Beginning Again With GURPS

The biggest appeal of GURPS has always been the idea of learning one set of rules to be able to play any type of roleplaying game. As Steve Jackson writes in the Introduction:

I’ve always thought it was silly for game companies to publish one set of rules for fantasy, another one for Old West, another one for science fiction, and another one for super powers. GURPS is one set of rules that’s comprehensive enough to let you use any background. There are world books and supplements that “fine tune” the generic system for any game world you want. But they are still compatible.

GURPS Basic Set Characters, Page 5

The challenge with learning this particular set of rules is choosing where to begin. My view is this is best done incrementally and from a very simple starting point. There are innumerable options but, at heart, GURPS has a simple and light set of core mechanisms. Once mastered, those simple beginnings can be built upon readily.

As I move towards teaching new players the system, I feel the wisest course would be to choose a genre, style, and power level that facilitates learning from the ground up. Thus a game without too many weird powers played in a realistic and grounded world with a rules-light approach is best.

My group shows interest in two primary genres: one is investigations into the paranormal and weird in the modern world; the other is a low-fantasy swords-and-sorcery realm of adventure. Both of these are ideal for learning GURPS because they dial the power level and complex options down.

I am beginning with simple scenarios gleaned from Justin Alexander’s excellent, “So You Want To Be a Game Master”. Setting up a one-shot adventure either using a simple mystery or basic location crawl matches well with the goals of learning new rules. Reducing the bandwidth for both myself and the players is sensible.

We’ll learn how to make Success Rolls, run short combat scenes, and utilise the Reaction Roll table in GURPS alongside presenting straight-forward scenarios that are easy for me (as GM) to run. Low points characters mean there are fewer moving parts and options to worry about at the beginning.

Knowledge grows incrementally and through repetition. As we seek to develop a game world, we can easily add options for magic or psionics, or other weird abilities, as they arise. Sticking to the Basic Set means we can apply the core of the game – those simple rules – before we try more ambitious concepts.

My sense is that GURPS is a solid set of rules for what I want to get from my games. Putting myths about complexity aside, the trick is to present a palette based on what you need from the wider toolkit. Learning to describe the world first and then draw rules as needed is the secret. I’m intrigued to see how quickly things develop.

Game on!

4 comments

  1. Good luck getting a GURPS game started. Between the low-fantasy and modern supernatural investigation options to introduce GURPS to new players, personally I’d choose fantasy for people who are new to RPGs in general because they probably associate fantasy tropes with RPGs, and modern supernatural for players who are coming from other RPGs, to highlight how GURPS can do something different. That said, it’s probably best of going with whichever genre the group overall likes best — engaged players make for the best games.

    I’m running games similar to both of those right now — a low-power (although not conceptually low fantasy) Dungeon Fantasy game with PCs starting at 62 points, and a psychic conspiracy game modeled loosely after things like Scanners and Firestarter. The first has been much more tactical and combat-oriented with mapped-out locations, while the second is more investigative, social, and problem-solving-based, and more improvisational, riffing off what the players decide to do and the more general world building I did to prep the campaign. The occasional combat is theater of the mind and so far non-lethal.

    The highly modular nature of GURPS means you can easily start off very rules light, ignoring more or less all the details other than roll-under your skill or stat on 3d6 to succeed, and then build up the complexity as you and the players become comfortable with the system and learn more about the world, adding detail only where it makes things more interesting as you go along.

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    • The reason for those genres choices was because the players (who have played 5e and Cthulhu, plus the odd 1-page game) indicated that type of game was of interest. It seems ideal because those are low-complexity options in GURPS.

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  2. I think GURPS really shines for paranormal investigative sort of campaigns. For one, it has a lot of skills from which to choose, and created unique characters is very easy. Librarian of the paranormal? Check. Loose canon investigative journalist? Check. Cop whose partner was killed by a vampire? Check.

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  3. I’ve always wondered about doing a highly cheesy time-travel game with GURPS. Each week you visit a new time period/dimension and pull out another rulebook! 😁 It’d be a fun way to do a tour of all the things GURPS offers without getting overloaded with choices in the first session.

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