Tag Archives: gurps

The Price of Freedom

No, not the iconic RPG by the mighty Greg Costikyan. I’m talking about the price of core rules PDFs.

It started with a simple enough question from a friend. “I want to buy a role-playing game,” he said. “I want it as a PDF so I can print off as many copies as I want. I want a system that’s open-ended so I can create my own game worlds. What do you recommend and how much will it cost?”

This took me on a quick hunt around the ‘net picking out a few favourites to lay at his door. Ok, his inbox then.

Here’s what I found.

The D&D 4th Edition Bundle
PDF sales link @ RPGNow

Starting with the daddy, the pdf bundle of the PHB, MM and DMG together currently weighs in at $74.85. It might not be the most open system ever invented but it’s hard to ignore the pull of the market leader. While I like it (mostly), reviews are mixed. If you’re happy with how it works, it works. If not….. well, at least you’ll be able to print out the nice artwork.

You can create your own campaign worlds, even if they’ll all end up tasting like 4e D&D unless you’re willing to put in a lot of work. Platform neutral, it ain’t.

Price-wise this is the most expensive solution. In comparison, the print-version of the books from Amazon  costs just $66.12 – eight bucks cheaper and you get a nifty slipcase too. And, y’know, real actual physical books too! For all their digital bluster, Wizards don’t seem to get the pdf market at all.

GURPS 4th Edition
PDF sales link @ e23

I’ve got a soft spot for GURPS and the 4th Edition of the rules are the best to date. $54.90 gives you PDFs of both the Characters and Campaigns books and that’s more than enough to provide years of good, satisfying gaming goodness. It’s a true toolbox system that offers lots of fine-tuning potential – perfect for my world building buddy. GURPS has a reputation for excellent, thorough and well-written supplements. That’s true for all the ones for 4th Edition with supplements covering everything from D&D style dungeon fantasy to ultra-tech – and everything in between. GURPS is a simulationists dream.

The print editions of both books works out at $74.90 from e23 (probably cheaper elsewhere) meaning there’s a saving of $20 if you favour the pdfs. Nice.

Basic Roleplaying
PDF sales link @ Chaosium

BRP is Chaosium’s excellent role-playing engine from Call of Cthulhu, Runequest, Elric and others released as a consistentified (is that a word? It should be!) single generic rulebook. The pdf is $27.95 and the print edition $39.95, and it’s well worth the money.

One of my players describes it best; “feels like GURPS, plays like D&D”. The rules make sense in a way that has you nodding along as you’re reading them and it’s simple enough for a new gamer to be up and playing in minutes. For me, it scores highly on all counts – well written, simple, clean, fast and excellent value. Full review coming soon.

My only criticism isn’t of the system but of Chaosium’s website which sucks terribly in a late ’80s Compuserve kind of way. Ugh.

True20 Adventure Roleplaying
PDF sales link @ Green Ronin

Costing only $17.50 this is the cheapest pdf in my list. The Savage World Explorer’s Edition is even less at $9.99 (and a bargain, at that), but it’s omitted from the list as he’s played it, and didn’t like it. Fair enough.

True20 has received rave reviews and boasts a healthy fanbase but it just doesn’t sit well with me for some reason I can’t quite figure out. It’s an uncomfortable halfway house between D&D’s class-and-level design and Mutant & Masterminds open structure, and I guess I’d rather play one or the other. That said, this ain’t for me and it’s well worth the price of download – that’s an entire generic rules system for less than the price of a D&D supplement so what’s not to love?

The print edition is $29.95 meaning a saving of twelve and a half bucks. Green Ronin really know how to price their pdfs.

Mutants & Masterminds
PDF sales link @ Green Ronin

Couldn’t miss this baby out of the list and at $20 it’s an absolute steal; just $2.50 more than True20 and you get a heck of a lot more system for your moola. That’s half the price of the print edition ($39.95) and…. well, I’m a rabid fanboi so I guess you know what I think.

While this is a superhero system first and foremost the rules are flexible enough to handle any genre you throw at them from high- and low-fantasy to modern day, sci-fi and beyond. Green Ronin really needs to release a genre neutral version of the M&M rules, but I reckon they’ve painted themselves into a corner with True20 on that one. Even if you’re not a fan of superhero gaming (Any why the heck not?) it’s probably the best value $20 pdf on the market.

