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Gurps? Where do I start?


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The best advice anyone can give you here is to go to www.sjgames.com and sign up for the forums there. Not only will people be much more knowledgable in the workings of GURPS, but they actively encourage newcomers.
 

sjmiller said:
The best advice anyone can give you here is to go to www.sjgames.com and sign up for the forums there. Not only will people be much more knowledgable in the workings of GURPS, but they actively encourage newcomers.

A lot of races are on my site. You can use them, use them as a guide, or feel free to strike up a conversation about it on my boards.
 

The rules pretty much work for creating a racial template - I've honestly not had much trouble with it. But then I haven't done it often enough to give anything but th emost generic advice either - which is to say: Just because you *can* make a brain in a jar as a race, doesn't mean you should. ;) Make sure whatever races you make are sensible ones.
 

DungeonMaester said:
Bump.

Advice on using the standard rules to create races?

---Rusty

Have you downloaded my GURPS Eberron conversion I mentioned earlier in the thread? That conversion includes lots of examples on how to do the standard D&D races in GURPS...
 

TGryph said:
Hey DM!

Don't give up...I convinced half of my 8-person 3.5 D&D group to switch over to Gurps, and almost 3 years later we have added a couple more, and are still going great guns.

In fact, I have another old 3rd Edition Gurps Book. If you are in the US, drop me a PM at my e-mail address and I will send it to your free of charge. You can go ahead and give your ragged copy to one of your gamers, and keep the better one for yourself. Hell, I have an extra Fantasy Bestiary I will donate to your cause as well.

C'mon Gurpsheads...anyone elsa wanna pony up to help this guy out? :)

TGryph

tgriffith@earthlink.net

Mine's falling apart, but I can donate to the cause; I just recently upgraded to 4e myself. Also, I'll point out that you can get GURPS Lite in print form from Warehouse 23 (www.warehouse23.com) for free -- and if you buy $80.00 of stuff from them, you get free shipping! (I picked up five copies for my players with my last order.) They also have GURPS Lite 3rd edition on order.

Let me know if you're interested, DM.
 

Kafkonia said:
Mine's falling apart, but I can donate to the cause; I just recently upgraded to 4e myself. Also, I'll point out that you can get GURPS Lite in print form from Warehouse 23 (www.warehouse23.com) for free -- and if you buy $80.00 of stuff from them, you get free shipping! (I picked up five copies for my players with my last order.) They also have GURPS Lite 3rd edition on order.

Let me know if you're interested, DM.

I am interested. Where can I contact you at?

Thanks GURPSheads!

---Rusty
 

Jürgen Hubert said:
What were your main problems with 3E game preparation?

It took a long time to stat out monsters and such and make them at a reasonable level of difficulty for the type of creature they were, and after buying GURPS Bestiary only to discover that it contained very little in the way of traditional monsters, I kinda switched to D&D 3e. (Of course, for the first couple of years, I ran games straight out of the monster manual, now I stat most things up, even the monsters with extra hit dice and whatnot)


Jürgen Hubert said:
You can easily make up such packages with the Basic Set - all the required rules are in it, as long as you know what powers such races ought to have.

Excellent, that leaves only 4 books to buy (although how necessary is GURPS Powers for a fantasy game?)
 

Here are some thoughts on race building I had for GURPS.

1) Should it be a Gm fiat, or a resource for creative players?
2) should playing a race other then human restrict the character point wise?
3) if players are to have authority to create races, then how do you inforce consistency. (Ie: Players just don't take all the things they like about the race with none of the drawbacks.)

---Rusty
 

DungeonMaester said:
1) Should it be a Gm fiat, or a resource for creative players?

Personal opinion (and this has nothing to do with GURPS in particular): if a player wants to write his own race, let him do it when *he's* the DM. IME, this kind of thing is rarely about "creative players" and more about players who want to min-max something.

DungeonMaester said:
3) if players are to have authority to create races, then how do you inforce consistency. (Ie: Players just don't take all the things they like about the race with none of the drawbacks.)

If you insist on going that way, GURPS makes it (relatively) easy:
a) Set a maximum point value for any race
b) Rule that they can only use established rules items from the GURPS book (i.e., no self-written disadvantages that really aren't)
 

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