I have been playing a lot of Star Wars recently, and dealing with targets who get hit by "blasters." They take a little damage and keep moving. Ouch, my hit points have gone down.
It is a gamist sort of view of weapon damage, health, and wounding - the classic D&D "hit points" sort of calculation, where you can have 30 hit points and get stabbed repeatedly by a knife and still live.
And I look at the blaster again and wonder what that really is. An energy bolt that hot, and with that much energy behind it, should vaporize a huge chunk of flesh from the target. Okay, welcome to GURPS, where that can and does happen. GURPS is far more satisfying with high-tech combat and what these types of weapons do to a target.
Granted, many times it is "tag, you're dead" type combat, but that is how high-tech warfare goes. Look at the battlefields of today with drones dropping grenades, and those hitting point-blank and wiping out whoever they touch. GURPS does sort of boost the lethality of lasers and blasters.
A blaster pistol does 3d(5) burn damage in GURPS and is TL 11. A TL 8 tactical vest as a DR of 12/5 versus ballistic and all other attacks. Raise that to TL 11; it's multiplied by 3, giving DR 36/15 protection. That armor divisor of 5 still cuts that down to a DR of 3, not really taking too much off that 3d attack.
So even if Han Solo had a TL 11 tactical vest (he doesn't), he takes 3d-3 damage from that blaster pistol.
Let's add trauma plates for +69 hard DR. Now we are talking. This is essentially the same item as the Monocrys Tactical Vest from GURPS Ultra Tech (UT, p173), and let's use the blaster pistol against it. Total DR is 84 vs. other attacks; divided by 5, that's 17, so near-total protection against blaster pistols (shoot for the limbs or head).
Time to break out the blaster rifle for 6d(5) damage, and now, on average, we are shooting 4 points per hit through that vest. The blaster carbine, our stormtrooper weapon (UT, p123), does 5d(5) damage, so it is just stopped by the vest, and only gets through if it rolls high.
Unprotected limbs and heads are hamburger to these weapons, as are unarmored targets. If my Star Wars character gets hit by them in GURPS, they are likely near dead or dead if they are unarmored. In most of the other Star Wars RPGs, they get a serious sunburn, lose hit points, grunt, and pretend they are hurt.
In Star Wars, I am "holding my arm," ouch.
In GURPS, "what arm?"
Sure, Star Wars is "for fun" and "it isn't meant to be realistic," but if I am spending time playing a science fiction game, I would want a higher level of realism and simulation. If I use the "not meant to be real" argument, I might as well be playing fantasy.
GURPS sci-fi combat tends to be balanced at the TL it is fought at, given equal weapons and decent armor. Why you would not be wearing decent armor in a science fiction setting is begging to be fried and microwaved by anyone with a personal arm, and it gets worse and worse as you go up tech levels.
And this is why we have cloning and cybernetics in GURPS.
GURPS forces you to look at weapons and energy beams in a realistic light. These are not "toy guns" that "knock someone over and make a puff of smoke" like they do in the movies, but serious weapons of war that, if they hit unprotected body parts, can blow them clear off. They are punching through walls like the MDC weapons of Rifts and setting structures ablaze; these are burn weapons after all. If a firefight happens in the streets of Tatooine, huge chunks are being taken out of walls, and there are likely several buildings and vehicles on fire in the general vicinity. Body parts litter the streets, along with burning corpses.
No, that is not the Star Wars that I remember.
But that is the Star Wars we get with GURPS, if you follow all the rules and don't apply a little creative license, applying that "movie reality layer" to the action. Where this all ends up is like what we got in the Asoka TV series, where a lightsaber can get pushed through someone, impaling them with a weapon that can cut through a steel bulkhead door, and they end up with a small burn on their tummy.
"But, it's hit points damage!"
GURPS, take me away from this insanity! Bring me back to a universe that makes sense, and where pulling out a blaster pistol (or any weapon, for that matter) was a lethal escalation of conflict. Even in GURPS fantasy, sliding out the 3-foot blade of a longsword meant a whole lot more than a non-lethal 1d8 metal stick of D&D 5E.
"But the guards had 20 hit points, it wasn't gonna kill them!"
It seems that, at times, the more superheroic and cinematic our games get, the less connected to reality they are, and the more the entire player base slips into madness. There are times I just want to wash my hands of it all and return to sanity, to games that treat conflict as a serious and weighty choice, and not whack-a-mole with foam-rubber swords.
There are times when I feel GURPS plays faster than D&D 5E, since combat is more lethal and ends sooner, and players are far less likely to engage in conflict because it is so deadly.
With GURPS, I like a harder science fiction campaign, like my GURPS Cepheus game. I sort of want to abandon the science-fantasy elements of Star Wars, especially the modern writing that makes me want to box up my Star Wars games and encase them in carbonite. I have to keep equating classic Star Wars with the OSR, compartmentalizing the modern movies and TV shows, and putting them in their own universe.
While Classic Star Wars is fun, my GURPS Cepheus game feels real to me. There is this "put on" factor with Star Wars that removes it from reality, and the fantasy elements take that grit and realism away, making it feel more like the Flash Gordon movie, campy, pulpy, and unrealistic. If I am in the mood for it, great, but there are times where I want the cold, hard vacuum of space to surround my character like a blanket of fear and dread, where landing on a new world is full of uncertainty and wonder, and walking around a remote settlement armed with a blaster on my character's hip feels like they are there for serious reasons, and if violence breaks out, that could be the end.
That feels real to me.
The rules, characters, skills, and dangers of the technology and universe make this a harsh, unforgiving, and deadly place.
When we are talking about what compels me to play, what makes it all feel real, and why I keep coming back, GURPS will deliver more of that feeling, easier and faster, and without sacrificing the cold, hard math of the future. Those high-tech weapons are all insanely deadly. You need to think seriously about protection and having the strength to haul it around on foot.
There will be times when you go without, and you won't have those high-tech toys to protect you because of local laws and restrictions. You will need to be able to fight with your fists or improvised weapons. You won't be in body armor. And you may encounter those with high-tech weapons while you are at a disadvantage. You will need to use the environment to your advantage and figure out a way to fight back.
I am immersed.
The danger is real.
I am right there, in that world, experiencing like I am in VR.
My character matters; all their hang-ups, weaknesses, strengths, and skills critically matter. This is all highly compelling and excites my brain, making me not want to play, but I need to play.
This is GURPS to me.

















