Archive for GURPS

Building Character

Y’all, after the marathon review-fest before Halloween, I’m almost entirely out of stuff to review, so I’m going to start posting a bit more lightly for a while. November and December are some of the busiest months for me anyway, so I’d benefit personally from a bit less time blogging.

But I don’t want to go radio silent either, so here’s a bit of frivolity I ended up cooking up last week on Election Day.

Let’s go through some huge amount of backstory first. Back in the Ancient Days, right after I got out of college, I had a job in Levelland, Texas. It wasn’t a great job, I didn’t know anyone in town, I didn’t have cable TV, and personal computers weren’t a Thing yet. So to fill time after work, I’d sit down with a legal pad and make superhero and supervillain characters using the GURPS RPG system for as long as I could. I knew they weren’t going to get played, ’cause I didn’t know anyone who played GURPS, but I loved their character design system, and I liked getting to make up new characters.

Now flash-forward to Election Day. I didn’t want to pay attention to election news on TV or online — I already knew how badly the stress wrecked me in 2016. So I decided I’d see if I could still fill some legal pads up with GURPS characters. I figured the process of making characters in the early ’90s was more than absorbing enough to keep me entertained and distracted.

Well, I wasn’t entirely right. Part of my problem was that I hadn’t made any GURPS characters in about 15-20 years, and I was really out of practice. Plus I had trouble with the math. And really, when you get down to it, I wanted to go get online and see how things were going. So I only made one full character, plus a partial second one before my inspiration ran out.

Before we get to this guy’s stats, let’s do a quick summary of GURPS for those of you unfamiliar with the system. It’s a point-based character system — stats over 10, advantages, and skills cost you points; stats under 10 and disadvantages get you some points back. Quirks are worth a negative point each (and limited to five) and must be roleplayed. Numbers in the square brackets are how many character points were allocated to each item. This is all done in GURPS 3rd Edition, ’cause 4th Edition was garbage.

In GURPS, 100 points is considered a good starting point for beginner-level, unpowered characters, being significantly above the average person, but not strong enough to power through every obstacle. Some campaigns, particularly those dealing with high-level fantasy or superhero games, can be much stronger, up to 500 points, 1,000 points, or even more.

This is Jimmy Watchill, an aspiring gunfighter in the Wild West.

Name: James “Jimmy” Watchill
Total Points: 100
Appearance: White male, 20 years old, 5’7″, 140 pounds. Sandy brown hair, brown eyes. Wears old, dusty, but generally well-kept clothing, including a battered hat.

Statistics:
ST: 9 [-10]
DX: 14 [45]
IQ: 10 [0]
HT: 12 [20]
Speed: 6.5
Move: 6
Dodge: 6

Advantages:
Alertness +2 [10]
Charisma +1 [5]
Danger Sense [15]

Disadvantages:
Lecherousness [-15]
Overconfidence [-10]
Poverty: Struggling [-10]

Quirks: Hates cold weather; Wishes he were a superstar gambler; Early riser; Brags about his cooking; Enjoys singing with others. [-5]

Skills: Animal Handling – 9 [2], Bard – 10 [2], Brawling – 16 [4], Cooking – 12 [4], Detect Lies – 9 [2], Fast-Draw – 16 [4], Fast-Talk – 10 [2], First Aid – 11 [2], Fishing – 11 [2], Gambling – 10 [2], Guns – 16 [4], Jumping – 15 [2], Lasso – 14 [2], Pickpocket – 14 [4], Riding (Horse) – 15 [4], Singing – 12 [2], Stealth – 14 [2], Streetwise – 10 [2], Swimming – 15 [2], Tracking – 11 [4]

Languages: English (Native) – 10 [0], Spanish – 9 [1].

Biography: Jimmy grew up a Kansas farm kid with fast fingers, a lot of skill with guns, and not a lot of patience with farming. The family hit a rough patch when his mother died of fever and his father was killed by bandits — bandits who Jimmy managed to kill just a few minutes too late. His older brother inherited the family farm, and Jimmy realized he didn’t want to grow old in his brother’s shadow — and he wanted to escape his feelings of guilt over failing his father. He hit the road, hoping to turn his skills with a gun into enough money to let him buy his own property in the distant Northwest.

Design Notes: Jimmy probably has more points in Skills than he ought to, considering his young age. But I kept screwing up my math while I was building him, and the easiest way to fix him was always to add another couple points into Skills.

