Thursday, July 31, 2025

GURPS Autoduel

My brother and I grew up playing Car Wars. We would spend long summers making our own car counters with rulers and magic markers, designing hundreds of cars, and playing massive races and arena battles with each other. This was our childhood, along with the Commodore 64 (welcome back), Atari 2600, MTV (I wish I could welcome this back), and many of the other classic 1980s greats. Car Wars killed AD&D for us, and only Aftermath and Traveller survived as our generic games.

We had a role-playing campaign, and we used the Traveller book for a jury-rigged role-playing system. We did not use GURPS since basic Traveller worked exceptionally well for the tabletop game, and all the skills were perfect for the 2d6 game. We switched hand weapons to a 1d6 damage scale; roughly, 3 points of hand weapon damage equaled one point of vehicle damage.

The Traveller Book is such a great game, simple in ways that today's Traveller often overlooks, and one of the true great generic systems of the 1970s and 80s. I'm thrilled that the community version lives on today, powered by the Cepheus engine and bringing so many amazing 2d6 games to life.

GURPS Autoduel handles its own vehicle designs, but it utilizes GURPS Vehicles. Although the GURPS design system offers more options, we found it easier to stick with the classic Car Wars rules, as we had more car designs available and didn't want to reinvent the wheel. Or a few hundred vehicles. What we had, with the original Traveller rules, worked incredibly well together, but it did start to break down with too many XP and skill levels. You need to cap skills at a +4 maximum.

So we never got a chance to try GURPS Autoduel, just because we were such fans of the original game and our hacked Traveller system. I would like to try it, even with the book being for 3rd Edition GURPS, since the GURPS system is far more character-based than our sort of wargame-like 2d6 system. Just like GURPS Traveller, immersion occurs when the game system transitions to GURPS.

I would love to see the third edition templates translated to GURPS 4th Edition, for this and GURPS: Traveller. Those are great resources and give a lot of flavor to characters. When I get GCS working again, I will work on that.

Until then, I keep my counters and Car Wars books out for the memories. GURPS, one day, shall see this world again.

Wednesday, July 30, 2025

GURPS: Prime Directive

Wait, isn't there already a game based on this universe? And it is made by someone else? Yes, while we love that game too, this is something entirely different. And this is GURPS.

My brother and I used to play mammoth sessions of Federation and Empire back in the day, and we spent our summers playing that game in epic battles between all sides. There was one game where all the Gorn fleets stacked up, waited for the right moment, and they all rushed Earth in a massive alpha attack. They failed, but the "Gorn Pearl Harbor" to this day lives on as a cherished memory, and it led to a brutal beating of the Gorn by the Federation side that allowed both the Klingons and Romulans to take over vast swaths of punching-bag Federation space.

Huge stacks of counters, massive fleets, phased turns, production, sieging planets, strategic deception, setting goals, telling other players to back off to their faces, feigning treaties, double-crosses, taking worlds, falling back to defensive positions, laying a trap and luring the other fleets one star too far, and pounding the other fleets into atoms with massed phaser and torpedo fire.

AC/DC's Thunderstruck could be in the soundtrack to this universe.

This game is set in an alternate universe Starfleet Universe that was granted a perpetual license by Paramount in the late 1970s to create games. It only covers material from the Original Star Trek Series. Paramount was very cool (back then) with fans and fan support. Regardless, this is unheard of today. This makes Star Trek and its community of creators special, and I hope this legacy continues into the future. The books tell the whole story, but this is such a cool part of parallel fandom, and it is done with a lot of care and respect. If anything, this adds to the mystique, appeal, and lore of the franchise, and it is a part of gaming history.

The main wargame, Starfleet Battles, spawned several other games, including F&E and the simplified Federation Commander, which is a more accessible Star Fleet Battles-style game. Since then, the universe and game have diverged significantly from the original series and future films, becoming their own unique entity.

And lucky for us, we have a role-playing game based on this universe, written for the GURPS system.

Where the original Star Trek universe was hopeful, peaceful, progressive, and advanced, the Starfleet Universe is its parallel opposite dimension in a "dark universe" by comparison. This is a universe wracked by wars, constant ship battles, border engagements, all-out wars, planetary bombardments, taking worlds, aggressive exploration and conquest, and all sorts of reasons to slug it out with naval starships.

And to roleplay in this insane, violent, "we are trying to be the better side here, but don't push us" universe with GURPS is a fantastic experience.

