Review GURPS 4th 

 

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GURPS 4th Edition Basic Set

Steve Jackson Games, 2004

 

Date Reviewed: July 25, 2009  (Updated Sept. 2010)

Critical Kobold Rating:

 

That's the sound of a good game!

 

GURPS is not only the sound this kobold reviewer makes after eating a plateful of salmon past its freshness date, it's also a venerable role playing system hearkening back to the mid 1980's. An acronym for Generic Universal Role Playing System, GURPS is now in its fourth incarnation. The Basic Set consists of two books, the Characters book and the slightly shorter Campaigns book. Interestingly, as a set, the Characters book has pages numbered up to 328, and the Campaign volume picks up from there with page 329 as its first page. You can therefore reference rules and pages from the set without having to specify which book the material is in.

I'll be reviewing and describing both books here, as the set they were intended to be, so the review may run a little long. Bathroom breaks are acceptable, if you can do so quietly.

 BACKGROUND INFO

As a true generic system, GURPS sets out to act simply as a framework for designing absolutely any type of campaign your group wants to run. The Basic Set can be used to craft settings for a medieval fantasy game, historical Renaissance, World War I, space opera, gritty pulp 30's noir, super heroes, Gothic horror, post apocalyptic, time travelling, Muppets, you name it. The Basic Set is filled with prit' nigh everything you need to make any or all of these settings pop to life. You can emulate any other role playing game on the market with GURPS, ostensibly.  

For the longest time (um, say, twenty- plus years), I rather ignored GURPS. I guess I was so busy with my pre-packaged game worlds that I never saw the need for a universal system. Truth be told, after first getting the GURPS Basic Set and perusing the books, I wasn't impressed. I believe I was letting the fact that I personally didn't need a generic universal role playing system tarnish my perception of the books.

But I let what I'd read percolate in the back of my little kobold brain for a while, and then came back to GURPS later with my curiosity piqued. I've read so many games lately that were almost what I wanted. Whose mechanics were almost what I liked. What if this GURPS thing was flexible enough to mix and match any setting, genre, mood and theme? What if it could really allow me to create juuuuust the game I wanted, from scratch?

I had to find out.

 

CHARACTERS 

The Characters volume gets us started. Unsurprisingly, it deals with whipping up a character for play. Game Masters first decide how powerful they want their players' characters to be by assigning Character Point limits. Players will use these points to buy abilities and skills for their PCs. A "normal" hero will have between 100-200 points. By comparison, a young child may have only 25, and a demigod or horrific demon lord come to Earth may have 750 or 1000 points. (I'm going to refer to these as "C-Points" from here on out.)

 ATTRIBUTES

 To use their C-Points, players start by buying their four Basic Attributes:

  • Strength

  • Dexterity

  • Intelligence

  • Health 

Every basic ability starts at "10". To raise theses scores, players can spend C-Points, or they can lower these scores to gain more C-Points to use in other aspects of char-gen. GURPS personalities can have scores anywhere in the 1-20 range, but most normal adult humans will have between 8 and 12 in each attribute. 

After you set your basic attributes, you determine Secondary Abilities.

  • Damage is how much ass-kicking you deliver bare-handed in a fight.

  • Basic Lift is the weight you can tote before movement penalties or hernias become a concern.

  • Hit Points are your ability to sustain wound damage and keep comin' back for more. They begin equal to your Strength.

  • Will measures your resistance to psychological stress.

  • Perception is your overall level of alertness.

  • Fatigue Points are physical energy reserves. Losing these will tire you or make you lose consciousness, but is unlikely to be lethal.

  • Basic Speed measures your reflexes and physical reaction time.

  • Basic Move is how much ground you can cover using your own two feet.

Your scores in all the secondary abilities are derived from your Basic Attributes. (For example, Basic Lift is based on your Strength multiplied by itself, then divided by five.) Again you can use C-Points to raise your secondary scores, or you can lower some ability ratings to earn some C-Points to apply elsewhere. Higher attributes means higher skill scores, which is a good thing. (I'll explain the game's resolution system later on, but higher numbers on your PC sheet are always advantageous.)

