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  • GURPS Questions

    I've been looking into the GURPS sytem for a while now, thinking of getting into it. I've got my patched together bastardized game rules, but I'm not happy about some of the rules, and I'm not coming up with anything better.

    I'd like a game system that is easy to play & learn; flexible so that I can have post WWIII characters run into strangeness- lost islands filled with extinct mammals & dinosuars, enclaves in Europe where the locals are reduced to medieval style weapons & armors, maybe even throw some aliens at them.

    I've looked over the GURPS 4th ed, I really like the Advantages and Disadvantages for characters, but I'm not real fond of the price. The GURPS 3rd ed is about half the cost (online @ e23, SJ games vendor) and seems to be more supported at this time than the 4th ed. How does the 3rd ed face up to the 4th I know several of you use GURPS, what would you advice as far as an initial steps Somethting to run a T2k campaign.

    Thanks
    Just because I'm on the side of angels doesn't mean I am one.

  • #2
    I've been using GURPS 3e since 1990. While I have a long list of house rules for it, I decided not to switch to 4e since 4e made changes I didn't like and didn't make changes I thought were needed.

    The 3e Basic Set has stats for plenty of modern small arms, although it has no stats for vehicles or heavy weapons. High Tech has stats for quite a few military weapons, but still no vehicles (however, you can fudge this by multiplying T2K armor by 13 to get GURPS DR, and just use the T2K vehicle damage charts).

    The rules I use are very similar to the Lite rules in GURPS WWII, with a few significant exceptions:

    A generous and sadistic GM,
    Brandon Cope

    http://copeab.tripod.com

    Comment


    • #3
      Weswood, Copeab is quite right. Although I've switched over to 4th ed, 3rd ed is still a good game and it is very liberally supported in terms of rulebooks and background material.

      You can try securing a copy of Gurps Lite for 3rd ed and using that with Gurps WW2 lite. These are quite enough to get you up and running for a few intro games so you can decide whether or not you are ok with gurps for the long run.

      Or, you can try downloading 4e lite and try it out first to see if it works for you.

      As to using gurps in the t2000 setting, I managed to download a gurps 3e twilight 2000 conversion sometime back. It was a PDF file with quite an extensive detailing of gear, vehicles and even character stats (civilian pre-war careers included) all made out in 3e. I'll go check my hard drive tonight when I get home and see if I still have it. I also recall that an update of the same document (or something very much like it) was made for the 4th ed. In any case, I'll try to secure both and email them to you if you want them. I'm not sure if they are still available on the net (they are fan-generated documents) and I've lost the site from where I got them.

      If you are after a system that allows post WWIII characters running into "weirdness" then Gurps allows this a lot. There is really no limit to how far you want the weirdness to go. It's a strength of the system.

      Comment


      • #4
        Bon dia!

        I have no experience with the 4ed of Gurps. But I agree totally with Copeab and Spielmeister about the 3rd Edition. I use the 3rd Edition rules to play games in ancient/medieval historical settings. From my point of view, no house-rules needed in this settings. For World War II scenarios I'm studying the possibility to use GURPS 3rd Ed, too. In fact, Spielmeiser has convinced me in a previous thread !

        I think that the 3rd edition set or rules is very solid (and extensive). And the advantages/disadvantages/quirks system is a very good way for the players to imagine his/her own character and make it different from the others. You will find that every player has a clear vision of his character previously to the first gaming session.

        Ah! And don't miss any chance to get the GURPS Character Builder! A great software to help the GM making characters and knowing the game!
        L'Argonauta, rol en català

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        • #5
          Most people know what system I use but I will say one thing in support of GURPS - its supplements tend to be top notch. I have the GURPS Special Forces book and it is a really good read. Obviously for someone like me who has collected lots of info on spec ops world wide it doesn't contain anything new but for people who need a good overview for gaming purposes I can definitely recommend it.
          sigpic "It is better to be feared than loved" - Nicolo Machiavelli

          Comment


          • #6
            Originally posted by Marc
            Bon dia!