Any of these systems fit the criteria with prices ranging from $17.50 (or ten bucks if you count Savage Worlds) up to $75 with the lower-end options ironically offering more choices for your money. GURPS, BRP, True20 and M&M can all “do” D&D brilliantly and much more besides for a fraction of the cost.

Which rather begs the question. If you’re going the PDF route, why buy D&D at all?

A quick post about Ducks

I wasn’t going to post today, but this is too timely to ignore. Ducks: Guide to the Durulz is out now from RPG Now. Perfect for my 4e Duck characters!

How to use d20/D&D as a resource for GURPS

In many ways, GURPS is a superior system to d20. It is very well supported by many worldbooks (most of which are extremely well researched and written), and is as flexible and open-ended as any rules system needs to be. There are however one or two areas where D&D/d20 beats GURPS hands down.

Adventures and monsters.

Whereas GURPS has emphasised books about worlds and genres, WOTC has pushed published adventures to the forefront. This is unsurprising given how insonsistently the default D&D gameworlds have been treated as the mood takes Wizards of the Coast. Adventures are being created and published at a terrific rate. Between Dungeon Magazine, the free adventures offered at http://www.wizards.com/dnd, the download archive, published works and adventures from 3rd party games houses, there’s been no better time to find excellent quality adventures. In comparison, GURPS is positively anorexic in this area.

Similarly, D&D has monsters coming out of it’s proverbial ears. Between the d20 canon, two additional Monster Manuals and the fact every single adventure/guidebook/whatever adds another slew of critters to the pot, D&D must now boast well over 1,000 distinct ways to kill your player characters. There are monsters all the way from the smallest to the all-powerful world eaters. Somewhat impressively, the hit-to-miss ratio is pretty good as well, especially if we discount the awful Monster Manual II from the mix :) In comparison 3rd Edition GURPS had…. well, not a lot. One bestiary, a Fantasy Bestiary, a small section in GURPS Fantasy and a selection of other creatures spread around many worldbooks. There’s perhaps 1/10 of the quantity there is for D&D, and nothing to match the quality.

Both D&D and GURPS provide plenty of assistance when it comes to creating the campaign. With D&D it’s generally a matter of the GM picking one of the published gameworlds (Grayhawk, the Realms, Eberron or whatever) and taking it from there. With GURPS, the campaign world selection is much broader, spanning fantasy, historical, modern and science fiction across multiple genres, but the act of selection is the same. A typical GURPS campaign is more likely to span multiple gameworlds but it’s the initial choice that will provide the foundation for the rest. In either system the GM has the option of creating their own world from scratch as well, and each system offers ample advice for this direction as well.

The problems can start once the campaign begins. A D&D GM gets a lot of help along the way. He has published adventures, monster stats and ideas, plot hooks, free maps to download plus a wealth of background history for each gameworld to fall back on. The GURPS GM has to be much more willing to put the work in to be ready for the next gaming session.

In short: with D&D we have a weak rules system with excellent in-game support. With GURPS we have an excellent rules system but little help for the GM in-game.

This document helps to fix that problem by bringing the two together.

Quite simply, there’s no reason at all why a GM can’t take a group of GURPs players to the Shackled City, through the Tomb of Horrors, and on to Barrier Peak. The GURPs fantasy player can meet Drow, fight Mind Flayers and battle an Umberhulk. All it takes is a little conversion.

What I want to do is create a method of reading D&D stats as GURPS stats so that no conversion is required in advance. Using this system it should be possible for any GM to pick up a d20 adventure module and run it as-is, exactly as if he were running D&D. The net result should be an enjoyable game with good rules, exciting and deadly combat where well rounded characters fight against iconic foes. The best of all fantasy worlds!

Converting Adventures

Getting Started

The first thing to do is to check that a particular adventure is suitable for your level of play. As a guideline, I suggest that a 1st Level character in D&D is roughly equivalent in power to a 4th edition GURPS character built on 50pts + 40pts disadvantages. Add 25 points per D&D Level. This would mean that an adventure suitable for 3rd level characters should be fine for a party of four 100pt (+40pt disads) GURPS characters.