 

CHARACTER ASPECTS 

Now, from here on out, every trait, aspect, skill, and power your PC has are bought using your remaining C-Points. The first half of the Characters book is dedicated to lists and descriptions of choices, broken up into Advantages, Disadvantages, Skills, and various powers such as Magic or Psionics. A beneficial skill or advantage will cost you C-Points, while a Disadvantage will give you points. Even things such as your wealth level, and therefore social status, are bought with C-Points. An "average" wealth status costs nothing, but you can spend C-Points to become Wealthy, or Filthy Rich. Conversely, gain some C-Points by lowering your status to Poor, or Dead Broke. 

The GMs job is to let players know which of all these choices the players may buy. "Combat Reflexes" may sound like a gnarly Advantage to buy for 15 C-Points, but perhaps the GM is running a game where your PCs are children in a fairy tale, a la Chronicles of Narnia, and she doesn't feel it’s appropriate for your 11 year old school boy to have the ability to quick-draw a Glock. Similarly, it may be perfectly cool in a galaxy-spanning space opera to have an alien PC with the "Extra Head" advantage (only 15 C-Points… per head! ), but it would look a tad out of place in a Victorian investigative game in the vein of Sherlock Holmes. 

Due to the all-setting-encompassing nature of GURPS, Advantages run the gamut of possibilities.  Some examples include: Clairsentience, Cybernetics, Doesn't Breathe, Fashion Sense, Dark Vision, Military Rank, Microscopic Vision, Rapier Wit, Slippery, and Unkillable. There are oodles of them listed. I'm talkin' metric oodles. Like, 300 of 'em. Just about any ability you can imagine can be brought into the game by using one of the gimmicks listed here. 

Disadvantages are chosen by the player to add character to their… uh, character, and to gain a few more C-Points. Disads include such fun choices as Alcoholism, Easy to Kill, Enemies, Greed, Klutz, Sadism, Short Attention Span, Weirdness Magnet, and the ever-popular Social Disease.  Again, there are tons of them to choose from.

Disads may be "bought off" during game play by spending C-Points later, if you have a good in-game reason. F'rinstance, you could choose Combat Paralysis to gain 15 C-Points, making you sort of a useless, whimpering lump when the group is trying to fight their way through a mob of vicious ghouls guarding the exit to the haunted tomb. But perhaps after several game sessions of watching your comrades wade knee-deep in bodies, you've become inured to violence, and the GM may allow you to spend points to remove the Combat Paralysis hindrance.  

Sometimes, the GM may assign you a Disad, if it fits the storyline. For example, maybe your PC was caught staring into the blinding flash of a photon grenade, and the GM slaps you with the Blindness hindrance for a few scenes. 

SKILLS 

Next, we move on to Skills. Each skill is linked to an ability, either basic or secondary. The Accounting skill, for example, is based on Intelligence. 

You buy skills with C-Points, but there's a catch or two. Every skill is also rated as Easy, Average, Hard, or Very Hard, based on relative criteria. The Beam Weapons skill is Easy, because anyone can be taught to point a laser gun and pull the trigger. Not very complex. ("Just make sure the barrel is pointed away from you, cadet.") Astronomy, however, is a Hard skill, requiring education, training, equipment, time, experience, and concentration.

To buy skill levels, you need to compare the difficulty of the skill with the level of mastery you want to have in that skill. An Easy skill costs one C-Point, and equals your attribute. But harder skills require more points to be equal to your attribute. (There's a handy chart for all the skill costs.) 

To illustrate, let's assume your foul-tempered goblin PC has a Dexterity of 12. You want Brawling (an Easy skill) and Blowpipe (a Hard skill), both based on Dexterity. Brawling for one C-Point equals your Dexterity score, so you now have Brawling at 12. But Blowpipe is a Hard skill, and so spending one C-Point on that skill only gives you a score of your [Dex -2]. So your Blowpipe score is only 10. You can spend more C-Points to increase your Blowpipe rating, but according to the chart, you'll need to spend four C-Points to get it equal to your Dex score of 12.  

