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


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I will say, I think the way GURPS works in chargen does kind of necessitate a very different approach to a lot of other TTRPGs- it works best if you come up with the concept and work out the details of the character first, and then sit down with the GM and make the character 1 to 1. You can't just do like D&D where you just throw the players handbook at people and they can bring something to you with no big deal, trying to run GURPS like that is a fast way to hit everyone's analysis paralysis.

If you think of it as a way to implement a concept, I think the granularity serves the game quite well. And the advantage is, in play, if somebody makes a dragon, it's more than a couple of modifiers like a D&D game, if you've given people the point budget, they really do feel, in almost every mechanic, like what they've made. When you do things like massively simplify skills, I think you lose a lot of the way to differentiate between mundane humans at a normal level, whereas they do have ways to have simplified skills for superhero-level games in the wild card system.

With the skill system, i can make 4 normal doctors feel very different in the things they're good at as medical professionals, i can make a variety of SF operators who feel very different because a lot of the soldiering skills are broken out.

Though definitely, the zeitgeist leans more toward, less character creation in general, books with very evocative art and strong playbooks to let you know what kind of characters make sense in the fiction. But GURPS is trying to be universal, so, this isn't something it can really do.
 

Kromm mention Power Ups 11: Roll Your Own Skills again this week, in the GURPS News update. Should arrive early next year, so likely at a similar time to the Revised book.
 


I will say, I think the way GURPS works in chargen does kind of necessitate a very different approach to a lot of other TTRPGs- it works best if you come up with the concept and work out the details of the character first, and then sit down with the GM and make the character 1 to 1. You can't just do like D&D where you just throw the players handbook at people and they can bring something to you with no big deal, trying to run GURPS like that is a fast way to hit everyone's analysis paralysis.

While I agree with the first half of what you say here, once you have people who are used to any free-build system, they're no more likely to have decision paralysis here than in any game with decision-based character gen. The only real problem you'll run into (and this is especially true with GURPS but it can apply to Hero and others too) is people who don't think to take certain skills their concept requires because the skill-splitting is so severe.

Though definitely, the zeitgeist leans more toward, less character creation in general, books with very evocative art and strong playbooks to let you know what kind of characters make sense in the fiction. But GURPS is trying to be universal, so, this isn't something it can really do.

Though like a lot of free-build systems, it can really benefit from archetypes/templates.
 

While I agree with the first half of what you say here, once you have people who are used to any free-build system, they're no more likely to have decision paralysis here than in any game with decision-based character gen. The only real problem you'll run into (and this is especially true with GURPS but it can apply to Hero and others too) is people who don't think to take certain skills their concept requires because the skill-splitting is so severe.
That's definitively a concern of mine, because I actually experienced that already in other games.
It can improve with experience with the game, but you don't start with experience and maybe your GM doesn't either.
I think my first experience with this was Shadowun 3 (which has probably a quite condensed skill list compared to GURPS). Made worse because I also didn't really realize the kind of values in skills you'd need to be effective.

It makes me wonder if you could make a 2 or 3 layer skill system. The first layer is broad skills - like firearms, engineering or medicine, while the 2nd layer is more specific like Sniper Rifles, Pistols, Lockpicking, Automotive Engineering, First Aid and Internal Medicine and the 3rd layer is even more specific, like Barret M1A2 and Desert Eagle, BMW Engines, Cardiology and Human Gynecoly
And then there are some more dials, like handing out free ranks for certain layers of certain skills, or adjusting how high or low skills get.
"Okay, this is a high-octane action campaign, everyone has basic fighting competency, so PCs treat the 3rd layer combat skills as maximum, you shouldn't need to worry about specific weapons."
"For the House MD campaign, the 3rd Layer Firearms and Melee Combat skills don't exist, the max rank for 1st Layer Firearms and Melee Combat is capped at 2 instead of 5, Medicine is at 5 for all of you, and the max rank of 3rd Layer medical skills is at 8 instead of 5 so you can become true specialist in your expertise and have a chance to find out even the more obscure stuff."
 

That's definitively a concern of mine, because I actually experienced that already in other games.
It can improve with experience with the game, but you don't start with experience and maybe your GM doesn't either.
I think my first experience with this was Shadowun 3 (which has probably a quite condensed skill list compared to GURPS). Made worse because I also didn't really realize the kind of values in skills you'd need to be effective.

It makes me wonder if you could make a 2 or 3 layer skill system. The first layer is broad skills - like firearms, engineering or medicine, while the 2nd layer is more specific like Sniper Rifles, Pistols, Lockpicking, Automotive Engineering, First Aid and Internal Medicine and the 3rd layer is even more specific, like Barret M1A2 and Desert Eagle, BMW Engines, Cardiology and Human Gynecoly
And then there are some more dials, like handing out free ranks for certain layers of certain skills, or adjusting how high or low skills get.
"Okay, this is a high-octane action campaign, everyone has basic fighting competency, so PCs treat the 3rd layer combat skills as maximum, you shouldn't need to worry about specific weapons."
"For the House MD campaign, the 3rd Layer Firearms and Melee Combat skills don't exist, the max rank for 1st Layer Firearms and Melee Combat is capped at 2 instead of 5, Medicine is at 5 for all of you, and the max rank of 3rd Layer medical skills is at 8 instead of 5 so you can become true specialist in your expertise and have a chance to find out even the more obscure stuff."

It might be worthwhile to look up a game called Everyverse sometime; it takes a tact in its handling somewhat like that (rolling it back even farther).
 

The only real problem you'll run into (and this is especially true with GURPS but it can apply to Hero and others too) is people who don't think to take certain skills their concept requires because the skill-splitting is so severe.
I agree it’s a challenge, however the existing solution is templates. Every current GURPS product which does anything with characters (therefore pretty much all of them) includes multiple templates showing you what stats, advantages, disadvantages, and skills to buy to fit with a character concept.

The ‘worked examples’ of Dungeon Fantasy, Action!, Monster Hunters, After the End, and Steam Punk all have entries fully focussed on characters with templates.

They are verbose and could be seen as intimidating however they do address the issue.
 

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