1 D&D level = 50pts + 25pts for each level above 1st (+ 40 pts disadvantages)

This should give a rough idea of the power level of the adventure. Remember to modify the power level according to the number of players – an adventure for four 3rd level characters will be a walk through for six 100pt characters. In this case the adventure would be more suitable for six 75pt characters, or scale the adventure up accordingly.

The Environment

Where a saving throw is required, use the following:

Fortitude = HT
Reflex = Dodge
Will = Will

Modify this by the given DC of the task:

DC 5 – Routine +4 – +5
DC 10 – Easy +1 – +3
DC 15 – Average +0
DC 20 – Hard -1 – -3
DC 25 – Very Hard -4 – -5

For any environmental effects (falling, disease, poison, etc), use the GURPS rules.

Converting Monsters

The goal is to be able to read any D&D statblock and use the numbers for GURPS. This isn’t going to create “stat-accurate” creatures, but it should set the power level close enough for a decent GM to be able to run a game without having to do any pre-work on the module.

We’ll take the iconic Orc as an example:

Orc, 1st-Level Warrior
Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will –2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Challenge Rating: 1/2

Phew! Let’s distill that down to just the stuff you need to look out for in GURPS:

Hit Dice: 1d8+1
Armor Class: 13
Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1

There. That’s a little better. What we want is something that means something in GURPS. Special Qualities, etc can be played in game – they don’t need point-for-point conversion. If an Orc has Darkvision and it’s dark then he can see you if it suits the game for him to see you; that’s the joy of being GM :)

The important line is the Abilities line. Every two points above 10 gives a +1 bonus in D&D. This translates straight to a +1 STAT bonus in GURPS. So, D&D STR 16 (a +3 bonus) = ST 13. Taking the revelent stat, this means that this Orc will have

ST 13 DX 10 IQ 9 HT 11

Use CHA, Will, skill levels and any feats that apply as guidelines to adjust Perception and Will from the base IQ level. In this case the Orc has skills that imply Perception should be one higher than IQ, but Will two points lower. Let’s go with that.

Give the Orc combat skills to suit equal to 10 + 1/2 of melee or missile bonus and give damage according to the weapon type. Give DR equal to armor protection, and calculate Dodge, Parry and Block as normal. Add 3 Hit Points for each Hit Die above the first. Calculate Speed as normal, and round up to the next higher number if the creature is particularly fast or has Improved Initiative.

Similarly, give the critter skill levels equal to the stat + 1/2 of the given skill bonus. Again, it’s not spot on accurate, but it’ll suit for the purposes of running a game and providing cannon fodder. Modify any of the numbers by a couple of points to suit.

This Orc will translate to:

Orc, GURPS style
ST 13 DX 10 IQ 9 HT 11
HP 13, Per-10, Will-7
Base Speed: 5.5
DR 2 studded leather
Dodge-8, Parry-9, Block-8
Falchion-12, 2d-1 swing
Javelin-11, 1d thrust

There you have it – one instant Orc!

Most critters can be worked out like this on the fly. The difficult part comes with adjudicating a creature’s special abilities. This is something that can only come with experience – the golden rule being don’t slow up the game.

Have fun!

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25 point characters

25 point characters, perfect for low level gaming, from the same GURPS forums:

Joe the Warrior
Setting: Fantasy

 ST: 11 [10]; DX: 13 [30]; IQ: 10 [0]; HT: 11 [10]

 Attributes: 50
 Advantages: 0
 Disadvantages: -40
 Skills: 15
 TOTAL: 25

 Advantages: None

 Disadvantages: Bloodlust [-10]; Chummy [-5]; Code of Honor [-10];
 Impulsiveness [-10]; Post Combat Shakes [-5]
 Skills: Armoury (Hand Weapons)-9 [1]; Axe/Mace-12 [1]; Crossbow-13 [1];
 First Aid-10 [1]; Gambling-9 [1]; Knife-13 [1]; Leadership-9 [1];
 Shield-14 [2]; Shortsword-14 [4]; Survival (Woodlands)-9 [1];
 Swimming-13 [1]

 Gear: cheap shortsword (1d-1 imp, 1d+1 cut), small shield (PD 2),
 crossbow (1d+3 imp, SS 12, Acc 4, 1/2 220), quiver w/20 bolts,
 two hatchets (1d+1 cut), large knife (1d-1 imp/cut),
 chainmail armor (PD/DR 3/4),
 personal basics -- medium encumbrance (-2 Move)
 Notes: This NPC is a combatant of reasonably competant breadth and
 depth of  skill.

