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What is GURPS?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4324159" data-attributes="member: 7177"><p>And that's just one of the many things you can do with GURPS... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>GURPS is brilliant for doing some really strange crossovers, and its sourcebooks are generally written with the assumption that the reader might wish to use the material in it in combination with an entirely different genre. That's why I recommend GURPS even to those who will never play the system - their books are often so thought-provoking that you will get dozens of new ideas for adventures and campaigns from a single read-through.</p><p></p><p>GURPS Horror really dissects the horror genre and rebuilds it. Transhuman Space gives you so many ideas of what people might do with future technology that you will also get no shortage of ideas how people in a <em>fantasy</em> environment might use magic to change themselves and their environment (I once wrote an article about elves as a case study of fantasy Transhumanism...). GURPS Space has its own rule system for rolling up entire creatures (sapient or not) in alien environments - complete with the basics of their general behavior - and this system can also easily be used for other games.</p><p></p><p>Reading books for more than a single game system means broadening one's horizons. Inspiration can be found everywhere, but if you read books from different game lines, you will find ideas that you probably wouldn't find otherwise. And that's not just limited to D&D and GURPS. Take Exalted, for example - it radically made me rethink campaigns for very powerful characters, and now I know how to make them something more than just defeating bigger and badder enemies.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4324159, member: 7177"] And that's just one of the many things you can do with GURPS... ;) GURPS is brilliant for doing some really strange crossovers, and its sourcebooks are generally written with the assumption that the reader might wish to use the material in it in combination with an entirely different genre. That's why I recommend GURPS even to those who will never play the system - their books are often so thought-provoking that you will get dozens of new ideas for adventures and campaigns from a single read-through. GURPS Horror really dissects the horror genre and rebuilds it. Transhuman Space gives you so many ideas of what people might do with future technology that you will also get no shortage of ideas how people in a [i]fantasy[/i] environment might use magic to change themselves and their environment (I once wrote an article about elves as a case study of fantasy Transhumanism...). GURPS Space has its own rule system for rolling up entire creatures (sapient or not) in alien environments - complete with the basics of their general behavior - and this system can also easily be used for other games. Reading books for more than a single game system means broadening one's horizons. Inspiration can be found everywhere, but if you read books from different game lines, you will find ideas that you probably wouldn't find otherwise. And that's not just limited to D&D and GURPS. Take Exalted, for example - it radically made me rethink campaigns for very powerful characters, and now I know how to make them something more than just defeating bigger and badder enemies. [/QUOTE]
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