GURPS-Finder is likely a go. After my gaming area in the water-damaged den is rebuilt, I am setting up my gaming table, breaking out my six crates of Pathfinder pawns, bysting out my hex tiles, and putting them in waterproof containers on the space's shelves, just in case it happens again.
I do not care too much about the 3.5E rules, nor do I care too much about simulating everything in Pathfinder, nor the world. I am happy with a straight GURPS Fantasy experience, more grounded and realistic, with low-magic, gritty combat, and all the great things GURPS brings to the table. I want the world to feel real and grounded, and GURPS brings it.
I am not pulling out a library of Pathfinder 1e books; I have the PDFs, and those are just reference. To be honest, Pathfinder is just the "look and feel" of the world, serving as "generic fantasy pawns" so I can play the game the way I want. Granted, I likely have more monsters than I will ever use, more shapes than I could ever create stats for, and unless I limit this down to a core set of pawns, it will overwhelm me quickly with just the ones I have out from the Beginner Box.
I could honestly play with just the ones from the Beginner Box and have more than enough pawns for an entire campaign. Where Pathfinder and 3.5E, and by extension, the OSR and D&D, tend to be "macro" with many varied shapes having similar AC, hit point, and attack stats, GURPS monsters tend to be more detailed and interesting. Dragons alone can do a lot of things in GURPS, and the stat blocks for one can easily go a page in length of powers, defenses, abilities, and other design choices.
GURPS monsters are, by and large, far more interesting than their d20 counterparts. Just one can be a threat, where, again, in d20 games, you tend to need a dozen humanoids just to fill out an encounter and to give the game's AoE powers utility and worth.
That fireball spell? Save it for room #8 with the 40 kobolds, or be prepared to slog through melee all night. Some of the D&D's original tournament modules were designed this way, as puzzles to figure out with the one-shot powers of the party. These days? Here is a short rest. Please get all your AoE spells back. Thank you for playing.
Then again, I have no problem estimating a ST and hp value, and giving a monster a "bang skill" in GURPS, such as Black Dragon 20-minus, and estimating the strength of attacks, level of defenses, and special abilities from that. Simplified monsters may be the way to go for a more pulp-action, fast-and-loose game.
Part of me doesn't want that, and I want the gritty realism where having plate mail in the party means thinking about running a logistical supply chain to support storage, hauling, asset protection, and repairs of your high-end gear. This is how it worked with knights in medieval times: plate mail was not cheap, nor was it casual, everyday wear. They needed squires and an entourage to support that "main battle tank" lifestyle.
In many OSR and D&D games, the brain gets turned off, click, and plate mail becomes something you pay for once, set an AC value, and forget about for the rest of your character's adventuring career (until it gets upgraded to a magic set, then that is next to be forgotten about). Pathfinder 1e sort of holds that model up as an ideal. Once you buy plate armor, forget it; that set becomes a permanent part of your character's skin, and it never needs to be thought about again.
With some GURPS characters, I can carry around two sets of armor, plate for the heavy fights, and a lighter set for town adventures. Now, the supply chain is needed.
It is the same with magic. In Pathfinder, bam, you get the good stuff right away. In modern fantasy gaming, it is even worse; you are getting infinite-use attack cantrips glued to your hands that permanently give you a "laser pistol" to fire off every turn, with no cost or limitations. This "MMO-ification" of the fantasy RPG is one of the worst things to happen to fantasy gaming. Magic without a cost and price is not magic; it is a "video game shooter power" that players get trained to expect, or the game "isn't any good."
The GURPS Dungeon Fantasy game forces you to buy cantrip-like spells, like affecting fires, far before you ever get to a fire-bolt-like power, and it all has a cost. Even if it is ever reduced to a zero-cost spell (through high skill), there is still a skill roll involved, and that could critically fail. There will always be a cost, be it hitting a friend, corruption, mutation, or some other strange and unexplained effect on a critical failure.
Minor, "cantrip" magic is cool in GURPS, where in D&D, it feels like a joke. There are so many fun things crafty mages can do with the lesser magic spells, and I find constant uses for them. If you can put out a torch in a room full of guards and sneak by, all the better. Mages are tricksters in GURPS, where in D&D, they tend to be boring DPS classes.
Magic in modern fantasy games gets boring since there is so much of it.
Magic is the unexplained and mysterious, just like the mystery of life and death. Take that away, and magic is not magic. You live in a silly video game-land where power is entitlement. Fantasy is not fantasy if it is a "tabletop MMO," and this is how D&D 4E utterly failed. We still see those same D&D 4E "World of Warcraft" design goals in fantasy gaming: a removal of the mystery for the certain, being able to plan and explain everything, guaranteed power for all classes, the removal of death as a mechanic, turning the game into a cozy-lifestyle experience where players are expected to "log in and buy cosmetics" every day.
Why do I want that? I get it easier by paying someone else $15 per month. D&D is just a slow-playing MMO where they expect you to pay $200 up front for books and to read a thousand pages of instruction manuals. Then again, if there are no RAM and video cards left because of AI, maybe this is how the MMOs of the future will be played. I will flip the sarcasm tag right here, but you get the point.
There is a chance I just give up on the pawns and do my own thing. I like GURPS tactical combat, and the fantasy battles are amazing fun. I could probably simplify this idea and have more fun by limiting the number of pieces I pull out. Maybe a smaller game with less will be more fun.
I will take things as they go.



































