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GURPS 4th Edition to be Released at GenCon


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That could be very cool. More gaming is good for everyone in the industry.

Will the new edition force new versions of all supplemental material, or will stuff like GURPS Swashbucklers and GURPS Cyberpunk and stuff still work?
 

takyris said:
Will the new edition force new versions of all supplemental material, or will stuff like GURPS Swashbucklers and GURPS Cyberpunk and stuff still work?

Check the link. To quote from the main page:

We know that our fans have a significant investment in the current edition of GURPS. One of our goals in the Fourth Edition design process was to make sure that our entire library would not become obsolete overnight.

They say that the only books that will be outdated immediately are the Basic Set, the two Compendium volumes, and GURPS Vehicles.
 
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In that case, very cool. That's excellent news. Given that D&D 3E took several concepts from GURPS, I'm all in favor of anything that improves the overall level of roleplaying discourse. My friends were D&D players, growing up, so I didn't play any GURPS, but being prejudiced against a gaming system is, IMHO, a waste of energy.
 

takyris said:
Given that D&D 3E took several concepts from GURPS,

What several concepts? I own 3rd ed Gurps, but no concepts shared by both really come into mind. Maybe some advantages relate to feats, but it's not like those were special to Gurps.
 

It was about time. I mean, GURPS3E is about fifteen years old now, and even the Compendia (which are now more or less considered "Core Books" by the supplements) are eight years old. I mean, I don't expect rapid revisions like with D&D3.5E, but a good re-org every decade or so can't hurt... ;)
 

Never was a bit GURPS fan. I like (and own) a number of GURPS supplements, but not the system itself. It always felt too mechanistic for my tastes (sorry, I know that is a vague term, but I am having a hard time really explaining it -- sorta "everything devolves to a modern view of science" or something to that effect).

So, no, 4th ed of GURPS will do nothing for me.

Then again, the same will probably be said for D&D 4th ed if it ever comes out.
 

Wombat said:
Never was a bit GURPS fan. I like (and own) a number of GURPS supplements, but not the system itself. It always felt too mechanistic for my tastes (sorry, I know that is a vague term, but I am having a hard time really explaining it -- sorta "everything devolves to a modern view of science" or something to that effect).
out.

I agree about this:
GURPS is VERY mechanical; to the point where each round is 1 second long, you designate what kind of defense you're using(dodge vs block vs parry), every round, there is hit point locations, two numbers referencing armor(passive defense and damage resistance) ... GURPS is the definition of crunchy.

BUT:
I like the concepts used in the GURPS system ... everything made sense: melee weapons all do similar damage in the hands of a certain character: instead of weapons' damage modified by the character's strength, it's the character's strength damage modified by the weapon's effectiveness.

The supplements are what make it good; especially with the simplicity of the d20 system: I like the GURPS stuff, but I'm the only one I know willing to play GURPS ... so conversion is a snap. I've Robots, Biotech, Ultratech, Magic, Grimoire, Fantasy Beastiary, Martial Arts ... these all have cool ideas easily ported to d20.

Oops, sorry for the long post.
 

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