What about GURPS?
Posted: Thu Mar 27, 2014 2:28 am
So I've been reading reviews and opinions etc. for a while now and I'm a bit puzzled by the almost-complete lack of any mention of GURPS. Not as something to be played and/or adjusted like D&D, not something to be mocked as an abject failure like Pathfinder, not something with possibly desirable fluff trammeled by other possibly desirable but mutually incompatible fluff and terrible mechanics like WoD - nothing. And that confuses me, because my experience indicates that it's rather big as TTRPGs go. I'll acknowledge that what I've played is a weak base for determining what's 'big', but I don't remember walking into a gaming store and seeing more than two or three books for any systems other than D&D, WoD, RIFTS (and that's just the magazine bullshit), and GURPS. So I guess my question is, why isn't it included in more discussions on this board?
Note that I've only ever played (or at least - nervous glance at Frank's review of nMage - I think I've played) 4th edition, so all my comments will be from that perspective. I'd appreciate commentary on previous editions; this certainly isn't "don't discuss other editions here" or anything, it's just that I have no experience outside 4th.
Some options that come to mind:
Note that I've only ever played (or at least - nervous glance at Frank's review of nMage - I think I've played) 4th edition, so all my comments will be from that perspective. I'd appreciate commentary on previous editions; this certainly isn't "don't discuss other editions here" or anything, it's just that I have no experience outside 4th.
Some options that come to mind:
- • GURPS Is Not Actually A Game: I suppose it's arguable that GURPS is at most a game creation toolkit, not a game in itself. The lack of a default setting supports this argument, but I don't spend a lot of time playing in default settings in D&D either, so it seems a mild criticism.
• Too Many Fiddly Bits: The second most common critique I've heard is that GURPS is too complex and has too many rules. This seems like a reasonable complaint, though I can only assume they're better-organized or easier for me to remember than 3.5 rules, because despite the sheer volume of rules in the GURPS Basic Set as compared to the 3.5 PHB+DMG, and my approximately-equal time spent playing both, I find the GURPS books far easier to navigate and understand. Also relevant to complexity is the time scale - I recently read a post condemning GURPS's 1-second ticks. I certainly have experienced GURPS combats as short and bloody, and I like that, but that could easily just be because I've had otherwise-good experiences with GURPS, coloring my opinion. I also like that 1-second ticks and Evaluate maneuvers give you unskilled characters attacking more slowly than skilled characters without the weird "at fifth level you can make a second attack at -5" thing that Fighters get, but that could also be a bias thing.
• Dear God The Math: The foremost complaint I've heard ties into the above and is that there's too much math. While this is, largely, avoidable beyond addition and subtraction after character creation, substat calculation and skill prices seem to give people hangups. Now, I've been fortunate enough to find math fairly intuitive most of my life, so it's hard to measure the impact of that sort of thing. For myself, I'd prefer "Easy skills are 1 point at stat. Raising it costs 1 point the first level, 2 the next, and 4 thereafter. Average, Hard, and Very Hard skills are 1, 2, and 3 levels lower, respectively, for the same expenditure" to a table detailing all the relevant possibilities. Of course, I'd prefer "BAB: half level, Fort: 1/3 level, Ref: 1/3 level, Will: 2+ 1/2 level, max spell level (level+1)/2" to the wizard class table, so I'm a bad judge of what's widely usable. (As an aside, max spell level is a bit clunky that way, but so is the very existence of level 0 spells. And the spells per day list has a pretty interesting pattern that makes me think of factorials, but it'd be annoying to write as-is because it starts at level -4 and breaks pattern by giving a level 20 wizard an extra level-9 spell for some reason. The sorc gets that extra l9 too... maybe it's so they don't feel 'incomplete' at 20?)
• Oh, You're At That Stage: There's the chance that GURPS is, in fact, indescribably shitty and everyone here has learned that and moved past it and I just need to have it explained to me before I do as well. I'll admit that I was hesitant to post this question because I was worried this would be the case and I'd be suddenly disillusioned in a good system, but what can be destroyed by the truth should be and all that....
• Nothing Left To Discuss: It could be that, this being a board largely given over to discussing the flaws in games and modifying them, a lack of discussion of GURPS could indicate that there are no flaws and nothing to fix. I quite doubt anyone here thinks this is the case, though. Even people on the sjgames boards admit that Magic, for instance, is largely copy-pasted from 3rd edition and is clunky and mispriced.
• Overestimating The Impact: Maybe GURPS isn't as big as I thought it was and the one review of a 3rd ed splat is on par with the one DitV discussion because they're both fringe cases anyway?