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GURPS basic set 3rd edition | ||
Hi. This will be my first review for RPGnet. And not my last, far from that. Now, to begin, I'd like to tell you a bit about me.
I've been a gamer for a long time now. And I've tried a lot of them. Always looking for something that would fit my criteria. Sometimes, it's a matter of taste, but there's more than that. Here's what I think is essential in a role-playing game: 1- smooth mechanics : so does everybody I think. Whether you're the hack n' slash type, or favor a theatrical approach, the game mechanics should not interfere with the story. It's ok for a game to put emphasis on number-crunching (if that's what you like) as long as it's not becoming boring. If it takes 1 hour to resolve one blow, players become bored quickly, they lose attention. And as a gm, you want a system that will run smoothly, to keep the players interested and on their toes. 2- GM-friendly ! : this one I don't hear about often ! Have you ever stumbled onto one of those systems, that is realistic to the bone, yet easy and quick to learn, and you say to yourself: "that's it ! This is a definitive RPG ! But ! To create a character, you have to go through a ton of maths ! Character creation takes 3 hours (more than any novice player could ever take). So you end up playing always with the same people. But there are other disadvantages even more bugging. Here's an exemple: "For three months now, you've been working on this adventure. You have created tons of NPCs (each of them taking an awful lot of time), with their special weapons (that you have created using those charts full of accurate numbers taking into account EVERYthing) etc, etc... but then, one of the pc decides he will go ito a bar instead of reprting to his boss. So far so good. You need only your imagination and if your quick witted enough, it should do. But then (gasp) the player ! decides he punches the doorman on the nose. Woops. You don't have any doorman created. "Well, you know what, Skullgrinder, I don't think it's a great idea... You see the picture ? Everything else, like the emphasis a game puts on combat, on magic, on settings, etc...is a PURE matter of taste.
GURPS GURPS is a generic system. In fact, it is THE generic system. The one that has support for EVERY setting imaginable. The book is clearly written, and things are nicely put into places. You begin with the usual intro to newbies, with the usual (but totally irrelevant) quick start section. Then, you jump into character creation. At first, this may bug a few players, 'cause in GURPS, you really have only four attributes. Yes, four. Stenght, Dexterity, IQ, and Health. How can you end up tailoring a decent and unique character with four attributes ? You don't. The uniqueness of the character lies in the Advantages, disadvantages, and quirks one can choose for his PC. Instead of having a charisma attribute (most of the players ignore it anyway), you can choose to have an Advantage called charisma. That way, your PC is truly unique. There are no character classes in GURPS. Instead, you tailor your character exactly like you want him to be by choosing from a VAST array of skills. Want! to make knight able to throw fireballs ? You can. Want to make a 2010 priestess who can play chest, ride motorcycle and fence with a sword ? You can. The gm assigns a certain number of points to the players, and the players "buy" advantages and skills for their PC. Then they can take on disadvantages who give them points so that they can buy even more skills and advantages. GURPS has a TON of advantages, skills and disadvantages. One thing you might wanna know: Attributes in GURPS cost a lot. So therefore, most of the players often end up with the same set of attributes ! This is a major bug ! I like diversity in a game ! What's the point of running a campaign comprised of knights who all have strenght score of 13 ? Overall, the character creation flexibility is one of the best feature of the game. It really is GENERIC ! Skill resolution is easy. You roll 3 six-sided dice against your skill plus/minus modifiers. You succeed if you roll below. The system is easy, but a bit dull when you compare it with the newer generation of RPGs, who are more exciting and articulate in their resolution system. Combat in GURPS was meant to be as simple or as realistic as you want. This is where the whole thing shines and crumble at the same time. If you play the system in a fast pace, undetailed way, you have little more than D&D. If you play it the realistic way.... well let's say you won't meet my game requirement #1. The rest of the system is really, well, it's ok. Campaign, equipments, a couple of creatures, the usual stuff. Overall, you can play in any setting with just that one book. You have modern weapons, 3 or 4 futuristic weapons, a great deal of medieval weapons. Armors are covered as well for every level of technology. GURPS is not designer-friendly. Meaning you will have a hard time designing what's missing from the book yourself. To get more equipment, you'll NEED to buy those tech-books. To have a new array of spells, you will NEED to buy the magic book. Etc, etc.. All in all, there are over 150 books supporting that system. Most of them are well written and cross-index with the 3rd edition of GURPS. That is a huge testimony to the commitment of Steve Jackson supporting GURPS, but also of his commitment to make money ! [editor's note: and this is bad because??] The disadvantage with GURPS is: you are 100% sure they will NEVER, EVER change the bugs in the system, because it is cross-indexed ! Have you ever thought about that, you GURPS-head out there ? They have over 150 books out there telling you that the rule" X" is on page "X". If you don't like that rule and write to them about it, you think they care ? Not a chance. In 1998, I think GURPS stands out as being one of the ugliest product available to gamers. The Artwork is uninspiring. It simply doesn't draw you towards buying it. Most people into GURPS are not of the philosophical lot. They are rationnal people who wants a straightforward system. Don't expect to stumble into beautiful pictures or artwork. Don't look for inspiring, poetic sentences à la White Wolf. Finally, and this is of no importance, but I've gotta say it: I have never seen such a simplistic initiative system: roll a dice 6. Wichever makes the highest roll begins ! No modifiers whatsoever ! They give you an alternative to this system that is just as irrelevant as the first. I forgot about it and fixed the thing myself... Do you think that, maybe, if I e-mailed them about it..... NAAAH !!!!
Style: 2 (Needs Work)
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