            I have no experience with the 4ed of Gurps. But I agree totally with Copeab and Spielmeister about the 3rd Edition. I use the 3rd Edition rules to play games in ancient/medieval historical settings. From my point of view, no house-rules needed in this settings. For World War II scenarios I'm studying the possibility to use GURPS 3rd Ed, too. In fact, Spielmeiser has convinced me in a previous thread !

            I think that the 3rd edition set or rules is very solid (and extensive). And the advantages/disadvantages/quirks system is a very good way for the players to imagine his/her own character and make it different from the others. You will find that every player has a clear vision of his character previously to the first gaming session.

            Ah! And don't miss any chance to get the GURPS Character Builder! A great software to help the GM making characters and knowing the game!
            I agree about Character Builder. It saved me oodles of prep time.

            hey, tell me about how your WW2 game goes ok I'm always open to hearing good gaming/war stories of fellow players.

            Comment


            • #7
              I've looked at the Gurps Lite for 3rd ed, it states there is not enough room in the lite version for wounds to idividual body areas. Is there provisions made in the full version of either 3rd or 4th
              Just because I'm on the side of angels doesn't mean I am one.

              Comment


              • #8
                Originally posted by weswood
                I've looked at the Gurps Lite for 3rd ed, it states there is not enough room in the lite version for wounds to idividual body areas. Is there provisions made in the full version of either 3rd or 4th
                Yes for 3e, probably for 4e.
                A generous and sadistic GM,
                Brandon Cope

                http://copeab.tripod.com

                Comment


                • #9
                  Originally posted by spielmeister
                  You can try securing a copy of Gurps Lite for 3rd ed and using that with Gurps WW2 lite. These are quite enough to get you up and running for a few intro games so you can decide whether or not you are ok with gurps for the long run.
                  I should probably explain why I suggested Lite and WW2 Lite. Normal Lite is more "complete" with a full page of medieval type weapons and several firearms -- WWII Lite has much fewer melee weapons and no firearms (these are covered extensively elsewhere in the WWII book). Lite also has basic rules for magic and 14 common spells (Lite for 4e has no rules for magic or spells). All the versions of Lite use the Basic Combat System for melee combat -- WWII Lite, however, uses the Advanced Combat Rules for missile weapons, which I consider much more realistic without adding undue complexity. WWII Lite also includes rules for indirect fire and explosives. Also, the skill list for WWII Lite is more "modern" than regular Lite.

                  I'll also add that G:WWII has templates for quickly building several types of military characters (rifleman, armor crew, artillerist, sniper, commando, etc) which are for the most part suitable for use in a T2K setting (the main difference being more skill in electronic gadgets).

                  EDIT: Since you mentioned possible sueprnatural elements, I'll also add that over the last few years I've come to greatly perfer ritual magic (introduced in Voodoo and greatly expanded and genericized in Spirits) over the default spell magic.

                  Oh, and GURPS Dinosaurs rocks
                  Last edited by copeab; 11-03-2008, 11:33 AM.
                  A generous and sadistic GM,
                  Brandon Cope

                  http://copeab.tripod.com

                  Comment


                  • #10
                    Originally posted by weswood
                    I've looked at the Gurps Lite for 3rd ed, it states there is not enough room in the lite version for wounds to idividual body areas. Is there provisions made in the full version of either 3rd or 4th
                    Yes they also have this in the 4th ed.

                    Comment


                    • #11
                      Please define character template.

                      Is it like a D&D character class, ie fighter, mage, thief, etc, where the special abilityies of one class aren't available to other classes (except in special cases)

                      Or is it like T2k, where those particular set of skills is required for that proffession, but that profession isn't limited to those skills- ie, a rifleman who happens to know how to hotwire a car
                      Just because I'm on the side of angels doesn't mean I am one.

                      Comment


                      • #12
                        Originally posted by weswood
                        Or is it like T2k, where those particular set of skills is required for that profession, but that profession isn't limited to those skills- ie, a rifleman who happens to know how to hotwire a car
                        It's closet to this. It's a collection of suggested attribute levels, advantages, disadvantages and skills (and their levels) for a particular profession. Templates are mainly for new players, who might be overwhelmed by all the choices available to them. Templates (those that are well-done) also make sure a player doesn't accidentally overlook a vital skill a character should have.

