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If a guy was going to get into GURPS

Started by RunningLaser, January 05, 2015, 09:39:51 AM

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Omega

Quote from: Manic Modron;808056Any particular reason?

Old and new irks with their antics. Irrelevant to the OPs question. Friend of mine has about everything GURPs and a glance through pretty much jibes with others comments here. 4e is alot more newb friendly as it were and the scope does feel like it has more building options. Or at least getting from A to B via a different approach.

jhkim

Quote from: Omega;808160Old and new irks with their antics. Irrelevant to the OPs question. Friend of mine has about everything GURPs and a glance through pretty much jibes with others comments here. 4e is alot more newb friendly as it were and the scope does feel like it has more building options. Or at least getting from A to B via a different approach.
I think 4e is more flexible and comprehensive, but I think working from only the core rules (as the OP specified) that 3e quickstart and 3e are more newbie-friendly.

3e is shorter, with the core rules in a single book, and doesn't have a lot of more complex options like enhancements, limitations, and maneuvers.

The Butcher

Quote from: RunningLaser;807957If a guy was going to get into GURPS

Time for an intervention. Friends don't let friends do this with themselves.

;)

Hyper-Man

#18
Quote from: estar;8079724th edition. It more of a toolkit.  Use this fan created PDF as a guide to the possibilities.

http://gurpsland.no-ip.org/pdf/GURPS4eAdvantages.pdf

3rd edition takes the idea of GURPS (Skills, Advantage, Disadvantages, etc) and implements for each genre. There no overall "system" that ties say Magic, Psionic, and Super Powers together in the core books.

4th edition retains some of the 3rd edition subystem notably Magic. But it explicting was designed to be more like Hero System in that the core book can be used 'as is' to construct abilities to support any genre. Instead the 3rd edition Core book is just that, the core rules that are used by all the different genres. For everything else you need to goto the genre book.

What distinguishes 4e core books from their 3rd edition counterparts is there lack of introducing new rules. Instead they focus on aides (like star system generation), implementation (like templates), or as a reference (something GURPS always excelled at).

My opinion that compared to Hero System, GURPS 4th edition is more flexible and slightly less math heavy. The advantage of Hero System it is more clear cut what you are paying points for.

Anyway with the GURPS Advantage PDF a person get quickly up to speed in using the core book to create anything they want.

re: comparison of GURPS & HERO here is a good thread link discussing both with great input from the current GURPS line developer in post #12:

http://forums.sjgames.com/showthread.php?t=123214

dbm

This thread has made me want to play GURPS again...

...off to my crate of books!

TheShadow

So there's this guy, right. And let's say - hypothetically, of course - that he was thinking about getting into...GURPS. What's that? Yeah, no, he's a friend. And anyway...if he WERE really serious about it, just how might he go about it...? Not that I - or he, or anyone would actually do it, I'm just saying...wait, why are you looking at me like that? Come on man, you know me! We're cool, right?
You can shake your fists at the sky. You can do a rain dance. You can ignore the clouds completely. But none of them move the clouds.

- Dave "The Inexorable" Noonan solicits community feedback before 4e\'s release

crkrueger

#21
GURPS 3rd lite.

Let's do a boardgame analogy because I think the GURPS partisans are doing you a bit of a disservice.  

GURPS 3rd is a successful boardgame that works.  Then there are a hundred expansions that let you expand the core game.  Use the one you want.

GURPS 4th is take the core boardgame and all the expansions, cut them up into jigsaw pieces, pour them into a huge bag, and then say "You can make whatever boardgame you want!"  It's useful only to the people that are already GURPS experts.  I haven't seen anyone come in to GURPS 4th cold and actually be able to run the game.  Everything in two books is a feature to the decades-old veteran, it's a morass to the newbie.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

RunningLaser

Quote from: The_Shadow;808426So there's this guy, right. And let's say - hypothetically, of course - that he was thinking about getting into...GURPS. What's that? Yeah, no, he's a friend. And anyway...if he WERE really serious about it, just how might he go about it...? Not that I - or he, or anyone would actually do it, I'm just saying...wait, why are you looking at me like that? Come on man, you know me! We're cool, right?

:)  That made me laugh, and I really needed that today.  Thank you.

Exploderwizard

Quote from: CRKrueger;808428GURPS 3rd lite.

Let's do a boardgame analogy because I think the GURPS partisans are doing you a bit of a disservice.  

GURPS 3rd is a successful boardgame that works.  Then there are a hundred expansions that let you expand the core game.  Use the one you want.

GURPS 4th is take the core boardgame and all the expansions, cut them up into jigsaw pieces, pour them into a huge bag, and then say "You can make whatever boardgame you want!"  It's useful only to the people that are already GURPS experts.  I haven't seen anyone come in to GURPS 4th cold and actually be able to run the game.  Everything in two books is a feature to the decades-old veteran, it's a morass to the newbie.

I am a big GURPS fan and I have to agree with this. Learn 3rd Ed Lite, then get the 3rd Ed. core book and start learning a bit more.  IF you like the 3E core game and are comfortable with it, then get the 4E stuff.

