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26

First of all, let me address an important fact: The core of the system has stayed the same. They're all point-buy character creation systems devoid of classes and levels. They're all skill-based. They all feature 3d6 roll-under task resolution. They all have an extensive collections of Advantages, Disadvantages, and Skills. They all have combat that scales ...


24

In terms of the GURPS part, assuming this is not for sale and just posted publicly on the Web, your use would be dictated by the Steve Jackson Games Online Policy. This allows you to make adventures and stuff but not things that require a restatement of the GURPS rules - so you'd want to be careful that your "fan book" doesn't do that. In addition, the ...


19

According to "Introduction: Current Cross-References" (GURPS Thaumatology, p. 5), the book is designed to stand alone and doesn't need GURPS Magic. The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. If you are using the spell-magic rules from the Basic Set, then GURPS ...


18

I think that the scariest thing about GURPS is the options in character creation. It can be very intimidating. Pregenerate characters. I would de-emphasize points and don't even list the points on the character sheets, if you don't want. Showcase the system: Ask people to give you a simple description (simple single sentence) of what they want to be. In ...


18

I switched to GURPS from AD&D 1st back in 1988 and it remained as my primary system since. GURPS works well as a fantasy roleplaying game. It has extensive character customization and a well designed realistic combat system with several levels of detail. For some this is a powerful appeal over the D&D style. Plus it toolkit nature means you can make ...


15

I focused on copyright and cyberlaw when I obtained my JD, but I never took the bar because I knew I didn't want to practice law. So this is backround material, not legal advice, and I am not a lawyer. There are two legal areas to pay attention to here: trademark and copyright. Trademark was created to protect businesses from fraudsters trying to masquerade ...


14

Yes. Critical successes are a general mechanic in GURPS and not limited just to weapon skills. Just like critical hits, they always occur on rolls of 3 and 4, and on 5 and 6 for effective skill 15+ and 16+ (respectively). See "Degree of Success or Failure" (Basic Set: Campaigns, p. 347) for the general mechanic.


14

If you are looking for content, rather than specifically for dead tree, most of the OOP GURPS books are available in PDF from e23. http://e23.sjgames.com/ The ones that aren't tend to be the licensed ones (Horseclans, Commonwealth, etc). Noble Knight Games also tends to have lots of OOP stuff. http://www.nobleknight.com/Default.asp Prices tend to run a ...


13

I been playing GURPS since 1987 and the basic combat of attack, defend, damage can indeed bog down for even moderately skilled players. In reality people have options to get around the defenses of a skilled opponent and for some added complexity GURPS can emulates these options. First off the players should not pair off with their opponents but should at ...


12

My advice to you is to start much smaller. Don't worry about setting up a campaign. Worry about setting up the first adventure. The best campaign will die if the first adventure isn't a lot of fun for everyone. My other bit of advice is not to pitch a "free-trader" game that begins with the players being stuck on a planet without a working ship. ...


12

This is answered in the Official GURPS 4th FAQ 3.4.1.11.. A cloak is used like a shield – as implied by both the Cloak skill write-up and the cloak's listing under Shields (p. B287). It gives DB only when partly wrapped around one arm or held in one hand, and then used to brush incoming weapons aside (either on its own or by padding the hand enough to ...


12

It depends on the system, since the creators' attitudes vary so much. Most companies are not eager to give out these licenses as that makes you competition for their products, but there are enough exceptions to make licensing a system a reasonable route to go. As a rule, you will need some kind of written agreement to license a system. For GURPS ...


12

Sure! There are a couple of things you can do here. Make your own critical-hit tables - And do this for basic body types you think you're going to encounter, such as quadrupeds, things without legs, living plants, etc. Sub out items as needed - So in your example of the wolf needing to be disarmed, you could sub out something like you've injured the ...


12

Thaumatology is a magic-system construction guide. You're very unlikely to be using the whole of the book in one campaign, any more than you'd be using all of Fantasy or Space Some of its advice is relevant to games with Magic-style spellcasting, other bits aren't. So the answer is "it depends on the sort of magic you want in your game". If you want ...