Jane the Adventuing Mage
Setting: Fantasy

 ST: 10 [0]; DX: 9 [-10]; IQ: 13 [30]; HT: 10 [0]

 Attributes: 20
 Advantages: 23
 Disadvantages: -40
 Skills: 11
 Spells: 11
 TOTAL: 25

 Advantages: Literacy [10]; Magery 2 (Moon Aspected) [13]

 Disadvantages: Albinism [-10]; Code of Honor (Pirate's) [-5];
 Greed [-15]; Low Pain Threshhold [-10]

 Skills: Alchemy-10 [1]; Archaeology-11 [1]; Breath Control-10 [1];
 History-11 [1]; Knife-9 [1]; Literature-11 [1]; Research-12 [1];
 Spell Throwing (Fireball)-11 [4]
 Spells: (1 point @ 13): Sense Life; Sense Foes; Seek Earth;
 Shape Earth; Earth Vision; Ignite Fire; Create Fire; Shape Fire;
 Fireball; Detect Magic; Light

 Gear: Robe, light boots, small knife (1d-3 cut/imp),
 2-point powerstone, 1-point powerstone
 Notes: Spell selection has been oriented toward "dungeon crawling."

Joe the Adventuring Priest
Setting: Fantasy

 ST: 10 [0]; DX: 10 [0]; IQ: 13 [30]; HT: 9 [-10]

 Attributes: 20
 Advantages: 20
 Disadvantages: -40
 Skills: 25
 TOTAL: 25

 Advantages: Clerical Investment [5];
 Patron (Church, 6 or less) [10]; Ritual Aptitude 5 [5]
 Disadvantages: Duty (to church, 12 or less) [-10];
 Low Pain Threshold [-10]; Pacifism (Won't Harm Innocents) [-10];
 Voices [-5]; Vows [-5]

 Skills: Bard-12 [1]; Occultism-12 [1]; Performance/Ritual-12 [1];
 Ritual Magic (Religion)-12 [4]; Spirit Lore-12 [1];
 Staff-9 [2]; Teaching-12 [1]; Theology (Religion)-12 [2]

 Paths and Rituals:
 Path of Knowledge-12 [4]; Aura Reading-12; History-8; Locate-7;
 Read Memories-5; Read Thoughts-5; Scry-6; Veil-9;
 Vision of Luck-9

 Path of Health-12 [4]; Dose-12; Soothe-12; Fertility-10;
 Slumber-9; Vitality-9; Sterility-8; Succor-8; Lust-7;
 Hasten Mount-7; Malaise-7; Warrior's Blessing-6; Evil Eye-5

 Path of Spirit-12 [4]; Banish-8; Bind-9; Exorcise-10; Fetish-7;
 Ghost Sword-8; Lay to Rest-12; Spirit Slave-6; Spirit Trap-8;
 Summon-12

 Gear: Robe, sandals, staff (1d+2 cr swung or 1d cr thrust, parry 6),
 religious symbol (+0 as a spiritual symbol).

 Notes: Ritual Magic and Theology require specializations based on the
 religions available in the campaign. Likewise, the Vow should
 be appropriate to the chosen religion.

Jane the Rogue
Setting: Fantasy

 ST: 10 [0]; DX: 12 [20]; IQ: 12 [20]; HT: 10 [0]

 Attributes: 40
 Advantages: 5
 Disadvantages: -40
 Skills: 20
 TOTAL: 25

 Advantages: Alertness +1 [5]

 Disadvantages: Cowardice [-10]; Glory Hound [-15]; Selfish [-5]

 Skills: Acrobatics-11 [2]; Acting-12 [2]; Boating-11 [1];
 Climbing-12 [2];  Cloak-12 [2]; Fast-Talk-12 [2]; Knife-12 [1];
 Knife Throwing-12 [1]; Lockpicking-12 [2]; Traps-12 [2];
 Stealth-12 [2]; Streetwise-11 [1]

 Gear: large knife (1d-2 cut/imp),
 4 small knives (1d-3 cut/imp, 1/2 dam 5), lockpick kit,
 small cloak (PD 1), light leather armor (PD/DR 1/1),
 normal clothes, small sack

 Notes: This NPC thief is trained in the social and physical
 aspects of the job.

