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Is a new GURPS version in the works?
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<blockquote data-quote="Lord_Blacksteel" data-source="post: 8939631" data-attributes="member: 53082"><p>Lot of strange takes here on a game system that has been out for over 35 years.</p><p></p><p>If you hate the roll under, the defense roll, the generic-ness, then yes, GURPS is not your system and I would not expect a new edition of it to make any of those changes, frankly. It's like expecting D&D to go to a classless, level-less, skill-based system. Why would they do that, and why would anyone want that when there are numerous other systems in print that would be a better fit for that set of expectations?</p><p></p><p>"... what does GURPS offer that FATE doesn't?"</p><p>I have to ask - have you ever read through a GURPS book? It offers a ridiculous level of detail based on real-world measurements. It's pretty much the best example of the opposite of FATE when it comes to an RPG system that I can think of. </p><p></p><p>As far as the need for an SRD or an open license of some kind I don't see it. GURPS has never lacked for setting options or system options and given that it's a smaller system I don't know that opening it up would make any real difference. Steve Jackson has managed to keep a relatively small game company solvent and publishing a range of games for around 40 years now so I'll trust his and his team's judgement when it comes to that kind of thing. </p><p></p><p>I haven't run or played GURPS in years but the level of detail and the flexibility are features, not bugs, to its fans and they would be better served releasing an entirely new RPG than making the changes discussed above to a game that's been rolling down this road for this long.</p></blockquote><p></p>
[QUOTE="Lord_Blacksteel, post: 8939631, member: 53082"] Lot of strange takes here on a game system that has been out for over 35 years. If you hate the roll under, the defense roll, the generic-ness, then yes, GURPS is not your system and I would not expect a new edition of it to make any of those changes, frankly. It's like expecting D&D to go to a classless, level-less, skill-based system. Why would they do that, and why would anyone want that when there are numerous other systems in print that would be a better fit for that set of expectations? "... what does GURPS offer that FATE doesn't?" I have to ask - have you ever read through a GURPS book? It offers a ridiculous level of detail based on real-world measurements. It's pretty much the best example of the opposite of FATE when it comes to an RPG system that I can think of. As far as the need for an SRD or an open license of some kind I don't see it. GURPS has never lacked for setting options or system options and given that it's a smaller system I don't know that opening it up would make any real difference. Steve Jackson has managed to keep a relatively small game company solvent and publishing a range of games for around 40 years now so I'll trust his and his team's judgement when it comes to that kind of thing. I haven't run or played GURPS in years but the level of detail and the flexibility are features, not bugs, to its fans and they would be better served releasing an entirely new RPG than making the changes discussed above to a game that's been rolling down this road for this long. [/QUOTE]
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