Clearly, PCs concentrating in harder skills are going to have fewer areas of expertise, while PCs staying to Easy talents will be able to afford much more of them, becoming the proverbial Jacks of All Trades. Many skills can be used untrained, using a default score. These are skills anybody could take a shot at, such as Acting. If you're not a trained actor, you can still give it a go using a default score of your IQ -5. There are rules for specializing in skills and specific techniques as well, and any skill that's somehow not on the extensive GURPS list can be added with almost no effort by the GM, based on common sense.  

Listed skills cover the spectrum of Tech Levels, so Alchemy can be found with Bicycling, Brain Hacking, Economics, Electronics, Exorcism, Erotic Art, Intelligence Analysis, Monowire Whip, Scuba, Vacuum Suit, and Zen Archery.

 

MAGIC 

The next section of GURPS Characters deals with Magic. PCs can buy the Magery advantage, and then they use either Fatigue Points or Hit Points to fuel magical effects. (Casting spells is physically taxing, brother.) Being GURPS, there are rules for creating and modifying your magic system (such as making it a religious art rather than a wizardly one), and rules for making magic items or totems (staves, wands, etc.) There are also pre-made spell lists with enchantments broken up into classes, such as healing spells, necromantic spells, mind control spells, and fire and water spells.  

All the basics from high fantasy are here, of course, and the list includes Create Air, Sense Foes, Lightning, Explosive Fireball, Identify, Continual Light, Deflect Missile, Icy Weapon, Fog, and the fraternity party favorite, Summon Demon, just to name a few. You choose spells as you choose skills, spending C-Points, and most spells are Hard or Very Hard skills. Failed spellcasting usually just means a fizzled attempt, but there's the possibility of a critical failure leading to energy backlash on the mage. Owch.

PSIONICS

The follow up section to Magic is Psionics, a much smaller chapter, consisting of only a few pages. The two arts are similar in function, but different in setting. Psi powers, as the book explains, are basically faster and easier to use, but of more limited functionality than magic spells. They fit more into a sci-fi genre campaign than magic would, even though some of their effects mimic magic spells. (If you're feeling giddy as a GM, use both in your campaign. A PC mastering magic and psionics will be a serious badass!)  

Psi talents are actually entire areas of knowledge, and include things like ESP, Telepathy, Psychokinesis, Psychic Healing, and Teleportation. Each psi talent has a level, and you buy levels with a set amount of C-Points. Within each talent are several abilities that you can learn, however, and they come from the Advantages list. For example, The Psychokinesis psi power allows you learn to use Binding, Damage Resistance, Flight, Telekinesis, Walk on Air, and others. These are all from the Advantages section of the book. So psionics is rather like an Advantages package deal, with advantages being learned as you train your mind in that psi talent. So get your Jedi mojo going, my young padawans!

 EQUIPMENT 

Finally, we're done with C-Points! Our PCs are created! But they're buck naked! Well, not really. 

There are Technology Levels in GURPS, and some skills and equipment won't be available in certain Tech Levels in your campaigns. A pirate PC in the late 1600's Age of Sail era (TL 4) is gonna have a hard time plundering with an electrolaser carbine from the year 2034 (TL 9.) So how do you know what's what?

 

The Characters book has detailed chapters on weapons, armor, and thingeemabobs from every tech level. There are lists of random equipment popular with characters (wooden plow, cutting torch, satellite phone, wheelbarrow, tent, lockpicks) divided into categories such as Camping Gear, Spy Gear, Medical Gear, Tools, etc. You buy this stuff with your starting wealth, which is based on your campaign's tech level, your social status, and any wealth advantages you bought during char-gen. Rather than make PCs account for every sock and shaving kit they own, PCs have a monthly cost of living that covers basics like rent, food, and clothes. They need to pay this cost or lose social status, which could result in such in-game repercussions as poor NPC reactions, servants quitting, reputations being sullied, business deals falling through, or imprisonment for debt.  

Characters wraps up by describing how to improve your PCs, using C-Points awarded by the GM after each adventure.  You can improve abilities or skills, or buy new advantages or skills, using the charts given to determine the cost of it all.   

Seriously, using this system, you can come up with any sort of character for any sort of game you want to run.