This is like what if Star Trek was set in a universe that resembled World War II and the Pacific Theater. We have battleships, carriers, starfighters, marines, bombers, dreadnaughts, fast attack craft, scout ships, destroyers, stealth ships, and a wide range of other naval warfare assets. While the RPG features ship combat, the game advises you to play it with either Star Fleet Battles or Federation Commander (my choice, as it is a comparatively more straightforward game).

A part of me just loves how "wrong" this universe is with its open hostility and militancy, and the open warfare that goes on like Klingon and Romulan ships were something to "hunt down" if they were ever spotted in Federation space. We aren't talking for half an episode here and getting to know each other, and figuring out a creative way to solve the situation without violence. No, we are loading the torpedoes, charging the screens, and powering up phasers. We are sending that scrap metal to the bottom of the universe.

It is like one of those retro games where a starship is destroyed, explosion sprites appear on it, the sound effects play, and the ship sinks "down" off the screen. Down? In space? Yep, down. It may seem illogical, but we love it.

Klingon landing party detected on a planet? Send the marines down to clear them out, bomb them with bombers and fighters, or just drop a few thermonuclear torpedoes on them, and let's get out of Dodge. 

This game and universe take no prisoners. While this game can be used for a more traditional and peaceful universe, the dial can be turned up to "battle intensity rating 10" and drop you into a constant galactic war with a level of militarization, brutality, and worlds at arms that will shock you.

And the lore has diverged and considerably expanded, creating its own universe that is careful not to include anything beyond what they were allowed to do. We have new alien and space factions, along with some of the classics. The whole universe feels vibrant and alive, different yet familiar, with many of the favorites, and so many new species to meet and planets to explore.

This is the D&D in space we never got, with battling starships, planetary exploration, and familiar faces and worlds - and honestly, only the classic game Space Opera comes close. And you can still buy these games! The prices have increased slightly, but they still come with counters and maps, and this is not a digital product. They are well worth it for a lifetime of fun.

Star Fleet Battles, the role-playing game, Federation & Empire, and Federation Commander have always been a strange, quirky, fascinating parallel fan-published piece of the galaxy. It should not exist, but it does, and we love it. And thank you to the parent company for allowing them to do something extraordinary for so long; this makes Star Trek far, far cooler than that other science fiction franchise in my mind.

Amarillo Design Bureau is a shining example of what fandom can accomplish, delivering a world of fun in the often-overlooked, yet vibrant, corners of fandom that are too small to ever be mainstream. Yet the players who love these corners of the hobby are passionate and find lifetimes of fun in these games.

And this universe can be played in GURPS.

Monday, July 28, 2025

GURPS Bundle of Holding Extended to August 4

The GURPS Bundle of Holding for the Essentials bundle and both Pyramid bundles have been extended a week! If you missed out on these, you have until Monday, August 4, to pick them up.

GURPS 4E Essentials (from June 2022)

https://bundleofholding.com/presents/July2025GURPS


Pyramid 1 (issues 001-060, Nov 2008 - Oct 2013)

https://bundleofholding.com/presents/Pyramid1


Pyramid 2 (issues 061-122, Nov 2013 - Dec 2018)

https://bundleofholding.com/presents/Pyramid2

Sunday, July 27, 2025

GURPS: Star Frontiers, Update #5

The GURPS: Star Frontiers (SF) project is as easy as just playing GURPS Space at a TL10^, or it is a slog of conversions to get everything just perfect. I am opting (for now, since GCS is not working for me currently and I am back to GCA), to go with the former.

SF has always been a TL10 setting, with no blasters and only lasers. This also means that starships (GURPS: Spaceships) at TL 10 have engines that produce 1G acceleration per engine mounted in a ship's mounting space (a total of 20 spaces), and antimatter reactors that provide 4 power points per space used. This closely matches the SF ships in capabilities, without delving into the Star Wars-like TL11 super-reactionless drives, which grant 50G acceleration per engine space.

At TL11, this transition moves beyond the technology of Star Frontiers, and we are delving more into Star Wars technology levels. At TL12, this is Star Trek.

GURPS Spaceships will be your best bet for ship design, since the systems are simplified and streamlined. Even the space combat system in here is a lot better than in other books. I get trying to use Knight Hawks directly and converting, but another part of me wants a better system.


