There are a few stumbling blocks with the GURPS conversion for Starfinder, one being that the original classes have no starship skills. Well, very little in terms of "defined skills" for a starship outside of piloting and engineering; otherwise, anyone could conceivably hop into a starship station and help. I get it, we don't want players "feeling helpless" during a starship battle, and "everyone should have fun."
So this is a universe where everyone is assumed to have some familiarity with starship functions, and there is no dedicated skill set for starship operation. GURPS has a complete set of skills dedicated to starship operations, and it goes into extreme depth here. So, if you are not skilled, you are pretty much helpless and more of a hindrance than a help.
So, there is a clear difference between how GURPS sees starships and how they are handled in Starfinder "to enhance fun." You could always require every player to pick a windcard bang-skill for some sort of starship operation function (piloting, gunnery, sensors, engineering, etc.) and leave it at that, just so the characters mesh better with the universe and have things to do when the laser cannons fly through the vacuum of space.
Frankly, bang/wildcard skills are a great way to do a simplified GURPS Star Frontiers conversion, and that is a tool in my toolbox. Just use the existing 13 Star Frontiers skills (plus five Knight Hawks starship skills) and make them all wildcards, and forget the GURPS skill list entirely. It is quick and dirty, works well, and is simple; GURPS gives us the option to do it this way. Just get playing!
For Starfinder, wildcard skills may be the way to go. There is always this question when doing a conversion: "How deep do you want to go into the skills?" For a full-phat conversion, move every character class and subclass choice into 100% GURPS-compliant templates, only use GURPS skills, and let the system sing. Starfinder has 20 skills, plus you could crib in a sensors and gunnery skill, and completely replace the GURPS list with a stripped-down core of these wildcard-like skills, plus a few others the system needs.
Starting with the classes and builds (like a subclass) as templates would make the most sense. Many of them are sort of generic in scope, like Mystic/Shaman, or Operative/Outlaw. These are easy enough builds in GURPS, and I bet you could find comparable examples of them quick enough. Still, in 3.5E fashion, the classes themselves are huge scaffolds of powers, spells, and other abilities given over levels.
General roles and occupations feel like the better way to go, not specific class rebuilds.
3.5E has a strange tendency to make all "outlaws" the same (defined down), whereas in GURPS, outlaws come in many styles and varieties (defined out). Beware of over-converting, which can tighten the screws too much and make the templates too restrictive and all-encompassing.
Level-based systems are inwardly focused to a fault, where you start with nothing and then try to narrowly define a character through a framework of rules, math, and capabilities. Point-buy systems are outwardly-focused, where you start with nothing, and leave it up to the player to form the character with their choices. Starfinder tried to take a universe of characters and define them all with levels, and the result is book-after-book of rules.
Still, Starfinder was ambitious, and they deserve props for taking 3.5E and turning it into a science fiction game. It reminds me of Spycraft in a way, and anytime 3.5E tries to do a modern setting, the bloat and rules needed to cover everything expand to an insane degree. 3.5E is the antithesis of rulings over rules, since 3.5E requires a rule for absolutely everything.
Even GURPS is easier than 3.5E, given the volume of rules the game eventually needs for everything. GURPS uses general rules that handle every situation, whereas in 3.5E, a specific rule needs to be written to cover everything in the game. This adds up quickly to hundreds of pages of rules for every specific subsystem, class, power, and build.
One of the areas that has always puzzled me about Starfinder is the lack of mystery in the universe. The rules keep saying "discover the mysteries of the universe," but with every power laid out, every magic source known, every god cataloged, and every class built fully vetted out - where is the mystery? This has always been a problem of 3.5E and on, and it is even present in D&D 5E. With every "mystery of magic and the forces of the universe laid out," where is what we don't know?
Mysteries, in the most part, are "story mysteries" and not "leaving the nature of power open to interpretation." Power in any D&D-style game needs to be laid out without any room for interpretation, or else there will be arguments at the table. This is still the legacy of the Magic: The Gathering design style that endures in fantasy today.
At least in GURPS, I can "wall off" power systems and sources, and leave them as the mysterious forces behind the powers of magic. Of all my games, GURPS, Call of Cthluhu, Palladium Fantasy, and Dungeon Crawl Classics let magic "feel like magic" whether through game systems, design, mechanics, or the power given to the referee to shape the universe. How a game handles magic and the unknown is one of the criteria I use to decide whether to keep a game out or put it in storage. Castles & Crusades is the only exception to this rule, since everything else about that game is S-Tier.
In GURPS, I can rule that "all magic causes corruption," and then rule that the corruption-caused disadvantages are "divine influence and obligation," "demonic taint," "arcane mutation," "alien intelligence influence," or even "Elder One de-evolution." This gets me closer to DCC's rules, and that puts the fear of using magic back on the table.
Do you really want to fling that spell so casually? Your star mage could end up with strangely glowing eyes that cause others to be wary of them, and make hiding in the dark difficult. Flavor the disadvantages however you wish, just make sure they fit the theme.
Still, I like there to be some mystery to the universe, the gods to be alien and far from understood, and the nature of magic and "strange happenings" not to be laid out on page after page of exacting rules. The original Coriolis game had an amazing amount of depth and mystery to the setting, along with the nature and role of powers. Things were never fully understood, and there was room there to make magic and powers your own.
Magic and technology should oppose each other: humankind's need to conquer the universe and harness its knowledge and effort opposes the unexplained phenomena of life and the universe's energy. The minute "magic becomes a battery technology," you have lost me. Magic should never be understood, nor should it reflect the mastery we have over math and machines. It is not a power for "glowing fist energy" in artwork or media. There is a price, a cost, and an unexplained nature to magic, the same as the mystery of life and death.
Granted, once you define or figure out the big mystery, the entire universe is over.
Starfinder game revels in book after book of rules. A full conversion is unlikely, so the best I can do is be inspired by the "science fiction plus fantasy" setting and do my own thing.
With GURPS.
There is something here I like, the contrast between magic and technology, the wizardry of machines versus the faith in the power behind the universe and life. This is the classic Star Wars conflict between the original never-defined or understood Force and the machine-god power of the Death Star. Starfinder tends to mix it all up in a pop-culture pastiche Guardians of the Galaxy veneer of space adventure.
We have lost the ability to create wonder and mystery, at least in films and TV. No one will pay attention. They are all on their phones. The second screen has taken over our frontal lobes.
While enjoyable, Starfinder is not what I am looking for in space fantasy.
But it is a start.
I like the pawns I have, and they are beautifully done.
Now, to just figure out a way to use them with GURPS.





