I take it all back

A few days ago I wrote about GURPS 4th Edition and how I thought it a mistake that it had been split into two books. I’ve now got Book 2 – Campaigns, and I take it (almost) all back.

The introduction to Book 2 explains their reasoning behind using the two book format, and now I understand their rationale more fully it does make sense. I’ll even grudgingly accept that it’s better to keep all of the skills together in Book 1 (even Bicycling) for the sake of consistency and ease-of-use. I’m glad they put the basic combat system in the first Book, and would still have liked more detail about skill use in Book 1 (grumble grumble).

I like that Book 2 is treated as a continuance of Book 1 – even the page numbers continue – so it’s clear that the two books should really be treated as a unified whole. While Book 2 is smaller in terms of page count, it’s covers a lot more ground. Everything from advanced combat to templates and technology are covered. The Infinite Worlds “meta-setting” is introduced and it’s certainly a thought provoking concept.

Some areas are sketched over by necessity – the fantasy monsters section is particularly weak – but there is more than enough information about how to create your own. I’d have also liked to see a decent selection of generic NPCs for all power levels too. A single page chart of five NPCs each at low, medium and high power levels for fantasy, modern and science fiction would have gone a long way towards giving examples that explain the rules and been of immense use in-game too.

The grumbles are very minor though. When GURPS reached 3rd Edition it became a great system for gaming – mostly thanks to the amazing number of sourcebooks, most of which had been thoroughly researched by extremely enthusiastic writers. With it’s 4th Edition incarnation the game has had a much needed makeover and become a more consistent system in the process.

Overall: 4/5

GURPS 4, Innovation 0

I’ve finally got hold of GURPS 4th Edition Characters, the first half of the updated version of GURPS. First impressions are……well, let’s just say they’re mixed and I’ll explain later.

The best way to get into GURPS is to go Lite. GURPS Lite is a 32 page PDF that’s freely downloadable. It’s a micro distillation of all you need to get started with GURPS in one handy package, and excited me mightily to much I just had to grab the full version.

With 3rd Edition, the core GURPS rules came in one softbound book of tightly packed, poorly laid out text – but it was pretty much all there provided you didn’t want to run a superhero game. With this 4th edition a decision was made to expand the content and split them into two 300-page books entitled Characters and Campaigns. It’s a good choice, as it means that the Character book can go into a lot of depth and cover more than the previous edition. The layout is, quite simply, beautiful; it’s clear, open, and the use of colour is very good throughout.

That said, the Characters book isn’t without it’s faults. As it’s Book One of a two-book set, it doesn’t provide very much at all beyond charactere generation. The basic combat rules are duplicated from the 32-page GURPS Lite, and skill use and reaction rolls are sketched over only briefly. It’s just enough to be able to actually run a game though, so it is a worthwhile inclusion, though I would have liked just a little more depth.

More serious though is the lack of character and racial templates. Considering that this book is supposed to be the resource for GURPS character generation, I’d have expected a whole gamut of templates covering everything from the core fantasy races and characters through to aliens and asteroid belters. Instead we get dragon, felines, vampires and a detective – and that’s about it. That’s quite a big blooper. Surely the more obscure skills (bicycling?) could have been sidelined to make this book more usable across any genre straight away. Both existing worldbooks (with a little number crunching) and future supplements will fix this, but it’s a bad omission.

One other thing that niggles is the half-way method that superheroics have been handled. Superpowers have been classified as Advantages whereas really I’d like them to be treated separately. As a result what powers are in the book (and there aren’t many – Flight but no Force Field or Energy Blast “Advantages”) are just mixed in with “Social Status” and “One arm stronger than the other”. Jeez. Powers should have a chapter and heading all to themselves like Magic and Psionics. It would sure make the GM’s job easier when it comes to telling the player what’s allowed and what isn’t.