At this point, your players are ready to do some GURPSing! Let's move on to Campaigns

           

 

CAMPAIGNS 

The second book of the GURPS Basic set, Campaigns is really a GM guide, which delves into details that the ref needs to know for running the game, or designing or modifying rules for their own deviant pleasures. I'm not going to spend as much time on this volume, because each section is mainly a collection of rules clarifications, examples, and optional variants for the game. There's no need to try to cover them all here, or I may as well just rewrite the book. So, let's just hit the main points of interest.

 System mechanics 

The basic GURPS resolution is a "3d6 Roll Under" mechanic. That means that for ability or skill checks, you sum up the toss of three knucklebones, and hope you roll under your stat or skill score. This is why previously I mentioned that higher stats are always beneficial, whether it's attribute scores or skill levels. That's pretty much it. Of course, there may be modifiers, but that's the gist of it, always. A roll of 3 or 4 is always considered a success, while 17 or 18 is always a failure. So no matter how slick your PC is, she can always have a bad day if you roll too high.  

Combat is basically a skill check. You roll to use karate or a gun or a grenade or a spell, and success means you've earned a chance of hitting your target. I say a chance because most often your wary foe will get to make a defensive roll of some sort to avoid your attack. Only if their defense roll fails does your attack actually strike true. (If you roll a critical hit, though, they don't get to roll their defense. Ha ha, suckas!) Armor absorbs damage rather than making you harder to hit, so there's nothing along the lines of "armor class" or static defense numbers to overcome.  (Armor actually divides weapon damage, so a bullet striking a heavy futuristic battle vest would only do, say, "quarter damage.")

Melee weapons do damage based on the user's Strength, plus perhaps a modifier for the weapon. There's a difference in 'swinging' damage and 'thrusting' damage in GURPS, although each are based on your PCs strength, and are usually 1d6 with a modifier in the -2 to +2 range. Also, each weapon has a connotation indicating what type of damage it does; impaling, crushing, burning, cutting, corrosive, fatiguing, etc. There are rules for how each of these damage types affect armor, modify injuries, etc, but they're not relevant enough to go into here, and can be ignored if you'd like. They're just more fun options to play with for those who like crunchier rules to their bloodshed. 

So, a baton does damage based on the PC's "swinging" Strength damage with no modifier, while a spear does "thrusting" Strength damage +2.

 

Ranged weapons have a set damage, though, according to the weapon's own deadliness. The .36 caliber revolver does 2d6-1, and the 7.62mm assault rifle does 5d6+1. A laser pistol does 3d6, and a heavy blaster does 8d6. (The contemporary bullets do piercing damage, and the future tech does burning damage.) Remember that your hit points equal your strength, which averages around 10, so high powered weapons are nothing to screw around with! 

The first chapter of the Campaign guide is the GM's bible, really; it lists all the common modifiers the GM may impose on the basic rolls players make, discusses critical successes and failures, degrees of success, goes into detail regarding ramifications for rolls involving physical, mental and magical feats, and offers optional rules for all sorts of situations. Any modifications to the basic resolution system will be found in this chapter. 

The next chapter deals with combat and the myriad options therein. All the rules for using those optional damage types like piercing, cutting, burning, etc. are examined, with their effects. The main concern with taking damage in GURPS is that once you've taken 2/3 of your original HP in damage, you start getting penalties to every task check you make. Fall to zero HP, and you pass out (sooner or later.) You don't really die until you drop all the way down to negative your total HP (so someone with 13 HP originally will die if they reach -13.)  There are stamina rolls to ward off death for a while, but the rules above are guidelines to how long you'll last in a fight.

There are two more follow-up sections on combat; one provides rules for using tabletop miniatures to visually represent the carnage, and another section on special combat topics like homing missiles, massive explosions, automatic gunfire, aerial and submerged combat, and hit location charts. Another accompanying section explores the exciting world of wounds and injuries, and healing. Poisons, falls, diseases, collisions, all those occupational hazards of the adventuring life are examined.

Some sections on character templates and a monster catalog make the GM's life easier, followed by a gadget and gizmo chapter. Throw in a nice section on GM advice, a chapter on world crafting plus another with samples of pre-made worlds, and a chapter dedicated to collecting all the tables and charts the game master could want in one handy spot, and you've got yerself a sweet little rules book. 