Also, for the record, I’m kinda proud of giving him the Overconfidence disadvantage. It means he’ll rarely hesitate before stepping up to any challenge. That’ll probably turn out well for him when he’s shooting down a bad guy, picking a pocket, or twirling a lasso. But it’s gonna get him in a lot of trouble — fun, adventure-filled trouble — when it comes to his low-ranked skills in Detect Lies, Gambling, Streetwise, and Animal Handling.

Why a Wild West character instead of a superhero? Partly because I didn’t want to dig out the GURPS Supers book, partly because Western characters are nicely archetypal, so it’s fun and easy, and partly because the gunslinger was what popped into my head when I sat down with the legal pad.

So there’s my boy Jimmy. I’ve got a few more in reserve from back in the days when I had a personal webpage, and I’d really kinda like to make a few more new characters, too, though I feel like I need a nice long weekend to work on ’em. Eventually, I may post more of ’em, if I feel like it.

I’ll try to be back with some more posts soon-ish, so y’all stay safe and sane ’til then.

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The Slow End of GURPS

GURPSZombies

So a few months back, the folks at Steve Jackson Games started posting a few short essays from their creators and designers celebrating the tenth anniversary of the Fourth Edition of GURPS, their long-running RPG rules designed to be used with virtually any genre of roleplaying. They had essays from folks like Sean Punch, Phil Masters, Kenneth Hite, Bill Stoddard, Steven Marsh, and more. I won’t link all of them, but you can find a listing of all ten of them right over here.

I thought the whole thing was just a little depressing, partly because there were so dang few contributors to the series — they couldn’t even get Steve Jackson, the designer of GURPS and founder of the company, to write up an essay — and partly because the glory days of GURPS are so far in the past.

I didn’t really discover GURPS until after I got out of college and learned they’d put out a sourcebook for George R.R. Martin’s shared-world Wild Cards series, which was, at the time, my favorite book series. As it turned out, the local B. Dalton store didn’t have GURPS Wild Cards, but they did have GURPS Horror, so I picked that up and soon started buying as many of their sourcebooks as I could. In my first post-college job, I’d get home in the evenings, bored out of my skull, and create new GURPS characters — filled up multiple legal pads, just because I loved the detail of their character-design system. I never got to play it — I’ve never lived anywhere where anyone else was interested in the game — but holy zamboni, did I love making new GURPS characters and reading GURPS books.

Around 2004, they announced they were creating the Fourth Edition of the game, I picked up the Basic Set eagerly — and found that I really didn’t enjoy it. I felt like the new version was a lot more complicated — the 3rd-edition GURPS Vehicles supplement had allowed for insane levels of micro-detail, giving RPG gearheads tons of numbers they could crunch all day. And the Fourth Edition rules moved some of that number-crunching detail into character generation, where I’d always enjoyed the more plug-and-play aspects of the 3rd-edition rules. In addition, most of the new rulebooks were hardcovers and a lot more expensive, and I got more and more indifferent to the game as time went by.

But more depressing than one guy losing interest in a roleplaying game has been the decline in GURPS’ status as one of the powerhouse RPG systems and the steep drop in the number of GURPS books published. I’d expected the Fourth Edition books to start out with the core sourcebooks — the Basic Set, Fantasy, Magic, Space — and ramp up to include more far-ranging and esoteric titles. But the Fourth Edition books never got much beyond the core books. A few more unusual sourcebooks were produced, but most of those were only available as digital PDFs. Still, there were a lot of 3rd-edition sourcebooks that I thought were surely going to be republished in Fourth Edition — Cyberpunk, Illuminati, Steampunk, Warehouse 23 — that remain orphaned in 3rd. Sure, you could use the info in the old sourcebooks to play in Fourth Edition, but it still felt like GURPS’s legendary genre diversity had fallen by the wayside.

There were a couple different reasons for the reduction in GURPS titles — first, traditional RPGs had crashed and crashed hard. Magic: The Gathering had more gamers focusing on collectible card games, D&D’s Open Gaming License had tons of companies building new games that operated under D&D’s rules, and computer games, including MMORPGs like World of Warcraft, were a massive and growing entertainment industry that traditional pen-and-paper roleplaying games just couldn’t compete against.

