GURPS Fantasy / Dungeon Fantasy (and beyond)

I don't know if I'd call it "unmatched". There are lots of universal games these days. Chief among them is probably Savage Worlds, but you also have FATE for those who like their rules light, Cypher System for those who like it light in another way, or Genesys for those who like funky dice.
BTRC's EABA and CORPS as well. (For generic use, CORPS with the black and red cover is the one wanted; the grey cover is older, and much narrower.) EABA feels like Advanced D6 System... I can attest that CORPS runs fantasy just fine. Just loosen the skill caps and it gets super cinematic in combat.
And, of course, WEG D6 in it's now Nocturnal Media version with three genre cores (D6 Space, D6 Fantasy, D6 Adventure)... and Magnetic's variant in Planet of the Apes.

plus a dozen or so other generic games only the super-geeky get into... such as 4C System, ZeFRS, and such... they are specifically ported from a given genre game, but the retrocloner decided to genericise it.
 

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BTRC's EABA and CORPS as well. (For generic use, CORPS with the black and red cover is the one wanted; the grey cover is older, and much narrower.) EABA feels like Advanced D6 System... I can attest that CORPS runs fantasy just fine. Just loosen the skill caps and it gets super cinematic in combat.
And, of course, WEG D6 in it's now Nocturnal Media version with three genre cores (D6 Space, D6 Fantasy, D6 Adventure)... and Magnetic's variant in Planet of the Apes.

I almost mentioned EABA earlier, but thought it was both older at this point and probably too obscure.

plus a dozen or so other generic games only the super-geeky get into... such as 4C System, ZeFRS, and such... they are specifically ported from a given genre game, but the retrocloner decided to genericise it.

Though how successfully they've done so can sometimes be debated.
 

There are many ‘generic’ systems, for sure. I have most of them since I love flexible engines. But I would agree that GURPS is top-of-the-pile for adjustability.

Fate, Fudge, and Cortex Prime can all do as wide a range of genres, but they achieve that by having few rules / build your own rules. GURPS does it by have books and books of content. 🙂
 

There are many ‘generic’ systems, for sure. I have most of them since I love flexible engines. But I would agree that GURPS is top-of-the-pile for adjustability.

Fate, Fudge, and Cortex Prime can all do as wide a range of genres, but they achieve that by having few rules / build your own rules. GURPS does it by have books and books of content. 🙂
I'll agree on Fate, Fudge, and Cortex – they're really more "game engines" or "game design kits" than actual games. But something like Savage Worlds is at least as playable out of the box as GURPS is.
 

Oh sure (it’s my current #1 game); but it isn’t as modifiable as GURPS IMO as it isn’t as granular. There are fewer levers to pull or dials to twiddle.
 
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Oh sure (it’s my current #1 game); but it isn’t as modifiable as GURPS IMO as it isn’t as granular. There are fewer levers to pull or dials to twiddle.

This is always the issue with simpler games: is the level of detail actually adequate for what you're trying to do with it? For many people in many situations the answer is "yes", but the idea its going to be so for everyone in all campaign types sometimes shows a certain tunnel-vision on the part of those presenting it.
 

Talking about magic, the classic system for GURPS is known as ‘spells as skills’ by many people. Here. magic is implemented through an extensive set of skills, each spell a separate skill. These are organised into colleges like ‘communication magic’, ‘fire magic’ and so on, and there are pre-requisite trees which mean that you generally need to learn the simpler spells in a college before you can learn the more advanced ones. There is a Magery advantage which is generally required to be able to cast spells, and this has multiple levels to it, adding to your intelligence stat for the purpose of casting spells. Again, more powerful / complex spells may require a certain level of Magery before you can learn them.

Initially, mages need to speak words and make gestures to cast spells, but as your overall skill increases this need reduces. High levels of skill also reduce the fatigue cost of spells. Spells consume fatigue, and mages usually learn a spell which helps them recover more quickly than others. There are also some cool things which allow you to generate energy for casting spells from things like waterfalls, which can create cool scenarios where mages seek out certain locations that could be tapped to fuel spell casting. There are rules for enchantment and ritual casting, too.

Magic is possibly more about flexibility than raw power in GURPS. As noted earlier, a skilled warrior is likely to generate more damage in combat than a wizard using direct attack magic. GURPS mages are usually more effective when they use their magic in battlefield control or buffing. So that presents a very different experience relative to D&D or similar magic.

That’s just one of the GURPS magic systems, and there is a full book dedicated (with multiple additional PDFs) to re-mixing the ‘spells as skills’ system to make it feel different in play. There are also several magic systems which use ‘spells as powers’ model, where spells are built more like in Hero, using their powers / advantages system. This gives a lot of flexibility and customisability, and since there are several you can confidently mix the ‘spells as powers’ systems together including divine, psionic, magical and more.

But there’s more! My favourite magic system for GURPS is Ritual Path Magic, which originally appeared in Monster Hunters (a modern day setting hunting vampires etc) but has become extremely popular and it now has standalone books covering it. This is a verb / noun system similar conceptually to Ars Magica, but very much its own thing. The verb governs base cost, while each noun is a skill. The system can be tuned to create magic which needs time to cast, with ritual trappings to boost success, or dialled up and powerful practitioners can do pretty much instantaneous magic. It’s great if you want a more low-magic fantasy in my opinion.
 

I almost mentioned EABA earlier, but thought it was both older at this point and probably too obscure.
2E and 1E are significantly different. Somewhere, I've my 3" CD of EABA 1e - Playtesters were sent one with a couple settings and the core.

I participated, but dropped out of, the 2e playtest on EABA. Didn't like the added convolutions.

It is obscure, but it's Excellent. CORPS is a very different tone, but is also excellent
 

2E and 1E are significantly different. Somewhere, I've my 3" CD of EABA 1e - Playtesters were sent one with a couple settings and the core.

I participated, but dropped out of, the 2e playtest on EABA. Didn't like the added convolutions.

It is obscure, but it's Excellent. CORPS is a very different tone, but is also excellent

I own all three, and some games made for the prior two. They're still pretty obscure and at least moderately old at this point.
 

Generally speaking, HERO handles high fantasy more easily than GURPS. GURPS handles gritty Swords & Sorcery more easily than HERO.

So if you want fireball casting mages & god-slaying warriors, choose HERO. If you want protagonists who even have to take fights with castle guards seriously, choose GURPS.

I agree, HERO doesn't have the granularity if GURPS. But you can still make the low power ranges work. It's just that there's going to precious little difference between, say, a goblin and a hobgoblin. Or a low point PC and a goblin.

But speaking of GURPS and granularity - at least one genre book went against the trend. Their 50's B-moive atomic monster book (called Atomic Monster, iirc) had the Science! skill. Capital s and exclamation point required. It covered all science.
 

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