Another problem is that the whole perceived power level of the game has increased. The baseline for GURPS 3rd Edition was 100 points, plus 40 points of disadvantages, though it was stressed throughout that the GM could set the level anywhere from 25 points to several hundreds. In 4th Edition the power level is left very vague and no baseline is drawn at all. Given that this is probably the first (and maybe only) book players are going to get, a starting group of gamers really need some guidelines in this book. What they do get however is an example character created with 250 points + disadvantages, and the (excellent) iconic characters range in power from 250 points all the way to 1,600!!! There should be examples all the way from 25 points up to show the flexibility of the system, and a line needs to be drawn around the 100 point mark so the players (and GMs without Book 2) know where to start.

That said, the rules are much better than what’s gone before. This is merely a rules evolution however – exerienced GURPSets won’t see all that much to change – rather than a revolution. The cleanup has generated a few inconsisencies (shield skill for example) but nothing earth shattering. It’s definitely playable, and more attractive (to me) than previous editions.

In short – it’s better, the layout is modern and clear, but it’s neither as Generic nor Universal out of the box as it promises to be. I just can’t really understand why GURPS needs to spend 600+ pages to do what HERO Systems got right 15 years ago with their 4th Edition in just 230.

GURPS 4e Microlite

GURPS Microlite

As much for my personal use as anything, I’ve taken the 32 pages of GURPS Lite (itself a condensation of the whole 300-odd pages of GURPS) and shrunk it down to an amazing two pages. Yes, two pages. This contains the core concepts in extremely abridged form and all of the advantages, disadvantages and skills from GURPS Lite in a couple of sides of A4.

You will need the GURPS Lite document to make any sense of it, but it’s perfect for generating characters or handing out to experienced players.

This is strictly a FIRST DRAFT, so it ain’t pretty and it might well contain a few errors. If you would like a copy though, click on the images above to download the .pdf.

Update: And just to prove it works, here’s quick 50 point (plus 25 point disadvantages) character I’ve thrown together using only GURPS Microlite:

 Sergeant William "Happy" Hendricks
 Campaign Era: Late Word War II, TL6, 50+25 points
 ST 10   HP   10   Basic Lift 20lds      Dodge 8-
 DX 11   Will 11   Basic Speed 5.5       Parry 8-
 IQ 11   Per  11   Basic Move 5yds       Block -
 HT 11   FP   11   Basic Damage thr 1d-2, sw  1d
 Code of Honour (Military), Sense of Duty (his Unit)
 Honesty
 Q: Smokes French cigarettes, Q:Gets the shakes after combat
 Q: Rebel spirit, Q: Fascinated with machinery
 Q: Distrusts airforce
 Acute Senses (Sight) +2, Nightvision +2

 Missile:Pistol-12, Brawling-11
 Thrown Weapon:Grenades-11
 Leadership-12, Vehicle:Jeep-10
 Interrogation-10, Engineer-9, Carousing-11
 Explosives-10, Observation-10, Stealth-10
 Shadowing-10, Survival-10, Tactics-10
 Armour DR:1 cloth
 9mm Auto Pistol, 2d+2pi
 Punch 1d-3 cr

There you have it, a young WWII sergeant all stated out and ready for a low power campaign. Not bad for 5 minutes with a 2-page Microlite set of rules!

It's been a while

It’s a while since I’ve blogged about role-playing, mainly because I’ve had my head in the books for weeks. I’ve been hopping between Rolemaster, d20, and HARP. There’s a new kid on the block though that’s gotten my attention: GURPS 4th Edition.

This is only new in as far as I’ve just found out about it. The 4th edition of this veritable Generic Universal Role-Playing System came out back in August of last year, though that completely passed me by. I’ll disclaim now: I didn’t like GURPS 3e very much at all. The layout was terrible, the feel of the basic rules was too “low-fantasy” and not generic at all, and HERO system just did everything so much better.

That was then, this is now.

I’m working from GURPS Lite, the free pdf that’s available for download. If this is the mark of quality for the core books, then they’ll be mine very, very soon. The reviews I’ve read of the core books are extremely favourable.