And within Steve Jackson Games, Munchkin happened. Munchkin was and remains massively popular. And SJG isn’t a gigantic company — it’s a moderately popular and successful publisher, and as long as Munchkin was making money hand over fist, it just made good sense to put more of the company’s resources into publicizing Munchkin and creating new Munchkin sets. That meant that attention and support for GURPS and most other games had to drop.

The company is still publishing GURPS books digitally, but last year, they released only one GURPS book in hardcover — GURPS Zombies. As far as I can tell, they haven’t released any books in print in 2014. I’m sure they can keep releasing mini-rulebooks on PDF from now ’til doomsday, but no print products at all in over a year? That’s not a sign of a healthy system. That’s a sign of a dead RPG.

It’s not just a problem for Steve Jackson Games. I think it’s a symptom of a weak market for nearly all pen-and-paper RPGs. I know, we (and I’m including myself in this) talk a lot about the resurgence of interest in roleplaying games. They get talked about a lot in the mass media — it’s not at all uncommon to read an article in a major newspaper or magazine that focuses on people playing RPGs. But what worries me is that most of those articles focus on Dungeons & Dragons, maybe Pathfinder — and that most of them focus on RPG fans returning to games after years away from the hobby. The other games we hear folks talk about are things like Paranoia or Chill or another game that’s getting a Kickstarter designed to appeal to fans of the old game. In other words, the gaming resurgence we keep talking about is more about nostalgia, and I worry that people will end up abandoning the hobby again once they hit on something else to feel nostalgic about.

Still, I do wish that SJG had chosen to commemorate the 10th year anniversary by announcing some neat new print products. As it was, it seemed less like a celebration and more like a eulogy.

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Roll for Initiative!

Maxo at Great Caesar’s Post had a really interesting article yesterday about the perceived rivalries between comics fans and pen-and-paper RPG fans. I fluctuate between thinking Maxo’s right and thinking he’s wrong — while there does seem to be a general rivalry between the two groups, it’s also pretty clear that there’s a lot of bleedover from fans of comics to fans of RPGs.

It all got me thinking about superhero games, too. I’ve only been able to play in one superhero RPG — when I was in college, some friends cracked open a copy of the classic Marvel Super Heroes game, they helped me roll up a character, and we played through a short scenario. When you roll up a random character, you’ll get stuck with some pretty crazy stuff — mine had very high strength, a nearly nonexistent IQ, and an absolutely incredible sense of smell. So I called him Mr. Nosey. (What? It’s a perfectly good superhero name.) I teamed up with SonicAttack (Battle cry: “You can’t stop… SONICATTACK! DAMAGE!”), and we took on Sterno-Man (a former bum who got his fire powers from drinking Sterno) and a fairly ineffectual refugee from a blaxploitation flick called Captain Alphonso Power.

Other than that, I’ve never actually been able to play in a superhero game, despite buying a metric ton of superhero RPG books. I could never get the hang of Champions, which is far and away the most popular superhero game. I always loved the insane detail in the character design process in Steve Jackson Games’ GURPS games, so I liked their GURPS Supers books, even if they were generally low-powered superheroes. I used to fill up stacks of legal pads with GURPS Supers characters, just to fill time after work. But as far as I can tell, I’ve always been the lone GURPShead in every town I’ve ever lived in.

I’ve recently started picking up the Mutants and Masterminds game from Green Ronin Publishing. Again, I haven’t played any games with it, but the books are jam-packed with good stuff, like a cross between the Justice League, the Avengers, and the Fantastic Four. You get the feeling that they got their inspiration from Grant Morrison’s modern “JLA,” but they also love to throw in cool bits from the Silver Age, like secret cities on the moon, atomic dinosaurs, and evil gorilla geniuses. I think it may be the best superhero RPG system ever, but I don’t know if they’ll ever grab the golden ring away from the Champions RPG.

And I’ve also enjoyed reading the Truth & Justice RPG from Atomic Sock Monkey Games. It’s a much more rules-light system — you get to skip a lot of the time-consuming elements of character creation in favor of just writing down who you are and what you can do (with the gamemaster’s approval, of course). There’s a lot of emphasis on improvisation, both by players and gamemasters, and the rules contain several pages of some of the crazy/cool themes and elements of comics — I suspect that’s just to remind players of some of the wicked-kewl stuff you can do with a superhero game.

So howzabout you? Have you ever gotten to play any superhero RPGs? Which ones are your favorites?

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