GURPS 4th Edition Revised Announced

No release date was revealed.
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GURPS is getting a revised 4th edition. Steve Jackson Games has quietly announced a revised version of GURPS current edition, with a focus on cleaning up wording and layout. Announced at Gamehole Con and further detailed in this thread on the Steve Jackson Games server, the revised edition will be fully compatible with all existing 4th edition GURPS material, right down to preserving page references in existing books. There will be rule changes in the form of additions that will be added via addenda, with players able to bring in those rules as they see fit to their existing 4th edition games.

GURPS stands for Generic Universal Role Playing System and is intended to be a rules system that can be used for any kind of story or genre. Steve Jackson has long-hinted that a new edition of GURPS was on the way, although it appears that they opted to keep the current edition rather than rebuild the game or make significant changes to its mechanics.

From DouglasCole on the GURPS forums:


Since the GURPS Fourth Edition Revised monkey is out of the sack:

Zero. It won't be years. Most of the work is already done.

1. By far the biggest differences are major changes to physical layout and design. I'm not sure what SJ leaked at Gamehole Con, so I'm not going to go into detail here beyond saying, "The thing will be easier to use and read." It will not look the same, despite #3 below.

2. It is definitively not GURPS Fifth Edition, or even a GURPS Third Edition to GURPS Fourth Edition-level change! It is a GURPS Third Edition to GURPS Third Edition Revised-level change. It will not make edition-level changes to point costs, modifiers, prices, weights, etc. All rules changes will be additions, in clearly marked addenda "chapters," so that people can easily decide what to retcon into Fourth Edition campaigns.

3. Top priority is to preserve page references so that whether you use the Basic Set, Fourth Edition or Basic Set Fourth Edition Revised, an internal "p. 00" or external "p. B00" points you to the same rule. This brooks little to no rewriting outside of the addenda mentioned in #2.

4. Inasmuch as there is some rewriting, as in #3, it will be to remedy some particularly offensive or unclear passages. Not to change rules!

5+. And other minor stuff while we're at it. The above will inevitably change the size, shape, and location of art and quote boxes, so expect art and quotes to change, too. We'll update the credits to reflect additional material in the addenda, and the creatives who created the revised book. I'm sure there are 100 things like that.

#3 is the single most important element in living up to the promise of compatibility. There are literally millions of page references in 21 years of supplements and articles, not to mention community discussions. Invalidating them would mean a huge slap in the face. But #1 is the main reason to do the thing. So, it isn't a conflict . . . it's a visual upgrade that doesn't insult customers, while still providing both enhanced readability AND some extra "best of" addenda.

I can say without shilling or exaggerating that it is far, far more than a new printing. It just isn't a full edition. There are things between the two. A revision is one of those things. If all a reader cares about is the rules . . . well, there will be lots of addenda, but no, not a full revision. However, lots of readers care about readability, sensitivity, design aesthetics, being aware that it's 21 years later, etc. even if not a single rule changes.

Well, that's it for my needless leaks to follow SJ's leaks, but the takeaways:

• Better, more readable layout with different art and quotes.
• Mostly less controversial words, excepting indefinite pronouns (for economic reasons).
• More than 25 pages of "best of" rules skimmed from 21 years of system growth.
• Incidental glitch cleanup (e.g., mistaken "damage" for "injury," or "than" for "that").
• Promise of NO rules or page-reference changes to maintain total compatibility.
 

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Christian Hoffer

Christian Hoffer

I bought the translated "Chulthupunk", mixture of Cyberpunk with the Lovecraftian myths. That was more 25 years ago. I remember the visual style and then it seemed very modern but now it is "retro" or vintage for the current standars.

Did I like it? I didn't buy it for the crunch but the fluff, and here it was enoughly interesting. I didn't buy any other thing about Lovecraftian myths until the Sandy Peterson book for D&D 5e.
 

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The writing tone in 3rd ed revised Basic Set was much more approachable than 4th ed.
4th Ed Basic Set was a slog to read and just terribly sterile. It somehow seems harder to get into with 4th ed (my experience).

Happy there's new visibility for GURPS, but it needs some serious adjustments to make it accessible to newbies. Third edition Basic Set was almost perfect for a one book solution.

New art too please, 4th ed art was the only thing duller than the text.

Also, will they finally do a 4th ed Bestiary? :P (sorry, just had to)

I passed on 4th ed years ago and this won't be the change that brings me in, I'm happily hanging on to 3rd.
 

I have great sentimental attachment to GURPS, but let's be frank: The system is outdated. The Zeitgeist has moved past its level of crunch. If SJG is going to do anything with it, it's time for a fifth edition. Do for GURPS what D&D 5E did for v3.5. Streamline it. Edit out the problematic bits. Make it easier to start playing GURPS than it is to play, say, the Cypher System. There will always be a market for a universal RPG system, but the market for this universal RPG system moved on to other things 10 years ago. Minor revisions won't cut it.

Both Steve Jackson and I were at Gamehole Con this weekend. I wish I'd had the opportunity to say this to him directly.
There’s always a niche for crunchy games. The goal isn’t to do what everybody else is doing and struggle to stand out from the masses—it’s to do your own niche really well. Turning GURPS into Cypher/Savage Worlds/insert generic game of your choice would be a mistake. That market is saturated.
 

I have great sentimental attachment to GURPS, but let's be frank: The system is outdated. The Zeitgeist has moved past its level of crunch. If SJG is going to do anything with it, it's time for a fifth edition. Do for GURPS what D&D 5E did for v3.5. Streamline it. Edit out the problematic bits. Make it easier to start playing GURPS than it is to play, say, the Cypher System. There will always be a market for a universal RPG system, but the market for this universal RPG system moved on to other things 10 years ago. Minor revisions won't cut it.

Both Steve Jackson and I were at Gamehole Con this weekend. I wish I'd had the opportunity to say this to him directly.
Who cares about the zeitgeist?

If SJ Games tries to make GURPS into a system that's more like whatever the zeitgiest is, they will just have yet one more system amongst a sea of systems that doesn't really stand apart.

People who like the level of available crunch in GURPS go for it. They will not like something that makes it more like lots of other systems.

SJ Games will almost certainly not successfully compete trying to make the game like other systems. GURPS as it exists does have an audience, and they stand to lose that audience while not likely gaining much if they do as you suggest. The world is too bloated with lots of systems that follow "modern" sensibilities for another one to have any hope of surviving. To actually catch on, it would have to do something really new and innovative (and it would be a longshot at that), but then why call it GURPS?
 

There’s always a niche for crunchy games. The goal isn’t to do what everybody else is doing and struggle to stand out from the masses—it’s to do your own niche really well. Turning GURPS into Cypher/Savage Worlds/insert generic game of your choice would be a mistake. That market is saturated.
...you said more or less the same thing I said, only more succinctly. Looks like we posted at about the same time.
 






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