This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

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

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

Previous topic - Next topic

Shawn Driscoll

#15
Quote from: Gwarh;989699That makes sense.

I'm not adverse to getting the source books, in fact that is GURPS greatest strength it seems, all the source/inspiration material. I just have a thing for game systems/engines so I like the idea of one that can do it all in the core books.

Generic do it all systems can be a bit bland at times as well so there is always that danger. But I'm a big HERO fan and I've always heard that GURPS and HERO are like kissing cousins so I think I'll be happy with GURPS once I get started with it.
Your setting is created just by the skills you allow your players to have. The skills are the rules for the game, which is why I stopped using GURPS.

Dumarest

Quote from: Shawn Driscoll;990110Your setting is created just by the skills you allow your players to have. The skills are the rules for the game, which is why I stopped using GURPS.

Not if you have REAL roleplayers.

estar

Quote from: Shawn Driscoll;990110Your setting is created just by the skills you allow your players to have. The skills are the rules for the game, which is why I stopped using GURPS.

Unless it is Earth-1 or Earth-616

Schwartzwald

Quote from: Koltar;989668YES....

You Can 'do it all' with just the two main books - and maybe a pdf of the character sheet handy.

Keep in mind that as GM you still have to write up a lot of stuff on your own.

- Ed C.

Gwarh,  before you take the above seriously look at the user title...

BTW I like your korgoth of barbaria avatar.  Cartoon network sucks for not picking that series up.

trechriron

You could by WHY>!?>!?!??!?!

Look, I get that people don't like spending money, but this is your HOBBY. Be good to yourself. Don't just create stuff from whole cloth when $10 on W23 will get all you need for that one thing you just dreamed up. GURPS 4e PDFs are really really really good. Well written, useful stuff. Pick a genre, make a setting, then pick up a few things here and there to help you refine the rules to work the way you want. Level up your golf caddy bro. Get the nice balls. Get the swanky putter.

You're worth it.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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

Koltar

Quote from: Schwartzwald;990131Gwarh,  before you take the above seriously look at the user title...

BTW I like your korgoth of barbaria avatar.  Cartoon network sucks for not picking that series up.

What is 'wrong' about openly preferring GURPS over other game systems?
 You got a problem with honesty?

- 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

Quote from: Shawn Driscoll;990110Your setting is created just by the skills you allow your players to have. The skills are the rules for the game, which is why I stopped using GURPS.

Seems like a weird and in any case very overstated thing to say. What do you mean? Just that you prefer games where there are levels and classes that mainly define what characters are like, and if there are skills, they're few and more like exceptions?

HMWHC

Quote from: estar;989954I like both. While GURPS has tons of options but for the most part once you zero in on one the specifics are short, to the point, and makes sense in light of reality or the genre.

And the Hero System powers system is just plain elegant in what it can handle.

One 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).
"YOU KNOW WHO ELSE CLOSED THREADS THAT "BORED" HIM?!? HITLER!!!"
~ -E.

HMWHC

Quote from: Schwartzwald;990131BTW I like your korgoth of barbaria avatar.  Cartoon network sucks for not picking that series up.

I know right! One of the great crimes of the 21st Century.
"YOU KNOW WHO ELSE CLOSED THREADS THAT "BORED" HIM?!? HITLER!!!"
~ -E.

HMWHC

Quote from: trechriron;990167You could by WHY>!?>!?!??!?!

Look, I get that people don't like spending money, but this is your HOBBY. Be good to yourself. Don't just create stuff from whole cloth when $10 on W23 will get all you need for that one thing you just dreamed up. GURPS 4e PDFs are really really really good. Well written, useful stuff. Pick a genre, make a setting, then pick up a few things here and there to help you refine the rules to work the way you want. Level up your golf caddy bro. Get the nice balls. Get the swanky putter.

You're worth it.

Haha I know. I have a huuuuge RPG collection so buying new books is not an issue for the most part. It's more just a curiosity/elegance thing. I like a system that is a toolkit and said toolkit lets you create/do almost any setting you come up with. To me HERO is that system and I own tons of HERO books beyond the core for every edition of the game. I'll eventually do the same for GURPS I suspect, but if the core 2 books have all the building blocks that is cool IMO.
"YOU KNOW WHO ELSE CLOSED THREADS THAT "BORED" HIM?!? HITLER!!!"
~ -E.

Schwartzwald

Quote from: Koltar;990211What is 'wrong' about openly preferring GURPS over other game systems?
 You got a problem with honesty?

- Ed C.

You can hardly be an unbiased source,  neckbeard.

Schwartzwald

Quote from: Gwarh;990529I know right! One of the great crimes of the 21st Century.

Yeah,  especially when you look at some of the shit they did pick up... :mad:

BTW if you want to do some settings some gurps books are practically necessary,  and gurps is infamous for referring you to  other gurps products on most pages.  If you want a fantasy setting gurps low tech and magic are pretty much required. For SF you kinda need ultratech.

But if you search for them on Amazon or at convention with used game dealers you can get them cheaper.  Or buy a PDF.

Koltar

Quote from: Schwartzwald;990542You can hardly be an unbiased source,  neckbeard.

Damn, you got issues....

- 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...

estar

#28
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).

The short answer is that yes some things overlap and something are repeated but there are reasons.

Overlaps
For example GURPS have several system of magic. The main two are GURPS Magic which is a vanilla system of fantasy magic. Then there is Ritual Path Magic which represents a more historical take on magic. RPM is not flashy in the way GURPS Magic is. RPM also reflects more of how magic works in urban fantasy settings.

The big thing to remember is that they are both self-contained system it doubtful that a campaign with use both at the same time nor they are design to be used together. Instead they are oriented to make it easier for you to run two common type of fantasy campaign.

Duplicates
When this occurs it because the books is considered a standalone powered by GURPS RPG. Discworld and the Dungeon Fantasy RPG are two examples. Or the is part of the more ready to run lines like Dungeon Fantasy, Monster Hunters, or Action!. Even then most of it is about how to use X with the genre.

The place to begin is to figure out what you want your first campaign to be about and then ask what is useful in the GURPS line to run it. That should be your first purchases aside from core. If you only intend to get the core books then I can point out which sections and on-line resources are useful.

Schwartzwald

Quote from: Koltar;990550Damn, you got issues....

- Ed C.

Yeah I don't like pompous asses and arrogant assholes.