View Full Version : GURPS October 26, 2008: Thaumatology Sneak Peeks

PnP News Bot
10-26-2008, 12:11 AM
Check out this new article from the Daily Illuminator that Steve Jackson Games posted:

October 26, 2008: Thaumatology Sneak Peeks (http://www.sjgames.com/ill/archives.html?m=October&y=2008&d=26)

http://www.sjgames.com/gurps/books/thaumatology/img/cover_sm.jpg (http://www.sjgames.com/gurps/books/thaumatology/)</p>

Back in July, we released the PDF version of GURPS Thaumatology (http://www.sjgames.com/gurps/books/thaumatology/). A few weeks later, we sent the file to the printer. During those weeks, fans found a few typos, which were corrected before the physical copies started rolling off the presses. And now, those full-color hardcovers are nearing your local game store.</p>

In celebration, we've uploaded a couple of sneak peek pages. The table of contents and introduction chapter are already available. (http://e23.sjgames.com/media/SJG31-0107_preview.pdf) This new batch (http://www.sjgames.com/gurps/books/thaumatology/) includes the index, a look at path magic in operation, some tips on using ley lines, and an overview of alchemy schools of thought. Watch for more previews of GURPS Thaumatology (http://www.sjgames.com/gurps/books/thaumatology/) in the next week or two, and join in the discussion on our forums. (http://forums.sjgames.com/forumdisplay.php?f=13)</p>

And look for the actual book to hit shelves before Thanksgiving!
-- Paul Chapman (paul@sjgames.com)</p>

Arch Lich Thoth-Amon
10-26-2008, 10:53 AM
I've often thought about getting back into GURPS since i first played years ago. When? Probably about the time it was first released. Yeah, long... long time ago..., to quote Star Wars. I'm aging myself here, i know; but to use variant aging rules: Real age is 40, i appear 30, feel like 50, and act like 25.

Anyone wish to share experiences with later editions. I'd like to know how GURPS has evolved and improved upon its old, old self.

10-26-2008, 12:32 PM
Anyone wish to share experiences with later editions. I'd like to know how GURPS has evolved and improved upon its old, old self.

I haven't played in ages, since I DMed when I was in college, but I have sort-of kept up with the rules.

Editions 1-3 were mainly cleanup, minor tweaks, and massive expansion of worldbooks. They tried to reign in duplication and contradictions with two Compendia, with limited success.

Fourth Edition rearranged and consolidated advantages, disadvantages, and skills. It also brought some serious rules changes, such as the abolition of PD, and a different formula for Parry and Block; also, HP is now based on ST, and FP is now based on HT. There's a document on their site that explains all the rule changes. Third edition books are still useful for background material, but for mechanics you need the new fourth edition books: more expensive, but covering entire genres, and with a few exceptions introducing no new rules and few advantages/disadvantages/skills.

However, as far as I can tell, it's still the same basic game; roll 3d6 under a stat or skill, point-based character generation, etc. Someone who's actually played Fourth will have to tell us whether the new edition is better or worse.

BTW, I've collected most of the Fourth Edition books, but I'm still on the fence about Thaumaturgy. I don't like the original GURPS magic system, and half of Thaumaturgy looks like tweaks to that system; the other half uses other systems like Spirit Magic from 3rd edition, which, well, I can adapt from 3rd Edition.

Arch Lich Thoth-Amon
10-26-2008, 12:41 PM
Thanks for the information, fmitchell. Also, i wish two gaming groups looking for players would find each other in my neighborhood as they did in yours. Lucky, lucky: http://www.penandpapergames.com/forums/showthread.php?t=5387

Any 4th edition GURPS players wish to add to fmitchell's post? Thanks.