4E has a TON of useful stuff but you pretty much have to assemble your own game out of all the available parts. Once you do all that work, the game rules work fairly nicely and the complexity level of the game you built entirely depends on what parts you decided to include.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

estar

Quote from: The_Shadow;808426So there's this guy, right. And let's say - hypothetically, of course - that he was thinking about getting into...GURPS. What's that? Yeah, no, he's a friend. And anyway...if he WERE really serious about it, just how might he go about it...? Not that I - or he, or anyone would actually do it, I'm just saying...wait, why are you looking at me like that? Come on man, you know me! We're cool, right?

It depends on the genre.

If you are looking at fantasy then I recommend that you get

1) The GURPS core rules

2) GURPS Magic

3) GURPS Dungeon Fantasy 1 and 2.

4th edition is better organized and far easier to get into than 3rd edition. The rules been streamlined and more importantly are better presented. Along with the fact there are genre lines like a Dungeon Fantasy, Action, and Monster Hunter that offer a more of a ready out of the box experience than anything that 3rd edition had.

dbm

#25
3rd edition is a good game. 4th edition is a better game, though I will concede it may be harder to get into.

The 3rd edition book is probably a more friendly book to read, whilst the 4th ed book is definitely more of a technical manual. But 4th implements a number of good improvements (changing the pricing of stats, changing the relationship of HP to the prime stats, making powers more consistent and systematic) and adds in a bunch of content from the 3e splats (most notably talents and manoeuvres), all of which improve the game in play.

I guess it's the OP's call.

If you want an easier entry into 4e then there are 'worked examples' available in the form of specific genre series.  Currently there are three main ones:
  • Action covers action movie type stuff
  • Monster Hunters covers highly skilled normals (or people with minor powers) going after supernatural threats like werewolves and vampires
  • Dungeon Fantasy builds a DnD-ish experience with hyper-capable specialists kicking in doors, killing things and taking their stuff!
Lots of other advice and inspiration is available via Pyramid magazine (PDF from e23), with many genre issues having being released covering most things you could want to try.

But since the OP is wanting a minimal investment these things aren't really germane to the question.

Edit: Semi-ninja'ed ;-)

crkrueger

Quote from: estar;8084354th edition is better organized
Ok

Quote from: estar;808435and far easier to get into than 3rd edition.
...for you! a GURPS master - for a beginner, not a chance in Holy Hell.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

estar

#27
Quote from: CRKrueger;808467Ok

...for you! a GURPS master - for a beginner, not a chance in Holy Hell.

The only edition of GURPS that worked for a beginner was the 2nd Edition Boxed set. GURPS 3rd edition has a similar issues to GURPS 4th editions. The main difference is that with 4th edition you can, with work, run any genre with the core books, while 3rd edition was just the core rules common to all genres supported by GURPS.

The path today for an absolute novice is to familiarize themselves with GURPS 4e lite first. Run the Caravan to Ein Arris adventure. Then get the Core Books, and the genre books that interest them.

It is ideal? No, it hasn't been ideal since the advent of 3rd edition and demise of the 2nd edition boxed set. At least with 4th edition there are close to ready to run genres in the form of Dungeon Fantasy, Action, and Monster Hunters.

And this is not theorywank either. Given the fact I live in a rural area I am forced to grow the base anytime I want to play or referee GURPS. I probably introduced and taught over four dozen people to GURPS since the late 80s.

The easiest version of GURPS to get into was 2nd edition. While it had generic support it was obviously oriented to fantasy roleplaying. You picked up Magic and you were largely good to go. Campaigns tended to use human opponents as GURPS suffered then and continues to suffer from a lack of a decent magic item.

With 3rd edition, you handed a player a copy of GURPS 3e Lite. It was obviously a cut down system but it effectively taught the system. You could still play GURPS Core + Magic but it was little more expensive. Campaigns still were oriented to human opponents but the shear number of supplement meant that with some outlay of cash you can kit bash what you wanted.

With GURPS 4e, GURPS Lite still teaches you the system but the core is more expensive with two rule books. But now the entire power range of GURPS is more easily understandable and usable. You could get the genre books but now you have (mostly PDF only) ready to run genres like Dungeon Fantasy, Action, and Monster Hunters. The presence of these means that you may need one more book (like GURPS Magic) and can just go with the supplements in then line. Often just the first one or two is enough.

For Fantasy these are Core Book I & II, Magic, Dungeon Fantasy I, and II.

Could 4e be better sure. But that what we got. The only virtue 3e has is that once you assemble nearly all the book then you have a impressive range of ready to run material. But that is a big investment to make.

RunningLaser

Thanks for everyone's input.  I ended up using a gift card and going with 4th edition.

The Ent

Quote from: RunningLaser;808561Thanks for everyone's input.  I ended up using a gift card and going with 4th edition.

Good choice, 4e is the better game imo - slightly more difficult to get Into, but better. :)