GURPS Lite is 32 pages of the core rules and concepts for GRUPS 4e distilled into the barest minimum needed to play. There’s not a lot missing either, so this really is a complete, free game system that’s both flexible and easy to use. What you don’t get are the big world-deciding stuff. There’s no magic, no superpowers (apart from the odd inclusion of “Jumping” – being able to teleport between alternate realities), psionics and no racial templates. As most of this can be culled or adapted from your existing games or grabbed from the ‘net anyway, that’s no biggie.

What is does let you do is create a “normal” of any power lavel from 0 points value up to….well, whatever you want. I’d have liked some guideline as to a decent baseline for certain campaign levels. I’ve settled for 100 points plus 40 points of disadvantages for a typical fantasy setting. This should create a character very roughly equivalent to 2nd level in D&D. The Lite rules suggest disads equal to no more than half the base points; I’d go for fewer than that if you want a more optimistic tone to the setting.

Using just the Lite rules it’s possible to create and play anything from low fantasy (where magic is a plot construct for GM’s use only), to 1940s pulp fiction, to modern horror and beyond into space. For my first test character I decided to try creating a low fantasy character in an effort to exorcise one of my bugbears about GURPS 3e. One thing that I just didn’t like at all is that every character in GURPS basically came out the same; a thin, mimble streewise thief who used light weapons and a pretty high IQ. Didn’t matter the era or genre, it was always the same. Of course, it was possible to create anything at all, but to do so just felt….wrong. GURPS 3e was the system for streetwise thieves, and that was all.

My first attempt at creating a character using GURPS Lite was a dismal failure because I came to it with too many preconceptions; I set the stats way too high because I’m used to D20 stats, and so ran out of points far too quickly. ST 15 in GURPS is most befinitely not the same as STR 15 in D&D!!! Once I reaslised that each point over 10 in GURPS is equal to a +1 stat bonus in D&D, all was well though. This means that IQ 14 is roughly equal to a +4 INT stat bonus – an INT of 18 in D&D! Getting that into my head took some time.

I wanted to create a character that came close to my cursed streetwise thief without being one at all; was GURPS Lite powerful and flexible to handle that level of distinction? The answer is an emphatic yes.

Here’s the end result, built on 100 points + 40 points disadvantages:

 Sevronus
 Failed legionnaire officer now sword for hire
 ST: 10  DX: 11  IQ: 13  HT: 11
 HP: 10  WILL: 13  PER: 13  FP: 10
 Basic Speed: 5.5   Basic Move: 5
 Reaction: +2 (attractive + charisma)

 Ads: Attrractive, Charisma, Combat Reflexes
 Disads: Poor, Code of Honour:Officer's, Curious,
   Secret: Failed Officer, Sense of Duty:Friends
 Quirks: Hates the rain, likes bright clothes,
   nose for trouble, panics when hands bound,
   dislikes taking orders

 Ledership-14, Public Speaking-13,Influence:Dioplomacy-12,
 Influence:Savoir-Faire-14, Influence:Streetwise-14

 Area Knowldge:Local-13, Carousing-12, Merchant-13
 Shadowing-13, Stealth-12, Riding:Horse-10, Tactics-11

 Brawling-12, Knife-12, Shortsword-11, Shield-12

 DR: 1 - cloth armour
 Dodge: 9 (+1 w/ small shield)
 Parry: 9 (+1 w/ small shield) with Short Sword or Knife
 Block: 11 with Small Shield
 Short Sword: 1d sw cut or 1d-2 thr imp, 11-
 Knife: 1d-2 sw cut or 1d-2 thr imp, 12-

In short, not a streetwise thief at all, and even more importantly the character ‘feels’ right. The system was flexible enough to allow me to create someone with a past and represent that in the skill choices, advantages and disadvantages. I could create someone who’s clearly got military history yet had fallen on hard times and has had to take less than noble jobs to stay alive.

In short, GURPS Lite hits all the sweet spots when it comes to character generation. Combat as represented in Lite looks clear, fast and efficient. I just hope that the ‘full’ version of GURPS doesn’t muddy the waters too much with a dizzying array of options, “enhancements” and tweaks.

When I find out, I’ll let you know.

GURPS Lite: 4.5/5 stars – loses half-a-star because a minimal look at magic/psoinics/ultratech would have been worth an extra page or two.

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