The Blaster Issue

TL11 is also when we get into blasters, and those have an armor divisor of (5), which is brutal, even to the TL11 lighter armors that characters wear. Since blasters do burn damage, they use the lesser of the two values on the High and Ultra Tech Armor Chart (B284-285), and remember, armors with the [3] note get higher DR values at tech levels past when they were introduced.

Star Frontiers features lasers, not blasters, which begins to push projectile weapons far off the stage and diminish their significance. So let's stick to TL10.


The TL10 Tactical Suit

A TL10 tactical suit has DR 30/15 (1.5x multiplier), and a TL11 tactical suit has DR 40/20 (2x multiplier). The first number is used only against piercing and crushing attacks, while the second applies to all other attacks.

So our TL10 laser pistol does 3d(2) burn damage, and our TL10 laser rifle does 5d(2) burn damage. We round down for character feats and combat results, so the DR 15 tactical suit protects against 7 points of damage. It still provides us with a good measure of protection against a 3d(2) laser pistol and halves the damage of a 5d(2) laser rifle.


The TL 11 Tactical Suit

Okay, let's move on to TL11 and blasters, as well as the same tactical suit. A TL11 blaster pistol is 3d(5) damage, and the rifle is 6d(5). Even with a 20 DR TL11 tactical suit, that divisor of (5) knocks the suit down to 4 points of protection, giving some protection against the pistol and almost none against the rifle.


The Battlesuit

To protect against blasters, you start to need full TL11 battlesuits at DR 140/100. With the divisor of (5), that puts the battle suit at 20 DR, which makes pistols worthless, and rifles have a slight chance of getting through. You need that heavy blaster of 8d(5) for battlesuit combat, and that is on average an 8-point penetration.

Mount a TL11 light force screen on that battlesuit (UT191), and you gain 200 points of semi-ablative DR, which will withstand a few hits before the operator is scrambled.

Battlesuits at TL10 are somewhat unusual at 105/75 DR, and you need to consult GURPS: Ultra-Tech to find a weapon that can penetrate them at that tech level, specifically the semi-portable plasma gun (UT128), which deals 20d(2) burn damage. So, halving our battlesuit DR to 37, the average of 20d is 70 damage, which fries the inside of the suit like an egg. Traveller players know this weapon well, the feared PGMP, plasma-gun man-portable.

The heavy plasma gun at this TL is also an option, dealing 3d5 (2) damage on average, for a total of 55 points of damage against the 37 DR, resulting in 18 points of penetration. Portable railguns (UT142) work, too. Battlesuit combat is out of scope for Star Frontiers and better suited to Traveller. Still, it is fun at TL10 to try to find things to crack these battlefield nuts.

But that "high-tech personal armor game" gets dodgy at TL11, and the regular adventurer armor and weapon types work better with the lower armor divisors of lasers of TL10. If you use TL10 Gauss weapons, that is an armor divisor of (3), and the armor becomes slightly less effective. Even TL7 battle rifles with APHC ammo do 7d(2) pi-, which can punch holes in DR 30 TL10 battlesuits. The armor and gun game at TL10 is still functioning within the range required for Star Frontiers to maintain that mix of weapons and provide interesting personal combat without automatic one-hit kills.


Why All the Math?

5E players are probably reading this and have their eyes glazed over at this point with all this number crunching. Hey, this was the 1980s and 90s, and we didn't have smartphones; we only had graphing calculators. And those were cool. Nerds did math, and we loved it.

Why are we going through all this trouble of matching up armors and weapons? Well, part of the Star Frontiers genre was "fun space combat," and we need to ensure that map-based battles against robots, space pirates, alien creatures, and evil space aliens go relatively smoothly. At TL10, a mix of energy weapons and projectile weapons is still feasible, the armor game feels compelling, and people aren't walking around with one-hit-kill disintegrators.

We are trying to create a "D&D in space," which is what the original game aimed to do, targeting a younger audience. The balance between energy, melee, and projectile weapons needs to be kept. For us, the universe and its adventures were a success, and we remained in this universe for decades afterward.


Hardened Armor?

There is a solution with advantages for high armor divisors, but it requires careful consideration. On page B47 under Damage Resistance, there is an option for Hardened armor, which reduces the armor divisor by one step.

