VirgilCaine said:
I would probably only use the GURPS Lite rules and not buy any of the books, but I might consider buying one or two.
Any pitfalls of GURPS? Advantages? Disadvantages? Things to avoid?
First of all, it is vital that you
don't have to use all the rules - and in fact, with a group that's just starting out with GURPS, you probably shouldn't.
In my fist attempt at GMing GURPS, I brought a dozen books to character creation.
This campaign went down like a flaming wreck.
In my second attempt, I sent the players the URL for GURPS Lite, and a few small files that contained all the equipment and setting-relevant advantages, disadvantages, skills, and house rules. With this, they could create any character on their own with the exception of mages (for this they needed GURPS Magic).
This campaign rocked, and lasted for a year with weekly sessions.
So keep it simple - you can always throw in more stuff later once your players are familiar with the basics...
Oh, and a 4E version of GURPS Lite is supposed to come out in May, and the Basic Rules in August...
trancejeremy said:
And this is purely subjective, but just about everyone who works at SJG is a jerk.
Uhm... You don't happen to post at RPGNet under the handle of "NPC Jeremy", would you?
Seriously, I've had lengthy polite conversations with many SJG employees (most notably David Pulver), and they never struck me as jerks.
Psion said:
- Chargen is tedious, as was already mentioned. Sure you can do anything, but would you want to? It's easy to make characters who focus only on important skills and put 1/2 point in everything else. I found that running GURPS, the GM has to do a lot more handholding than many other systems.
Half-points are gone in 4E, thankfully.
Psion said:
- Too few attributes, attributes too influential, leads to many character being "Jacks of All trades dextrous" or "Jacks of all trades intellectual."
With higher point costs for IQ and DX (a flat 20/level), as well as the adjusted skill costs, these should be less viable character concepts...
Keeper of Secrets said:
My problem with the game is that for a 'generic' system I did not think it really did a great job for all the different genres. 'Supers' for example, was an abomination. Whereas 'Horror' was pretty good. I am not sure that many people played Fantasy because, well, D&D was so much easier.
GURPS Supers is widely considered to be "broken" even among die-hard GURPS fans. I have high hopes that David Pulver, who is one of the main writers behind 4E (and who is very knowledgeable in game design - see BESM2E) was able to fix the issues with that book...
Staffan said:
Mana pools, I like. The problem with GURPS magic is that casting a spell fatigues you, and your pool of fatigue points is dependent on Strength. Thus, wizards have a tendency to look like Ahnuld.
Thankfully, that will also be fixed in 4E - Fatigue will be based on the Health attribute (while hit points will be based on Strength - since Strength also usually represents bulk). You can also buy up your Fatigue pool with character points...