What am I wading into?
This isn't clickbait.
First up, an interactive movie as a game, there is nothing wrong with that. We see visual novels do this all the time. Mixtape is nothing new.
The game's high review scores? Well, only if you take video game review sites seriously, which I would be surprised if anyone does anymore, given that the majority of them are likely written by AI at this point. For all I know, that string of 10/10 scores could have been one site's AI copying the other. Who knows nowadays?
The game is not my cup of tea, so I am not going out of my way to bash it. There is no point. It sort of is what it is, and I am betting we see more interactive movies in this format. But hiding in this mess is a genre we can pull out for our games, and one of the best genres that many games ignore.
Where I want to go with this is that GURPS is the coming-of-age story, which, to be frank, GURPS does better than any other game out there. You could write a $200 crowd-funded 5E book ($1000 for the premium edition) for coming-of-age stories and still get nowhere near what GURPS brings to the table.
Hands down.
GURPS does these games insanely well, and there is no competition. GURPS slays other games in narrative and character-focused stories and tools. You get it all here. And you can do this with the two corebooks, no extra books needed.
And if teens in my high school can figure GURPS out, 5E players, you can too. Come join the party!
Let's say our story begins with our 18-year-old characters in their last week of high school. All stories start here. If you need inspiration, have an AI write a "teen movie" character background for you, and give it something useful to do besides copy game reviews.
Where you should start is on page B20, with the age modifiers in GURPS. Past fifteen, there are no ability-score changes, so they can be pretty average, 50-point characters, with the Dead Broke, Social Stigma (Minor), and Patron (Parents) choices. Just like the game recommends.
And a whole boat-load of disadvantages to deal with that reflect the difficulties of teenage life. This is where you're going to have the most fun. You may end up getting a bunch of character points from these, but I would not buy skills too high, since you want to reflect inexperience in practical knowledge.
Failed self-control rolls, cliques and rumors, dealing with parents and authorities, and struggles with self-image disadvantages will make your game shine. GURPS was made for this.
They haven't been through college yet, so you are not buying up medicine or any other profession to a post-college level. Sports, social skills, athletics, nerd stuff, gaming, technology, and those typical teen skills are fine within limits.
You may want to buy "teen skills" they will eventually forget, like video game skills and being an expert in Pac-Man. Those character points will likely be forgotten as the character grows older and starts to suck at Pac-Man. But for a teen, these sorts of "forgettable skills" define who they are and are important to that part of life. This also does not create pressure to buy a full set of professional adventurer skills, which may make the character boring when they are in the arcade and need to excel at Street Fighter or Dance Dance Revolution.
The dumber and more specifically silly the skill, the better it will be. Every group needs a character who is extremely proficient at launching spitballs out of a straw. Who knows, you may need that to flip a light switch in a room you need to sneak through, or knock a set of keys off a jailhouse wall. When you are down to your last three spitballs, you will know why you are the master spitballer and the chosen one.
Stupid, dumb, specific, and "why would anyone have that skill" type skills are the best for these sorts of games. The more useless and stupid, the better.
It is extremely easy to create a basic 50-point character for a game like this, and since the game won't likely center on combat, it will be mostly social roleplay, skill rolls, and dealing with those struggles and stupid plans and silly dreams so common in the genre. If there is combat, it will mostly be non-lethal fistfights, karate tournaments, rumbles behind the lunchrooms, and other things that are likely to leave their egos bruised.
Also, act insecure! If you get insulted or lose a fight, take some time to brood and lick your wounds. Struggle with that failure. Deal with being made fun of or embarrassed! This is a solid way to earn a role-playing award and extra CP, instead of acting like an invincible player-character all the time. You don't always want to bull-rush past failure, try and try again, and figure out a way to "win quick" after losing a fight. Wait a while, plot your revenge, and win in the end through a crafty plan and iconic moment.
Remember that scene in American Graffiti where one of the Pharaoh's street gang attached a cable to the back axle of a cop car? That is the sort of revenge you should be plotting. It isn't lethal; it is slapstick fun, with a ring of innocence and pranksterism. A pie to the head quarterback's face in front of everyone at assembly is going to be the best revenge, and you don't need to look through a weapons chart to make it happen.
Think like characters in a typical teen movie.
Give yourself goals and a "bucket list" to accomplish before the week runs out. Reward checking those off with character points! Time should be working against you, and you will need to prep for the prom and graduation during the week, so making skill rolls related to those will have an impact on the final day. Those activities will take time, too, like getting fitted for a suit or dress, class photos, passing the final test you need to graduate, winning the last game of the season, hacking the school computer to change your grades, or whatever else you put in here for school goals and personal ones.
This is stupid fun, as it should be!
It isn't overly violent or filled with death and destruction, but these games don't need to be. Loss and failure in these games will probably hit harder and land closer to home for many, since "not getting the girl" will probably resonate with many a lot more personally than losing your dwarf to a spiked pit trap. The laugh-out-loud moments will also be insanely stupid and fun, and you can even pull from your own life to add to the chaos - or the things you secretly wished you could do back then.
And if you ever get bored with the campaign, or want "somewhere to take this" past graduation, GURPS gives you the tools. Alien invasion? Transported to a fantasy world? Mystery detectives? Invaded by the Russians? Government conspiracy and cover-up of another dimension? Taken to fly starfighters in a space war? Break into a secure government missile system? Taken to Dinosaur Island? A strange but friendly alien is discovered and hunted by the Men in Black? Discover a secret treasure cave filled with pirates? Discover the goth clique is actually vampires?
At this point, I am listing movie and TV plots from the last 40 years, but you get the idea.
Pick up a random GURPS sourcebook, throw the teens into that, and go with it.
When the news is filled with negativity, try to find the rainbow here. Mixtape may be an average, not interesting game for me. This is another victim of overhyping. People will tear this game down for clicks and views. It is unfortunate, but whatever. I can't change the Internet, but I can look for silver linings.
But the genre is worth so much more.
And highlighting the fun we can have with the games we love and the ability to tell our own stories?
Priceless.
Good stuff.
And perfect for GURPS.