                        Here's a (somewhat cinematic) Marine Raider template I did for a WWII adventure (it uses a slightly non-standard format):

                        Template Cost: 95

                        ST 11 [10]; DX 13 [30]; IQ 12 [20]; HT 11 [10]

                        Advantages: Fit [5]; Rank 1 [5]; 20 more points in national advantages

                        Disadvantages: Extremely Hazardous Duty [-20]; -20 more points in national disadvantages

                        Skills: Administration-11 [1]; Brawling-13 [1]; Boating-11 [0.5]; Camouflage-12 [1]; Climbing-12 [1]; Demolition-11 [1]; Elect Ops (Commo)-10 [0.5]; First Aid-11 [0.5]; Forward Observer-11 [1]; Gunner (MG)-14* [1]; Guns (Light Auto)-15* [1]; Guns (Rifle)-15* [1]; Hiking-10 [1]; Jumping-12 [0.5]; Knife-13 [1]; Leadership-12 [2]; Navigation-10 [0.5]; Orienteering-12 [2]; Savoir-Faire (Military)-12 [1]; Soldier-14 [6]; Spear-12 [1]; Stealth-13 [2]; Survival (Island)-11 [1]; Swimming-12 [0.5]; Tactics-12 [4]; Throwing-11 [1]; Traps-11 [1]

                        * Includes +2 for IQ 12

                        EDIT: I need to clarify that there are racial and professional templates. With racial templates, you generally *do* have to take all the parts of the package. Also, professional templates offer no point break over not using the template; racial templates (at least in 3e) could provide a small point discount compared to buying everything separately.
                        Last edited by copeab; 11-03-2008, 10:57 PM.
                        A generous and sadistic GM,
                        Brandon Cope

                        http://copeab.tripod.com

                        Comment


                        • #13
                          Originally posted by weswood
                          Please define character template.

                          Is it like a D&D character class, ie fighter, mage, thief, etc, where the special abilityies of one class aren't available to other classes (except in special cases)

                          Or is it like T2k, where those particular set of skills is required for that proffession, but that profession isn't limited to those skills- ie, a rifleman who happens to know how to hotwire a car
                          I'm no expert, but let me answer here:

                          Neither. There are no classes or professions at all*. You start with a pile of points, which you can put into attributes, advantages and skills. More points can be gained from taking disadvantages and quirks. Pretty much everything is wide-open.
                          You want a rifleman who can hotwire a car Put the points into the appropriate skills. Buy some advantages and things to pile onto those, and other things to add 'character.'

                          *Now, in some settings books, there can be templates to add, like for college, or military basic training, cultural or species origin. These still have to be paid from the points pile, and consist of a package of advantages, disadvantages and skills. For instance, I have the Prime Directive book (based on Star Fleet Battles, itself based on Old Series Star Trek), where there are templates for Vulcan, Klingon, Star Fleet Academy, Marines, and so on.
                          For characters in T2k's setting, I would investigate the SpecOps and/or WW2 books, to see what packages there are for military specialty training.

                          There is (on the web, I think) a "guns, guns, guns" book that has a lot of firearms statted for GURPS.
                          My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.

                          Comment


                          • #14
                            Originally posted by Adm.Lee
                            There is (on the web, I think) a "guns, guns, guns" book that has a lot of firearms statted for GURPS.
                            In both editions of Guns, Guns, Guns that I have there are both pre-statted GURPS firearms and a conversion essay for turning 3G weapon stats into GURPS stats. I use 3G for all my weapons conversions to Gunmaster:2000.
                            sigpic "It is better to be feared than loved" - Nicolo Machiavelli

                            Comment


                            • #15
                              Originally posted by Targan
                              In both editions of Guns, Guns, Guns that I have there are both pre-statted GURPS firearms and a conversion essay for turning 3G weapon stats into GURPS stats. I use 3G for all my weapons conversions to Gunmaster:2000.
                              Unfortunately, the conversion notes for GURPS are very poorly done and are effectively useless.
                              A generous and sadistic GM,
                              Brandon Cope

                              http://copeab.tripod.com

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