Skip to main content

What GURPS Doesn't Have

I was reading this post by Refplace about common GURPS myths: it's dead (no, it gets regular monthly support and doesn't need a new edition), there are no settings (no, there's a zillion of them), and so on. And while GURPS has lots of stuff, the no-settings meme in particular did get me thinking about notable gaps which still exist in the GURPS line. I can think of three gaps that might usefully be filled.

A vehicle design system is, of course, one of those gaps. Many games need no such thing, but general-purpose rules for stuff are very much in GURPS's lane. The 4e vehicle design book is still going through its interminable process, so I suppose we'll see it when we see it. I'm curious as to whether we'll ever see a similar gun-design system, which would also be appropriate.

Then there's a setting line. Yes, yes, I know. GURPS has settings. It has many settings. I would respectfully submit that there's no setting line for 4e in the way there is for other RPGs. What I'm talking about here is an integrated line of works covering notable people and places with playable adventures, and maybe even custom rules. Dungeon Fantasy has rules and adventures, but only one real location, and that ties in weakly with the adventures. Everything outlines, as I often say, the kind of place a DF world is, but not a specific world or adventuring region. Banestorm has a couple of setting works and a martial arts supplement, but no adventures native to 4e. Transhuman Space has conversion guides but the core is 3rd edition. 4e lacks, say, the book about Immortal City-State of Gyrxx, an adventure in the sewers of Gyrxx parts one through three, a supplement with stats for various inhabitants and enemies of Gyrxx, an adventure dealing with the swamp lizard attacks on Gyrxx parts one to three, and so on. That kind of completely ready-made, out-of-the-box set of materials doesn't exist. Yes, I'm aware of the good and sufficient business reasons why these things don't exist and are unlikely to exist, so don't @ me, as the kids say. I'm just observing that it doesn't exist. (That said, I note with some interest that Douglas Cole seems to be moving in this direction with his DFRPG work, and I Have Ideas about retroactively bringing together existing DF works in to a more coherent whole which I hope shall see the light of day at some point.)

Finally, there's the big sci-fi supplement. With its history of supporting things like Transhuman Space and yet another implementation of Traveller, 4e is notably lacking in the star-faring science fiction department. Yes, there's GURPS Space and GURPS Ultra-Tech, but the subjects which have received the most elaboration by far are historical/fantasy gaming (DF, the Low Tech line, and most of the Locations to date are pointed more or less that way) and modern-ish gaming (High Tech, all of the gun-related books, and the Action and Monster Hunters lines). But where, for 4e, is GURPS Space Explorers? Where is GURPS Bug Hunt? I've been involved in actual discussions concerning the latter with both SJ Games and other authors, but nothing has yet emerged from those. Perhaps it's time to kick those off again.

Comments

Rory said…
Aww you read my blog :)
Yeah Douglas Cole at Gaming Ballistic looks like he has solid plans for a DF setting.
In fact I need to update that section of my blog.
As for other genres SJG always had Adventures on the wishlist and that may be the way to go for other settings.
You want Bughunt? Propose it as an adventure with ways to expand it and still be coherent in later adventures.
Good post overall, thats just my take on what seems the successful move.
Rory said…
Wandered over here after reading your latest entry. You may have that DF setting issue licked now. As for a Bughunt setting, I came up with what I think is a solid idea but doubt my name would sell it and settings are a tough sell so I intend to pitch it if and when I get a few more books under my belt.
On the other hand if there seems interest I might propose it sooner than later, truthfully though I think rules oriented books are easier to write so more practice first is good.

Popular posts from this blog

More Nattering About Writing Historical RPGs

omeone made the mistake of asking me to expand on some things I'd said about writing historical rpg material, so you all must suffer for it. I write a lot of historical rpg stuff as well as entirely fictional setting material. So why make historically themed games rather than just making stuff up? Well, because it's an effective way of achieving the purpose of writing settings and adventures in general. The purpose of settings and adventures, I would aver, is to give players things to do in a convincing context. Convincing context doesn't necessarily mean realism. Players have different levels of understanding of what's "realistic" in different situations and are more or less sensitive to how closely those situations adhere to reality. For example, I'm a history and culture guy. Put me in SF campaigns (which happens with some regularity) and the specifics of how reaction drives, orbital mechanics, and subatomic physics work entirely escape me. I don't,...

Briefly, How To Play GURPS

For a long time, I’ve maintained that GURPS, despite its reputation for complexity, is actually pretty simple in play. I was thinking recently that I should see if I can express the fundamentals of playing GURPS in a short, easily digested form, and so here I am.   This does not address a more general “how to play rpgs” for those who know nothing on the topic. How to approach GURPS, at that level, isn’t necessarily a lot different from how to approach D&D or TFT or any other RPG system. It doesn’t get into optional and campaign-specific sets of rules or equipment. Rather, this is stuff applicable to playing GURPS no matter what the campaign is. It also doesn’t address how to build GURPS characters, which is a vastly more complicated topic. Rather, this is about how to engage GURPS rules when you’ve already got your character sheet and are sitting at the table to play. It’s a trifle over 1000 words, which I think isn’t too bad.   How To Play GURPS Most of what you’ll need t...

Stuff I Wouldn't Do With Purchased Minis

One of the great things about the advent of 3d printing, when it comes to gaming, is that it allows me to take more risks and try stuff I wouldn't do otherwise. Take, for example, experimenting with painting techniques. Maybe I want to see what an unusual color scheme would look like or try doing an odd way of achieving an effect. Factory-made miniatures are expensive. Too expensive for me to risk it. Which, as someone who's not very good at painting minis and needs lots of practice, is one reason I've never gotten into them. I don't feel like I can afford the implied expense of getting better. Enter 3d printing. With the right files, I can print as many minis as I can like and mess around with them to my heart's content. Mess one up? That's fine. Resin isn't cheap , but it doesn't cost nearly as much as pre-made molded plastic. I can take it as a learning experience and move on. Which brings me to messing around with some Car Wars minis. I'd been m...