This could be applied to personal armor if you found it too weak, and would increase the armor "point cost" by 20% per level. A (2) would become a (1), a (3) would become a (2), and a (5) would become a (3). This will seriously alter your DR game with high-tech weapons, and possibly unbalance combat, but it is an option within the rules. I wouldn't go overboard with this, but it is a tool in the game that can pare down those high penetration divisors.

Just call them "advanced materials" and double the cost of the armor. Make it lose 1d6 of DR per penetration (due to the hardness making it shatter easily), or adjust the balance accordingly.

Two levels of Hardening on a TL11 tactical suit would take a (5) penetration blaster down to a (2), give us a DR of 10, and even the odds a little against that 3d blaster pistol and 6d blaster rifle. That would be my limit for TL11 weapons and hardening, but it puts some "gameplay" into the armor game at those TLs and solves the "cracked like an egg" problem of high-tech energy weapon combat.

You may want to limit this to "just energy weapons" (15% instead of 20% per level) since these armors are already tough against piercing and crushing damage. GURPS provides us with tools to adjust things if they feel like they are detracting from the fun in our games.

This is what fluency in the system gives you: access to the best tricks and tips on how to optimize the system's performance. The more you learn and play GURPS, the better it gets.

Saturday, July 26, 2025

GURPS Summer Sale 7/26-7/28

https://warehouse23.com/collections/sales

The GURPS Summer Sale runs from July 26 (today) through Monday, July 28, as we enter the final days. There are numerous great deals on PDFs, and the core books are also on sale for those new to the system. Now is a great time to jump in and see what all the hype is about!

YouTube: Nosh Solo, Keep on the Borderlands

 

Nosh Solo is doing a fantastic series of solo plays on YouTube, going through the classic Keep on the Borderlands with GURPS 4e. We get seven 100-point characters, built off Dungeon Fantasy templates, going through the adventure. This started a few weeks ago, and it rocks. Let's show our YouTube creators some love and support this weekend!

This is like listening to a fantasy adventure podcast for GURPS, and it inspires me. This is so well done, and it needs more views, comments, likes, and attention.

This is like a look into an "alternate universe" where Steve Jackson Games got the rights to D&D and used the GURPS rules for the game. It is such a different experience, much more story-based, much more gritty and realistic, and a far better "narrative game" than even the "narrative-focused" games we have in the hobby today.

Grounded, gritty, realistic, historical, and hard-hitting fantasy? GURPS does it the best.

And this is one of the best solo plays in GURPS, and it is currently being developed! This hasn't ended yet, and it is time to jump in, follow along, comment, and join in the fun. We have seven so far, and catching up is not that hard and quite enjoyable.

If you start a podcast or live play series this weekend, definitely make it this one.

Friday, July 25, 2025

GURPS Just Drops In

GURPS fans are familiar with this, but since my other blogs have been gaining a lot of new views, we may be attracting a lot of new readers here, as my sites are like a spider's web of games and interests. There are times when I like to write thoughts for people who stop by and wonder why I cover GURPS and why I consider this game one of the best of all time.

GURPS just slots into anything. While I know Castles & Crusades gets called a "Rosetta Stone" game for any edition of D&D, the real Rosetta Stone game for any setting is actually GURPS. While Castles & Crusades has a modern-pulp game called Amazing Adventures, nothing compares to GURPS and the promise it delivers on:

  • Any character.
  • Any world.
  • Any time.

That last one, any time, is so amazing. Unlike D&D and even Pathfinder 2E, you are limited to one world and a very narrow range of technology. Even if you try to use D&D for a "swashbuckling high seas and pirates" game, you will have characters flinging fireballs and magic missiles, and it will just feel like "a D&D game with pirates." It won't really be anything different than putting pirates in a Forgotten Realms campaign, and you will be back to square one.

Eventually, D&D's meta-setting will creep back into the game, and you will be doing planar travel and leaving those grand-masted pirate ships behind. The entire point of your campaign will be lost. The game's rules are designed for a specific planar progression path, and even these days, extensions such as bastions will hinder you every step of the way. What good is calling your bastion a "pirate fort" if it can never be attacked and destroyed? Who cares about pirates if mind flayers and beholders are sailing around on much-better spell-jammer ships?

In GURPS, I can work with my players to define a game, including the appropriate character types, the technology level of the game, and the campaign's flavor. If there is no magic, there is no magic. If the only way of travel is tall ships, walking, and horses, that is it. If the game focuses on pirates and the navies of early colonial nations, that is the game. If the players are the commanders of a pirate ship, we can use generic NPCs for the crew, and do not need to create every character on the boat.

