
Title | : | GURPS Basic Set: Characters |
Author | : | |
Rating | : | |
ISBN | : | 1556347294 |
ISBN-10 | : | 9781556347290 |
Language | : | English |
Format Type | : | Hardcover |
Number of Pages | : | 336 |
Publication | : | First published September 1, 2004 |
With GURPS, you can be anyone you want�an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!
GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.
GURPS Basic Set: Characters Reviews
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Great system, very flexible. If I had to choose one system to rule them all, it might very well be this one. As you might expect, since it can do almost everything, it can come up short compared to other systems designed to do one thing well. For instance, if I were doing a fantasy game I'd go with Hackmaster 5th edition instead. However, if I wanted to run a gritty, post apocalyptic zombie survival game? GURPs can handle that.
As long as you keep the point amounts reasonable, this system is fairly well balance in 4th edition. If you are going to run a game, be prepared to read and internalize a lot of rules up front. This game requires the GM to have a lot of knowledge, but for players most of the work is done in character creation. Once you get past that and in game, it's very smooth.
The system is also very modular, which is great. It can be incredibly realistic when you want, and if you don't drop any rules, it tends towards the simulation style. However, you can just leave out what you don't like or don't want to deal with and run a leaner game. It's still more realistic than D&D will ever be, even at it's most basic.
If you like playing in a game where being stabbed by a sword is going to really ruin your day no matter what - you'll be right at home. Unlike other systems where you are shrugging off attacks into an abstracted health point pool, this one will really make you feel the impact of actually getting hit by that sword. -
GURPS is probably my favorite tabletop RPG system. It has all the complexity you'd want for a detailed, simulationist game, but it's granular enough that you can essentially use the rules you want. Too many people are turned off by how complicated it seems, and it's true that character creation can often take hours where for other games it would take minutes. But it's a very front-loaded system, and it's very easy to play after character creation is done (provided that the GM knows what they're doing). It also has amazing supplements which, despite being unnecessary for running a game, are impressively detailed and helpful, and in the case of the historical ones, are interesting and informative in their own rights.
It isn't perfect. 1 second combat rounds are a perceptual problem for me, and even with the supplements, pre-made NPCs and monsters are relatively sparse--and making NPCs can be a bit of a pain, especially if they aren't human. But I've run games taking place in the Victorian Age, to alternate Earths in the modern day, to ancient Sumer, and it works great for all of them. -
GURPS by Steve Jackson is by far the best role-play oriented table-top gaming system out there; I have been playing for twenty years, and have tried all the major ones (and quite a few minor ones) and none is as all-encompassing, inclusive, and oriented towards role-play than GURPS. The amount of role-play never has to do with the willingness of the GM or the other players to play that way, it is simply the way it is made, with focus on character personalities rather than abilities.
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I have had so much fun with this book just creating–and thinking about creating–characters, never mind actually "playing the game." When I first got a hold of this, I didn't have
GURPS Basic Set: Campaigns. Now I have both. Excellent cross-referencing throughout and almost every rule or game concept that needs an example has one. I am glad the Basic Set books were split in two, rather than published as one volume. -
Note: I just looked over things with the book so I could get an idea of the system. It seems fun, but this is not the kind of book you read cover-to-cover; it's more a reference during the game or before hand, yet the core understanding was picked up.
Seems like a perfectly fine Universal Role-playing system. I want to try it out before I commit to anything, but it seems perfectly good. -
Can't wait to start a fun gaming session with my family!! Thank you, Steve, for giving me a way to communicate with my special needs sons!
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A definite must have for gaming groups!
I have ran tabletop roleplaying games for decades (since approximately 1984). Everything from Dungeons and Dragons Basic set (in the box), Battletech, Shadowrun, White Wolf, and a dozen other systems (that maybe I will do reviews on someday).
I have recently reread the book this year for a new campaign I am running and I am reminded why I use it. Because you can recreate any world you want with these rules. The fact that you can modify the setting, genre, realism level of the game, makes it the best choice.
Pros: A variety of settings are provided in supplements and sourcebooks with constant updating of different worlds and even additional advanced rules, equipment and ideas. You want gritty realism, or cinematic campaign you have it. Do you want a combination of Cthulhu and Shadowrun? What about Fantasy and Werewolf? You can do it all.
Cons: In all fairness this is not an easy system to learn. It is prohibitively complicated for new players or GMs, and even those with lots of experience will still struggle a bit. The rules can bog down the game so you will have to learn to cut the things you don't want to deal with. This is why I can't give it a 5 star and only a 4 star.
