GURPS = Many Possibilities

Returning to GURPS Third Edition, I find all the flaws that fans of the current Fourth Edition point towards to be a feature rather than a bug. I find a robust and fun-to-play system that allows me to run any game, in any time period, in any genre, and with a wealth of options on hand.

Because GURPS hasn’t fundamentally changed the core engine in nearly 40 years, Fourth Edition resources are just as forwards compatible as any Third Edition book is backwards compatible. But there is a spirit in the Third Edition that I feel lies dormant and waits to rise back into your hobby.

This is the spirit that asks you to playtest, to experiment, to give your opinions, to mash up your own campaign, to ask questions, to spread the word about these fantastic games, and to do whatever you want with the published books. It feels less concerned with min-maxing your Character Points for efficiency.

Looking at my GURPS Third Edition shelves, I see the possibilities of what Robin D. Laws suggested in his seminal “Robin’s Laws of Good Gamemastering” back in 2002:

When in doubt, blindfold yourself, take any two GURPS sourcebooks off the shelf at random, and combine the results.

I’ve found combining three is even more satisfying but the point is the same: with GURPS, you can mash-up your own unique campaign by grabbing sourcebooks and allowing your imagination to resolve the paradox arising from their combination. I don’t think enough GMs do this anymore. It’s the biggest thing that I want to work on in my hobby.

At this moment, my mind is visiting the possibilities from combining GURPS Alternate Worlds and GURPS Time Travel with any number of other GURPS supplements. Taking elements from differing world books, whether they be tropes, trappings, or the tone, and blending them in different contexts allows new games to be born.

Thanks to Steve Jackson Games for keeping Third Edition and many of those old sourcebooks in print for the past 20 years. They didn’t have to do that – heck, very few other companies have done that, certainly beyond digital copies – but by doing so you have reignited my passion – genuine passion – for roleplaying in imaginary worlds.

Game on!

4 comments

  1. Mechanically, there can be no doubt that 4e improves on 3e.

    But I agree something has been a bit lost in doing so. There’s a spirit in 3e that for me marks it as the apex of Gurps. A “let’s just do this and worry less about what doing it does to the system.” Whereas 4e seems to pause first and consider the system first before going ahead.

    A part of me also thinks that maybe the best fix to the accumulated discrepancies of 3e is simply to wave a hand and say “that doesn’t matter.”

    Liked by 1 person

  2. I owe a lot to RR

    you not only convinced me to “get the band back together” and organise my own gaming group AND convince me to use Castles and Crusades as my rules set

    But four years later as my enthusiasm for C&C wanes and I’m looking for rules that might suit my player’s approach to gaming better, it’s your love of GURPS that I find calling me.

    They’re a cautious lot of players, my lot, and they like to push the rules to see how much they bend so I’m going to download GURPS lite and see if I can get them interested

    Wish me luck

    Liked by 2 people

    • Thank you for the feedback. I am glad you got back to the table and C&C worked for you over 4 years – awesome news! As for trying GURPS, well, sure – here’s to good luck! May your dice roll critical successes! 🎲🎲🎲

      Liked by 1 person

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