And I can do all of this with the basic GURPS books, and the extra sourcebooks exist to do more of the work for you in researching the area of interest. You buy a sourcebook, and you now have an "expert resource" to draw from! This makes your period-specific game even more authentic and realistic, and provides suggested ways to handle the different challenges of playing in such a setting. You get setting ideas, character options, history, flavor, settings, special game systems, and adventure suggestions. The book reads like a wealth of information and resources, engaging your mind and sparking excitement about exploring a world like this.

One of the biggest challenges to GURPS is getting fluent enough in the system to "get there." However, the most straightforward approach is to download the free GURPS Lite, invest in a sourcebook, and simply wing it to the best of your ability to start to see if you like it. Yes, you will likely be "playing it wrong," but there is nothing wrong with that! We all start playing any new game completely wrong, and the process of learning something new is fun.

You will be creating basic characters, rolling 3d6 or less, sailing around on pirate ships and having swordfights, firing your flintlock pistols, hearing the roar of the cannons, and completing a sample boarding action to steal the treasure of a corrupt and wealthy merchant king.

Accept that you are doing it wrong, have fun, and use that experience as a springboard to learn different parts of the game that interest you, step by step.

Now compare this with the D&D and 5E models. You want a pirate-themed game! Let's either wait for a Kickstarter project or go search DriveThruRPG for a 5E pirate-themed supplement. If it is a Kickstarter, we are likely waiting a year for fulfillment and out a hundred or more dollars. If we want a hardcover on DriveThruRPG, that is about the same price as these days, given shipping.

Let's say we can find one. Let's hope it is well-researched and generic enough that we can use it for our setting. It may be tied to its own setting and have shark-men or something, which may be cool, but all of a sudden, our historical game is out the window unless we want to limit character options.

Now, let's set up our game. We want a historical game, so here comes the massive list of "no's" in character creation. We need to cut out most of D&D's race and class options just to get something close enough to what we want. None of what remains is a perfect fit for the characters we want, and eliminating certain classes and powers will significantly alter the game and disrupt the balance. D&D will continuously fight us when a character levels up, and you need to tell a player "no" on every option.

D&D's spells and default world model will fight you, too. You need to start banning planar travel spells, all of the gods, healing magic, spells that replace cannons, most of the magic items, various monsters that just don't fit, and the ban lists just go on and on. Just to get a new player into the game will require them to read a list of banned options and items as long as a book report. The game's balance will be broken. It will likely work for the first five levels, and then the game will break apart, and the challenge will be gone, or so impossible that people will wonder why they are playing this freakish mess.

And we don't have ships, cannons, history, a world, ship battle systems, and there is so much else we need to buy or create ourselves. Forget it, let's just play D&D with this set of rules. It is too much work trying to make it do anything else.

It is a lot of work just to play that pirate RPG that you may have seen in a movie and wanted to explore.

Becoming fluent in GURPS, a game that people say is "notoriously complicated" (it really isn't), is far easier than modding even the core books of 5E to do a new idea. D&D is only suitable for D&D. Even teaching GURPS to new players is easier than modding 5E and paying tons of money to Kickstarter books that will never support the simple thing that you want.

I just want to play a pirate! Give me a saber and some daring-do sword fighting skills and acrobatics! Give me a flintlock pistol to fire a single shot off as an attack option! Let me swing on a rope over to the other ship and join the fray! I want to be a pirate!

Okay, D&D says, you are a fighter. Are you wearing plate mail? Because you need plate mail. Even if you are a rogue, are you sneak-attacking? Picking locks? The D&D class abilities are all wrong for this! Nobody wears a plate on these ships; it is too heavy to swim in, and that is certain death by drowning! And don't give the excuse of "well, I have quick-release straps." Good luck with that when you are dropping like the ship's anchor into the cold darkness, and rolling to remove each piece.

Even in 5E, each piece of plate armor would be an action to unhook, with a roll that can fail for each, and that can add up to dozens. The armor is lost forever. If you are wounded, you likely won't even get a few pieces off before you drown. Even healthy people would struggle, and it would be a miracle to survive. You would need to pull off a Houdini-like escape.

