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GURPS 4E: Can I do it "all" with just the two core books?

Started by HMWHC, September 06, 2017, 03:55:16 PM

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trechriron

Quote from: Schwartzwald;990595Yeah I don't like pompous asses and arrogant assholes.

Well overcoming self-hatred is as easy as forgiving yourself and learning to love... you.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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D.O.N.G. Black-Belt (Thanks tenbones!)

Schwartzwald

Quote from: trechriron;990627Well overcoming self-hatred is as easy as forgiving yourself and learning to love... you.

Who fucking said anything to you,  shitpipe?

Skarg

Quote from: Schwartzwald;990544... If you want a fantasy setting gurps low tech and magic are pretty much required. For SF you kinda need ultratech.

LOL no you don't. (First you try to tell Koltar he has no credibility because he likes GURPS, and then you post inaccurate info.)

1) GURPS Low-Tech first edition was published in 2001. What were we doing for the preceeding 2 editions and 14 years? It's all detailed background, rules and details for stuff which is greatly appreciated by people who like historical tech detail, but entirely not necessary.

2) 3e and 4e Basic Sets have Magic and Psionics rules & spells. GURPS Magic is good to get if you want to have more for that magic system, but certainly isn't required for a fantasy game.

3) Ultra-Tech is ok but it's just one set of equipment. GURPS Space, other worldbooks, or extrapolating your own stuff are other options for a sci fi game.

Skarg

Quote from: Gwarh;990527One concern I have "is" all the options in GURPS. What I mean is are all these options useful and don't overlap as they do in HERO. Or, are they most of the time repeats of other powers/abilities like in SAVAGE WORLDS where ever damn setting book seems to reproduce powers already found in other books. Let alone the core Savage Worlds book not exactly having a full/well-rounded list of powers, advantages, disadvantages (IMO at least).

4e did a good job of re-integrating everything that came before and including most of it in the 4e Basic Set in an organized fashion. In addition to what estar just wrote, there might be some overlap & misalignment if you get a 3e book or an early magazine article with an earlier take on something that's been re-worked later. But 4e is probably a good place to start where they are trying to make it possible to do almost everything and have it make sense in reference to other 4e things.

If anything, I could do with less stuff in 4e because I never use supers or psi or most other weird or cinematic stuff, and there is a lot of info in the 4e Basic Set that I'm just not going to use. I'm sure it helps for people that do want to run with more of that sort of variety than I do.

The Basic Set does have some good guidelines for choosing what you want for a campaign.

Koltar

Oy Vey....

To re-answer the OP - Yes, it is very possible to run GURPS 4e with just the two main hardbacks.

 The GM screen package can be useful - because it includes master copy versions of the character sheets. It also has a handy conversion guide so you can convert 3rd edition characters to 4th edition easily. Unlike a very well-known other RPG system thats pretty easy to do with GURPS.

So, say for example you found a deal at a used book store on the 3rd edition books "Rogues" or "Warriors" - you can convert the characters in them for use with 4th edition in about 20 to 30 minutes time. (or less once you get used to it)

This also means that over half of the old 3rd edition GURPS books are still pretty darn usable with 4th edition. Steve Jackson Games is known for their books of that era being two thirds usable fluff and flavor text, only 30 % or less stats or game mechanics. (Their books also had damn good bibliographies in the back of them)

Also, if you find or purchase a copy of GURPS Character Assistant CD-Rom, it can be a big help with making characters and NPCs  - it was for me because my brain is oriented  more towards English, History, and Art and not so much Math. It helped me to see the ripple effect of certain modifiers, advantages, and disadvantages on the character sheets.

Good Luck and Have Fun with it,

- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

Skarg


Eisenmann

I use the GURPS Character Sheet to make and maintain characters. It's excellent, free and maintained.

Koltar

Quote from: Skarg;990682There's also a free PDF called GURPS Update for converting stuff from previous editions.

Ah! - Thank you  - that is the pdf version of what is inside the GM screen package.  I forgot the correct title phrasing for the pdf version of it.

- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

trechriron

Quote from: Schwartzwald;990657Who fucking said anything to you,  shitpipe?

I prefer the term Fuck. Waffle. Thank you.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)

Schwartzwald

Quote from: trechriron;990962I prefer the term Fuck. Waffle. Thank you.

Twatwaffle.  Or maybe a snowflake.

RPGPundit

No. GURPS can't "do it all" with all of it's books, not in any edition.
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Ulairi

Quote from: RPGPundit;991545No. GURPS can't "do it all" with all of it's books, not in any edition.

What can't it do?

nope

Quote from: Ulairi;991766What can't it do?

My taxes!

Manic Modron

I've never tried it, but superheroes aren't generally well thought of in GURPS from what I've heard.  The system feels more suited to grounded campaigns than wild, high powered settings.  Not to say it isn't possible if you have a GM who knows the trick of it, but I think most GMs would find something more specialized for something like that.

trechriron

Taking into account the PDF library and the 3e library, and I can't imagine anything GURPS can't handle. It does narrative style meta mechanics with the points supplement. It has info on any imaginable setting. It supports highly tactical play, fast narrative play and various styles in between. It has mass combat rules. You can configure a ton of different magic/power systems to taste. If you like how the basic game plays, you can customize GURPS to do anything. You just need to either a) take the time to customize it or b) pick up one of the ready-to-play supplement series like Action, Monster Hunters, After the Apocalypse or Dungeon Fantasy and rock and roll. There's a lot to it but that's one of GURPS strengths.

I could be wrong, but just as Ulairi asked, I'm sincerely curious what anyone here thinks GURPS can't do? Look, the quality of that doing may not be to your particular tastes, but one person's crap is another person's treasure, right?
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)