Can I get an opinion of GURPS?

GWolf

First Post
I'm going out to work in about 20 minutes, when I get home I am considering purchasing GURPS basic set, and the GURPS WWII book. I was wondering could anyone give me the pros and cons of this system compared to dnd/d20 modern?

I've read some of the GURPS light, and most of it seems pretty cool, but does it play well? Is it good from a players prespective? How hard is it for a DM/GM to make adventures? How about realsim? Is it more of a grim n gritty or more of a action arcade game?

What I am looking for is a pretty realstic alternitive system to dnd/d20 (I love them both, but want to try something new), to set my WWII game in, and latter on if I enjoy the system some other games.

[OT] If on amazon I get oneday shipping on sunday, will my stuff come on monday?
 

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I used to play GURPS all the time.

I like it and if you are looking for a more realistic game, I think GURPS is a good choice.

It is definately much more grim and gritty than arcade. Though it provides cinematic options that go the other way.

The main complaints towards GURPS tend to be the min/max issues of a point buy system. This is true, but in my experience, it really isn't any worse than D20. The way you min/max is just different and maybe a little more obvious. If you game with a group that really tries to squeeze every drop of power out of the system AND this is a problem to you, then you may want to look at it a little more before spending a lot of money. But for most groups, I don't think it is a major problem.
 

I also used to play all the time...for 10+ years...then moved and couldn't find a group. I agree with ByronD but we have never really had the min/max problem but is does exsist. Its really easy to house rule stats to minimize the chance of this and if you talk with your players it shouldn't be a problem.

PROS:
>HP don't increase and are not base on class
>No classes w/ the skills and advantages you can pretty much make anything
>Characters are not magic item dependent
>Gritty combat system w/ lots of options
-----in a WWII game people WILL be taking cover!

NEUTRAL:
>Magic system is not as high powered as D&D
>Uses points to cast spells, you don't have to memorize

CONS:
>Combat can take some time at higer point levels

Have fun!
 

The research in Gurps modules is very good, use them as campaign material!

As for the system:

the great advantage of gurps is that you can do anything withit .
the great disadvantage of gurps is that you can do anything withit .
 

I use GURPS for everything - including Supers - since 1993. And I love it. While I *play* other systems (like D&D3e) and regularily GM other systems (D&D3e/d20, BESM, UA, etc.), I always come back to GURPS - and in my experience D&D3e draws a lot more min/maxers & munchkins than GURPS.
 

i also would highly recommend GURPS for a serious, realistic, yet action-filled WWII game.

the GURPS WWII book actually contains the GURPS Lite rules in the back of the book itself, so you could just purchase that one book and run your campaign no problem. if you find you like the system, you can then go and pick up the GURPS Basic Set rulebook. (just trying to save you some money... if you are just testing the waters with the new system, you don't really need to buy both books all at once.)

if you find you do like GURPS, it probably won't be long before you're getting the GURPS Basic Set, Compendium I and II, High Tech, Special Ops, all of the WWII books, Cliffhangers, etc., etc... :p

(like the other posters, i also played GURPS pretty much exclusively for 10 years. i must have over 70 GURPS books by now!)
 


Yet another pro for GURPS players is the HUGE amount of online material, from fanmade sourcebooks to conversion material for other systems.

I think I have about 30 GURPS books, and they are all Fantastic.
 

You can also download the GURPS Lite pdf for free off of SJGames website, so you might want to check that out before plunking down the cash.

:)
 

I think I'll be voicing the one not-impressed-with-GURPS opinion here :)

GURPS does have wonderful sourcebooks, yes. No argument there. I find, however, tht in trying to make the system "General Use" they have leeched all the spirit out of it.

With most games, you can use the system and the mechanic to your advantage, flavor wise. I find that to be pretty much impossible with GURPS. The system is too flexible - such that it has no backbone of it's own. This doesn't mean you cannot run a good, flavorful game with GURPS (I have done so myself), but it does take more work.

I find, in general, it is more to my advantage to find a system that more directly reflects what I want to do. If I cannot find one, then I resort to GURPS.

On top of that, I find that GURPS combat is generally long and tedious. The gain in realism is, in my experience, achieved by sacrificing flow and speed.

YMMV, of course.
 

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