Yes, they do well giving their audience what they want.
You'll get no disagreement about that from me.
So if you're a business, and you have an audience that supports your business at the level that you need to sustain your cash flow, do you (a) give your audience what they want or (b) take a risk and change what you're giving, hoping for that audience that may exist for this new thing that you're going to build and keep your base that you already have.
In this climate, in this niche hobby, I know what I'd pick...
Either way it is moot. GURPS has an established reputation of being a complex ruleset.
SW and similar OSR games do not.
GURPS needs to have a game that shakes that reputation if they want to be more than they currently are.
TFT has possibilities, but a retail of near 100usd is not likely to get people to try out the system on a whim.
But SJG may be just fine with what they currently are, without having to change a thing. So from their point of view I recognize that they might not see the ROI in making a riskier moves.
But IMHO even GURPS lite, is not so lite.
It still has lots of fiddly things like variable skill and attribute costs, some combat calculations etc.
It could do with a ground up streamlining.
But that is just my opinion.
SJG knows their core audience, caters to it, and does relatively well in the scheme of things. They may see no need but to just keep doing what they are doing.
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If you only want Melee, it's free (for the pdf) or I think around $20 for the hard copy (which includes dice and such). I can see the $119 set on the TFT site, which includes the full game, dice, counters, two adventures, a map, and some other stuff.
In comparison, the 3 core D&D books are each around $40. $40*3 = $120, and that still doesn't include dice or the other things needed to play the game. The gift set (which comes with a DM screen) is $170, and only does not include extras (beyond the DM screen). Though, to be fair, it's possible to find sets on Amazon for about $100.
GURPS like all of its fellow 'toolkit' rpg's, seems to be phasing out of general use in the hobby.
Why waste time wading through some "tool Kit" rpg when you can play a complete game with much less upfront work?
Funny, but FFG is making enough off theirs to keep the line going.GURPS like all of its fellow 'toolkit' rpg's, seems to be phasing out of general use in the hobby.
IMHO, systems like GURPS and HERO have lost out ever since 3e and the OGL/SRD.
It's also a direction they could not go, because of prior contracts between SJ and Howard Thompson... GURPS was literally built to be as close to TFT as would not get Howard suing SJ. (See Roleplayer, Issue 1)TFT is the direction SJGames should have gone in when the D&D OGL came out. (Naturally, very easy to say with 20 years of hindsight of the direction of the hobby...)
A bit apples to oranges, D&D is the market leader.
The market leader can get away with things like having a short six year edition run to the release of 5e, have no backward compatibility to 4e, and still sell like crazy.
Potential up and comers have to walk a very fine line.
For SJG - any additional risk is probably not worth the trouble.
Yes, that was the distinction I made originallySavage worlds is very 3pp friendly, it has cultivated several complete games, and several that use it's relatively thin core book.
Thin "core book" being the key.
Transhuman Space is one of the best supported original settings GURPS has had, with multiple supplements and adventures, including some for the latest edition. And on the licensed side, Traveler had a huge amount of material, support and popularity.Transhuman Space, Banestorm: IP that never took off - that is the risk one takes.
I take it you mean SJG needs to have a such a game, since GURPS is a game system. But on that note, I think a big part of SJG's strategy is diversification. Besides GURPS, they also have Munchkin, which has been a huge success for them. They have a large portfolio of games of all types, not just TTRPG.Either way it is moot. GURPS has an established reputation of being a complex ruleset.
SW and similar OSR games do not.
GURPS needs to have a game that shakes that reputation if they want to be more than they currently are.
But an $18.00 PDF isn't a big investment, nor a $35.00 PDF bundle of the core rules, plus micro-games, adventures and other add-ons. Or even the core rules in hardback for $35.00 (or $30.00).TFT has possibilities, but a retail of near 100usd is not likely to get people to try out the system on a whim.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.