Overall it is my favorite systems and with patience you can convert any other game system into GURPS (my most recent one was converting Mechwarrior/Battletech into GURPS and it was better than the original system because of more RP character options). -
Update to one of my favorite RPGs. SJ Games tried to fix some of the flaws with 3rd edition here by they introduced a major one IMO, they split the Basic book in to 2 volumes. This now increases the initial investment t o get new players into the system and playing. If you can look beyond that, it is a good update.
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A very good set of rules, even if a bit dry to read. that expands the 3rd edition. Whereas the latter was an almost universal system (complemented by worldbooks and sourcebooks), the 4th edition is a complete universal system. You really don't need anything else to run whatever you want. Mostly focused on low-power, gritty settings.
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If not for the pompous bragging in the front matter, the craptacular layout would only be painful to read. The game system is highly flexible, but if you don't find math problems fun and exciting, this is not the system for you. Also, don't try following all the cross referencing on the first read through. It's painful and highly frustrating.
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A large departure from previous editions, but more internally consistent on the point-costs of powers and other advantages. It distilled the wisdom of experience of years of play and design of 1st through 3rd edition.
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Great, modern RPG system.
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Best pen and paper RPG system on the market, but still only "almost perfect".
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Good evening and welcome fellow Children of Chaos.
This game, well it's pretty bad. It has 3 major issues.
1) TOO MANY SKILLS. I get you want to be through and give us as many options as you can but in what world in what game are you playing that Finances, Stock Market, Accounting, and Mathematics need to be 4 separate skills bought with points. Yes they are different in the real world, but come on. This is just too much. There is a whole skill based on accuracy of dropping things on people from above (This is different than the bombarder skill bomber pilots would use).
2) The Generic Universal part of the game. There are about 15 pages dedicated to magic, with specific spells, and the way it would work. I mean in 90% of genres this would be useless. Also very specific for a "generic" game. Many Heroes games handles it better (Both M&M and Herosystem just have special effects). Like mechanically what is the difference between a scorching ray, Heat vision, heat ray, and a flamethrower. Nothing. They are all a ranged attack that deal fire damage. I mean you can mimic spellcasting by adding a restriction of limited uses, but maybe you are a wizard that wants to use magic all the time. Just balance magic with physical powers. What if I don't want my magic to use FP? Not very generic of you. This is basically 4 RPGs stapled together to create a bloated mess.
Also the table of weapons is just, it's bad. It's really really bad.
3) The flaws systems. A universal thing I don't like. So there are those asshole players that are the "Bard", Rouge", and "Barbarian". I wanna fuck everything, I wanna steal everything, I wanna break everything. Everyone hates those guys. They are assholes. Here there is not only a mechanic to ALLOW those creeps. That ENCOURAGE those creeps (I have lecherous on my character sheet). You are going to REWARD those creeps with bonus points. Giving points for flaws has never encouraged role playing. It encourages assholes and munchkins and forces another role on the DM to enforce those flaws, lest they just be free points. -
I was always hesitant to read GURPS. For some reason I thought that it would be super complex and/or very dense. Well, I finally read it and, at its foundation, its not complex at all (it is a bit dense, though. There is a lot going on in these rules and some of the rules aren't explained in a way that I could figure out right away). It's simply "roll 3d6 against a skill or attribute" and, after adding or subtracting modifiers, you just want to get below your skill or attribute. Super easy.
The thing that makes this complicated, though, are all of the fiddly bits and edge cases. Lets say you attack with a weapon. OK, easy enough. But is the weapon a piercing weapon? If so, is it Piercing+ or Piercing++ perhaps? And what about your opponents armor? The answers to these questions will drastically change the amount of damage that you do. And that is just one example. There seem to be edge cases (which require flipping through the book and breaking out your calculator) for almost everything that you might want to do. If this all sounds complicated and like it requires a high level of system mastery, it's because it is and it does. The flip side of this, however, is that you can make a game in almost any concievable setting. From cavemen throwing stones at each other to giant robots knocking each other around in the middle of a metropolis, there are rules, plugins, and edge cases that will let you do it.
At this point, if I had to choose a generic system I would go with Mythras. It also lets you do just about anything but with a much softer learning curve. What GURPS has over Mythras, however, is the sheer number of books that you can use with GURPS to help you design the game world of your dreams. Between all four edition of GURPS there are hundreds of sourcebooks that you can draw rules and inspiration from. If I wanted to do a Discworld game, for example, GURPS has that covered while in Mystras I would have to just make up all the rules myself. -
I sometimes like to toy around with the character creation system of GURPS, as its utterly insane number of options and variables makes this a fun exercise. I've only ever actually played a little bit, however, and on the whole I think the system's complex enough that I'd need to play it for many years before I'd start to see the worth of it. I don't think I'd have the patience for such.
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The best TTRPG, deserves a larger following.