THE GOOD

So back in the introduction, I asked, "What if this GURPS thing could really work for me, allow me to create juuuuust the game I wanted, from scratch?" 

I have to say, I believe it can. The more I came back and gave the game a chance, the more I enjoyed the smooth and common sense system. I liked the options that could make play as simple or complex as I wanted. I really liked the way the Fourth Edition Basic Set is laid out, and I think the authors and designers have done a fantastic job of capturing a full game with two easy- to- use books. (The books are great looking, by the way; well organized, color coded sections, easy to read, appropriate color illustrations.) 

And if you want some help with designing your universe, there are many, many GURPS sourcebooks available. There are books for settings, books for technology, books for culture, even books for emulating other brand-name role playing game lines. You don't even need to get updated 4th Ed sourcebooks; I'm lead to believe that many older books are perfectly and easily adaptable to the new edition with practically no fuss.  

 

So GURPS is exactly what it sets out to be: a sweet, truly universal and good generic system that allows GMs to craft any campaign they want. It does so by setting up a simple and absolutely functional and malleable framework, giving you ideas, then turning you loose.  THAT'S what role playing is all about.

 THE NEUTRAL

If you're buying something that's generic and universal, you need to accept the fact that you'll need to create your entire campaign yourself. Sure, it'll help if you want to buy another sourcebook to give you ideas and get you started (GURPS China, GURPS Aztecs, GURPS Egypt, GURPS Upper East Sheboygan, etc.), but no matter what, be prepared to do a lot of thinking about which rules, skills, powers, tech levels, and everything else you want to use in your game before you let your players run amok. This might be a bit daunting for new GMs. 

Also, once you get experienced characters with lots of C-Points to throw around, you'll have PC sheets filled to poppin' with lists of advantages, disadvantages, skills, and quirks. A 400 or 500 point PC can have a grocery list of each of these, making the page very crowded indeed. (And forget about a 700 or 800 point monstrosity!) This is a neutral feature for me because while it certainly makes for a colorful PC, I also cringe at seeing that much stuff written down. This kobold likes his skills and stats lists a little more manageable, that's all.  

THE EVIL

Just a note to the new: Do not try to run a GURPS game using all the rules at once. Even the game authors say this is not the way to go. The books are chock full of choices, and you need to pick the ones you want. Start off nice and easy, then as you get the hang of the basic rules, add some options in. After you've played a few games where your PCs have generically wrestled bad guys and had fisticuffs with henchmen, then go ahead and introduce more detailed rules for grappling, and specific hand to hand combat techniques or martial arts.

You may even want to start with the free GURPS Lite rules, available for downloading, and run a few sessions using those before putting money into the hardbound books.  


Closing Thoughts 

Even after I decided I really liked GURPS, I didn't hang onto it originally. I have several other games in the running/ planning stages, and I felt I still just didn't need a generic system. So, I traded my Basic Set away to get my hands on something new and shiny.  

Alas, as soon as I did so, and for a while afterwards, I rather wished I'd not made that decision, because somewhere down the line, I may indeed want a generic system to slap together something new and exciting for my group, and GURPS had everything I needed to do that. I kept thinking about the GURPS books, and eventually I knew I had to acquire the set again. So that should tell long-time readers of this kobold's work something about the coolness that this game contains. I rarely miss a game once I get rid of it, so for me to actively want something back that I've given away, it must have some serious potential. So, I did re-acquire the Basic Set, along with several additional sourcebooks. (Kobold's note: A year after I wrote this review originally, I now have nine GURPS books on my shelves, and due to the beauty of a generic system, I don't even have to use them for a GURPS game; they make awesome reference books for any other rpg I happen to be running.)  

So, thanks for bearing with me through the entire review. Believe me, I just barely scratched the surface of all the goodies loaded into GURPS 4th Edition Basic Set. If you're hunting for something to satisfy your gnawing role playing craving but you're not sure what you want, get yourself some GURPS. It might just be what you're lookin' for.

Plus, it's just fun to say.

Gurps!

Gurrrrrps!

Guuuuurps!

Gurpsgurpsgurps!

 

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