty), but I did find it to be an interesting read.

After an initial glance through, here are a few things I noticed:

--Carrying capacity is now geometric, so you don't need a ridiculously high STR to pick up a car if you're playing Supers.

--Psionics look a lot better balanced, with point costs for Supers-like things costing Supers-like points. The following, which happened in a Space game I was in, shouldn't be happening any more:

"The villains get in their car and speed away!"
"I use my telekinesis to crush the car's engine."

--Character creation looks even more open-ended than before- this could be a good or bad thing. This will possibly cause more work for the GM if a specific game is wanted, otherwise the party will look like a menagerie (I could see a fantasy party including a vampire and a flying unicorn with ease, or a Space party including characters so alien they won't be able to understand mission objectives, much less have the desire to complete them...)

--The Space book was an even better read than the basic book. I found the pages on creating star systems and aliens to be inspired, and made me want to start creating such things just for the fun of it.

Arch Lich Thoth-Amon
07-14-2008, 01:16 PM
Hello Valdar

Hope you dont mind me adding to your post. I would also love to hear of any play experiences with GURPS 4th edition from anyone on the boards. Thanks.

Thoth-Amon

fmitchell
07-14-2008, 01:42 PM
I haven't had a chance to play GURPS 4e, but I like the rule changes ... mostly minor, but making advantages/disadvantages/powers/skills consistent across worlds is a big win.

Unfortunately, as a result reading the books is like drinking from a firehose, which could scare off new players. _GURPS Lite_ is a useful tool, but I wish they'd put "normal" and "super" advantages/disadvantages in separate sections instead of marking them with an icon ... it would make creating a "normal" person easier.

silentjudas
08-06-2008, 11:41 PM
i've never actually gotten to read/play GURPS. is it fun at all, being so "generic" and open ended on most things?

Valdar
08-07-2008, 02:03 AM
i've never actually gotten to read/play GURPS. is it fun at all, being so "generic" and open ended on most things?

You definitely have to trim it down, and don't let the players browbeat you into allowing characters that don't fit your genre (I had a player show up with a vampire for a space game, for instance.)

Apart from that, it's very fun- you have to use a setting, but there are plenty available, or you can homebrew your own.

silentjudas
08-07-2008, 05:31 AM
You definitely have to trim it down, and don't let the players browbeat you into allowing characters that don't fit your genre (I had a player show up with a vampire for a space game, for instance.)

Apart from that, it's very fun- you have to use a setting, but there are plenty available, or you can homebrew your own.

hmm ill have to check it out

MortonStromgal
08-12-2008, 07:40 PM
I would pick up Powers after someone recommended it to me I bought it and now I can honestly say if I want superpowers, psionics, magic, or some other superhuman feats in my game its a must have.

Bearfoot_Adam
08-14-2008, 09:23 PM
I would pick up Powers after someone recommended it to me I bought it and now I can honestly say if I want superpowers, psionics, magic, or some other superhuman feats in my game its a must have.

Has it repalced Magic? I was looking for it and was surprised to see that it was no longer in print.

fmitchell
08-14-2008, 11:08 PM
Has it repalced Magic? I was looking for it and was surprised to see that it was no longer in print.

No, Powers is about crafting superpowers from the more exotic Advantages and Disadvantages. It doesn't replace the Magic system at all, as far as I can tell.

I'm a little puzzled that Magic is out of print, especially with Thaumatology coming in October (in theory). Either they're going to reprint it (with errata?) at the same time, or it doesn't sell very well so they'll only offer it on PDF.


EDIT: To explain a little further: Thaumatology is about variant magic systems. However, looking at the preview Table of Contents, about half of them are tweaks to the existing Magic system.

MortonStromgal
08-15-2008, 12:49 PM
They will be reprinting magic. Powers is flexible enough to let you create your own magic system. I hear Thaumatologyis amazing but I have not had the chance to look at it yet and I'm not sure that you couldn't do everything in it with Powers.

fmitchell
08-15-2008, 12:57 PM
Thaumatology has a chapter on defining magic with Powers, but in addition to the tweaks to Magic they'll also have rules for Alchemy, "syntactic magic" (think Ars Magica or Mage), the Spirit Magic system from GURPS Voodoo and GURPS Spirits (among others), doing magic from books, and I think one or two others.

Omegaman
09-09-2008, 07:48 AM
talk about drinking from a firehose. Wow, if you get into Thaumatology and Powers, that will cause you some brain strain. They are best suited for people who really want to spend time recreating rules for how things work in order to get a specific feel or effect in their campaign. If you like playing GURPS as is, then those books are a lot of reading for very little payoff.

I read Thaumatology and I loved a lot of info. The only stuff that I am using I already found in GURPS Magic, which is Syntactic magic, but it was very interesting to go over.

I have only skimmed GURPS Powers as I am interested in 100pt fantasy characters and have no desire to revamp the magic system. It looked very thorough and quite complex.

Basic GURPS 4th is pretty simple I think. Just don't get caught up in all the rules. It is not made for GMs who do not like to think on their feet. If you refer to the book for every rule, it will take a lot of time.

nijineko
09-10-2008, 08:43 PM
i've always enjoyed gurps. especially since they incorporate some many different types of systems into one, it's fun to play with.

Dragon_wolf
10-28-2008, 07:21 AM
I've played GURPS 3rd for everything from fantasy to modern, future and Cthulhu, and find it is extremely adaptable and user friendly, as long as you define the rules before you begin.

