Some questions on GURPS.

Psionicist

Explorer
Hello there fellows!

We will start a GURPS campaign shortly, so I have some questions:

1) We will probably play in Technomancer, but we aren't really sure yet. Are there any other settings like Technomancer around?

2) Are the psionic book a good investment if you like psionics (go figure :))?

3) Whattabout the magic book?

4) Is it easy to convert D&D monsters, spells and such to GURPS?

That's pretty much it for now.

Thanks!
 

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Psionicist said:
Hello there fellows!

We will start a GURPS campaign shortly, so I have some questions:

1) We will probably play in Technomancer, but we aren't really sure yet. Are there any other settings like Technomancer around?

Technomancer is 'modern with magic'.

2) Are the psionic book a good investment if you like psionics (go figure :))?
I don't recommend using psionics and magic in the same campaign, unless you are highly experienced with Gurps.

3) Whattabout the magic book?
Essential for Technomancer. Grimoire would be a good idea also.

4) Is it easy to convert D&D monsters, spells and such to GURPS?
No.
You have to start from scratch. The systems are completely different.

Geoff.
 

Psionicist said:
Hello there fellows!

We will start a GURPS campaign shortly, so I have some questions:

1) We will probably play in Technomancer, but we aren't really sure yet. Are there any other settings like Technomancer around?

2) Are the psionic book a good investment if you like psionics (go figure :))?

3) Whattabout the magic book?

4) Is it easy to convert D&D monsters, spells and such to GURPS?

That's pretty much it for now.

Thanks!

1) As far as I known, Technomancer is the only GURPS setting mixing magic and technology, although Chutlhupunk would qualify and its certainly worth of reading. GURPS Voodoo have an alternative magic system more adequate to less cinematic campaigns.

2) I don't like psionics that much but if you liked the rules on the main book you will enjoy GURPS Psionics

3) Again a extension of the basic rules. I don't like much the idea of purchasing a bunch of lesser level spells in order to buy the most powerful ones. The spells by themselves are not bad. GURPS Grimoire is also good. Depending of the kind of campaign you're playing, you might give a look in the spiritual magic system in GURPS Voodoo is more of my liking. I believe that there are a few recent books (or perhaps in production) expanding GV magic system.

4) It is not that hard. Give a look in GURPS Bestiary (which basically covers mythological creatures) and perhaps the GURPSnet files.

Enjoy your game!
 

1) What exactly do you mean by "like Technomancer"? Do you mean modern-day-with-overt-magic setting? Specifically for GURPS?

Transhuman Space is GURPS' newest setting; it's pretty spiffy, if you like 22nd century kind-of hard science fiction settings.

2) Psionics is pretty good (written by David Pulver, who also wrote Technomancer, and Transhuman Space). However, GURPS' default is that psionics and magic don't really interact or intersect. Nor are the two systems necessarily balanced with one another. So combining the two takes either some consideration of the consequences (so you don't get unpleasant surprises), or some customization.

(FWIW, the Hellboy RPG ["Powered by GURPS"] is supposed to have some magic-psionics interface rules. That's August, though.)

3) If you're playing in Technomancer, GURPS Magic is very very useful. Almost required, really.

4) You can convert by feel, maybe, but straight formulaic conversions (e.g., "this D&D stat at this level becomes that GURPS stat at that level") doesn't really work. I know someone who has translated some D&D monsters to GURPS, though.
 

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