12

TL3 combat usually takes time because attacks are relatively easy to defend against, and attacks are often not particularly deadly. Also, there is a lot of options, as usual. I would advise against making attacks more deadly, so let's take a look at other options. At TL3, both active and passive defenses are attainable and effective, but this might be tuned ...


11

http://siskoid.blogspot.com/ __I found this blog, which seems generally system-agnostic, but deals with GURPS sometimes. http://criticalfailuregame.wordpress.com/ __This is a GURPS podcast, apparently. Haven't had time to listen to it. http://dr-kromm.livejournal.com/ __Personal and professional blog of Sean "Dr. Kromm" Punch, the line editor for GURPS. ...


11

No. The threshold for critical successes (and by extension, critical hits) is capped at 6. This keeps things from getting ridiculous with very high skills, which are common in some GURPS genres such as Supers and epic fantasy.


11

Currently the closest thing is the GURPS Natural Encyclopedia. It includes original stats, coverted GURPS 3.0 stats, converted d20 stats, and reference to monsters already published. Also GURPS Dungeon Fantasy Monsters I has a complete index to all the monster published for the line. It is scattered throughout all dozen books so it is very helpful in see ...


10

This site T Bones Games Diner has a lot of GURPS related articles but as I don't play GURPS I can't comment on it's quality. :)


10

Actually, there are non-combat techniques, and in GURPS 4th edition they are covered together with combat ones (starting on page 229 of "Characters" volume). In the basic set there are just some examples, such as Lifesaving (a Swimming technique), which has a starting score of Swimming-5, and a few more. These techniques have a default value given by a ...


10

Edit: I've been informed that High Tech goes up to TL8, and Ultra Tech starts at TL9... I assume that the 4e version differs from the 3e version in that respect. Modern technology is Tech Level 7; near-future would be TL8 technology. If you want a very-near-future campaign, you might mix TL7 technology with elements from TL8 (organ transplant, bionic ...


9

If you want your NPCs to get busy dying, make liberal use of All-Out Attacks (both to make them more immediately threatening to the players and to avoid those pesky defense rolls) and fiat that unimportant NPCs will automatically fail rolls to stay conscious so they should drop once their turn comes up and they're at 0 hp or fewer. I'd also recommend just ...


8

You may want to check out the Transhuman Space books. Very different feel from the Ultra-Tech / Space. Although some of the pieces of technology are high-tech, it feels a lot more realistic than the Space / Ultra-tech options. As far as I know, Transhuman Space is 3e.


8

You would use both, but potentially a modified Size Modifier. While Kromm does say that they had intended for SM to apply to melee combat but basically left it out of a number of places making it confusing, the best answer to this may be from this subsequent addendum in the GURPS 4e FAQ (similar to the GULLIVER approach): 3.4.2.23 How do I apply Size ...


8

Aiming at a hand that has a weapon, held item, or otherwise makes no difference to the penalties to hit that hand. The only exception to this are shields, which incur an additional -4.(B399) The best way to avoid combat ending too abruptly is to use Parry/Block/Dodge and retreat as needed to avoid being hit all together. If needed, couple this with a ...


8

You're pretty much correct there. A hit to the hand is a combat ender, and there isn't a lot you can do about that. However, there are a few things that you can do to help mitigate this, to some degree. One thing to remember, though, is that GURPS combat can pretty easily become a game of rocket tag. At higher point totals, most builds have one or two ...


7

SJG does not compile their sourcebooks as a general rule. Their compilation volumes have been rules only; the examples are Compendium 1 and Compendium 2; one could include both GURPS 3E Revised core rulebook and GURPS 4E core rulebooks as similar in effect. Further, they still make money on the PDF's, and excepting licensed items, most of their sourcebooks ...


6

If your group is up for it, why not try one of the simplified "lenses" for GURPS, like "Dungeon Fantasy" and "Action!" that strip some of the complexities of GURPS away and make GURPS more genre-focused? As far as I know, they're all about making GURPS work for a given genre, but don't change the rules any. EDIT: A comment below reveals that the question ...


6

I think the GURPS Magic spells system is fantastic; I like the way that it's set up as a hierarchical skill tree. If you want to learn to throw ice spells, you first have to learn to create water, etc. This gives your character not just a few cool spells, but a whole arsenal based around a few unifying themes. GURPS Martial Arts is also great for adding ...



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