I've only picked up the 4th edition rules to peruse because I now live in a small town in Northern Canada where apparently, no one has heard of pen and paper RPGs. Haven't had a good game of anything in a couple years (grr!) If anyone knows of a good online GURPS game that is looking for players, let me know.

BTW, from what I can see GURPS hasn't changed in it's basics (unlike OTHER game systems) since it seems to periodically go through a streamlining process. I do like what I have perused for the 4th edition rules, but until I play it, I won't really know.

nijineko
10-29-2008, 02:38 PM
once i get time and money to pick up the books i'll be looking for gurps game too.

cliff
02-23-2009, 07:00 PM
I've kind of been toying around with getting a GURPS 4e game going in Battlegrounds RPG, if I ever get off my behind and start putting it together, I'll make a post about it here. I have 5 floating licenses (in addition to my main GM license), so nobody else would need to license to play.

The thought I'd had was to use e-mail for everything but combat, and then Skype+Battleground RPG for the actual combats.

Dragon_wolf
02-23-2009, 07:02 PM
That sounds interesting, I'd definitely consider it if you get around to getting something started. What Genre/era would you be considering?

cliff
02-23-2009, 10:26 PM
I've always been a particular fan of the Reign of Steel world, I'd probably try to update that to 4e.

Dragon_wolf
02-23-2009, 10:51 PM
I like the idea. Depending on how everything works out, I'd be interested in checking it out for sure.

Etarnon
02-24-2009, 12:03 AM
I used GURPS space 4th, and GURPS Interstellar Wars to design most of the planets used in my current Mongoose Traveller campaign.

cliff
02-24-2009, 12:26 AM
GURPS is definitely quite useful when you're looking for crunchy bits to generate worlds that have continuity and realism.

Bearfoot_Adam
02-24-2009, 12:42 AM
I'd also be interested.

cliff
02-24-2009, 01:08 AM
It looks like it would be pretty easy to pull something together, so I'll start doing the legwork I need to do to be able to play and make a post here when I've got it far enough along.

I have a general Reign of Steel campaign that I usually play where the players are located in Alaska, as it's a hard region for the machines to dominate due to the weather - not to mention it's my own real world home region, and I kind of like to exploit my real world area for realism where I can.

Silverthorne
03-21-2009, 02:52 PM
I loved 4e when I was able to play. Generic enough to do anything, but specific enough to make the worlds 'appear' real.

I would like to sit in on a 4e GURPS game, if there is space.

cliff
03-23-2009, 05:57 PM
I'm working on content when I have the spare time, but I hope everyone won't be terribly disappointed if it takes me a while. My free time isn't what it used to be, unfortunately.

Jeffrywith1e
04-13-2010, 12:24 PM
Taking this thread in a different direction under the relevant title...

I'm looking at getting the basic set. My question is how much longer do you guess the 4th Edition will be supported before a newer edition appears on the horizon? 4e is about six years old now. Right?

cliff
04-13-2010, 02:19 PM
If the duration of SJG's support of GURPS 3e is any indicator, 4e is probably going to be around for a very long time. There was a lot of resistance at SJG to doing 4e, but the number of issues with the system eventually compounded enough that they decided it was time.

Unlike some of their competitors, SJG doesn't seem to be looking to cash in by publishing a new edition on a regular basis - they instead seem to be following the "you have how many sourcebooks?" method of making money. heh.

I personally would think that it is likely to be safe to buy 4e without needing to be afraid that 5e is right around the corner.

Valdar
04-14-2010, 10:47 AM
Also, the changes from 3rd to 4th were minor, so you'll have little difficulty using 3rd edition sourcebooks for 4th edition. One of the games we're considering right now uses Discworld, which will almost certainly not be updated to 4th, but there would be very little work adapting it, if any.

I believe all the old books are available as PDFs, so you can get them cheap. I was looking at Steampunk for $7, for instance.

cliff
04-14-2010, 02:01 PM
It's worth noting that a few core things did change from 3e to 4e (the biggest being the way Strength works)... however, the 3e to 4e Update book is a free PDF, and covers how to do the conversation with minimal hassle.

Valdar
04-15-2010, 03:24 AM
Yeah, I mentioned the geometric strength in the original post- it's a little complicated, but it was pretty sad when the strongest character in the first GURPS Supers couldn't even pick up a car, so it really needed to change...

I think the change in attribute costs was pretty major too- going from an increasing cost per level to a fixed cost (10 pts. for St/Ht, 20 pts for Dx/Iq) is going to make for a more difficult transition than the strength thing...

cliff
04-15-2010, 02:17 PM
A good point... it does encourage players to be a little more willing to buy ST and HT now, though.

All told, I'm pretty happy with the changes... now if I could convince my gaming group to actually play GURPS, I'd be happy.

GozerTC
04-18-2010, 01:19 AM
I've been a huge fan of GURPS since I was introduced to it back in '97 with 3rd edition. I have several of the books but have never played it. (Don't you hate having books and never getting to use them? :p ) Though even without using the system I've been able to use the books as reference materials elsewhere so not a total loss. :)

All in all I'd love to find a game using GURPS because it pretty much lets you run anything, it's all up to the GM to "Trim the Fat" as it were to let newer players in. Maybe give them condensed options to chose from. ;