In GURPS, here are the handful of skills you need. You have a few ability scores. Over there are your hits and move score. This is how combat, parries, and dodging work. Okay, now you know the game. Here comes a merchant crewperson with a saber. Now you can fight them in one-second combat rounds. Do one thing and don't worry about "action types" or "action economies." What one thing do you do? Close? Do defensive? Draw your flintlock so you can fire next turn? Can you quickdraw your flintlock and fire in the same turn? Do an all-out attack?

All the combat options are built into GURPS' combat system and not hidden in subclass abilities across a dozen classes. They are not hidden in feats. Anyone can accomplish these things if they possess the necessary skill levels. GURPS combat is easier than D&D, since nothing is off-limits and every combat option is universal.

But I have superpower-like abilities in D&D! If that is a part of your game, give casters "magic superpowers" like fire bolts, magic shields, healing hands, and other powers. You don't even need to use the spell and magic system. GURPS does that too. If you want a realistic world with no magic, you can do that too. If you wish to have a special magic system, just a thaumaturgic or shamanistic one, you can do just that, too. You don't have to "take the whole bag" of the D&D spell and magic system.

Becoming fluent in GURPS, which is not particularly difficult, is far easier than modding D&D.

And once you do, you unlock the ability to create any game, in any world, at any point in time. If you want to make "My Favorite Movie: The RPG," you can do that, too, without D&D getting in the way.

So many doors are open to you once you grasp a few simple GURPS concepts. All of these are in the free copy of the GURPS Lite rules.

Playing D&D is like playing a video game.

Playing GURPS is like getting an education and being able to make any video game you can imagine.

Monday, July 21, 2025

GURPS 40th?

According to sources, GURPS was released at the Origins Game Fair on July 3-6, 1986. This was not the Man-to-Man books, but the first edition release of the game.

This would make next year, July 3, 2026, the 40th anniversary of GURPS.

This is the ruby year, marking a significant milestone for people to come together. I would love a crowdfunded special 40th Anniversary red faux-leather edition of GURPS Characters and Campaigns, featuring a striking red cover, to commemorate the occasion. Clear red d6's and other add-ons would sweeten the deal.

We need a special community day, like Goodman Games does for Dungeon Crawl Classics, where volunteers run GURPS games at hobby shops, talk about the game, and just have our community's own little anniversary day, like a GURPS Day, every year where we spread goodwill, get people interested in the game, and share positive articles and information about our favorite game.

DCC Day last weekend was fun, and I shared little reviews and commentary about the game in a flood of articles. I think I wrote eight and shared all weekend for people looking for DCC content to "be in a place" and "read together." My general roleplaying site (SBRPG) received a significant amount of traffic, approximately five times the normal amount, as people searched for DCC Day and discovered my blog. I shared the publisher link for the local hobby shop events from the company site, so people could find it and join in the fun, meet other players, and get to know people at their local hobby stores.

I love these hobby-positive events and community organizing. It not only connects players to other players, but also strengthens local hobby shops and the community ecosystems for local gaming. Gaming is a grassroots, face-to-face social activity, and anything we can do to support our community and message makes our game stronger and our community the best place to play together.

GURPS needs an annual GURPS Day.

And we need to do a bunch of fun things for GURPS 40.

Monday, July 14, 2025

Wildcard/Bang Monster Skills

When I do my quick-and-dirty B/X monster conversions from old-school games such as Basic Fantasy, I will assign them a hits value based on my conversions, give them a base damage value based on hit dice, and then for most everything else, combat skills, special attacks, defenses, and other powers - I will just assign the monster a simple wildcard "bang skill" that is a catch-all skill roll for anything the beast is likely to do.

These are explained in the GURPS Basic Set Characters book (B175), and they are meant to group together like skills for a simpler game. An example is the skill Detective! in the game, which groups together all specific skills in their area, such as the ones a detective is likely to know.

So, in this case, a goblin gets the Goblin! skill, and a giant spider gets the Giant Spider! skill. If my goblin needs to make an attack roll, be sneaky, disengage, set a trap, hide, or do sneaky and stabbing, I would use the Goblin! skill. For my giant spider, that skill covers ambushes, hiding, wall crawling, web throwing, entanglement in spider webs, spider poison, scampering away, grappling, seeing in the dark, sensing movement, and spinning webs around a grappled character.

The critical part of this second case is that the wildcard skill covers "monster superpowers" that a monster should naturally have. Want to resist the spider poison? Opposed HT roll (Contests, B375) versus the bang skill, or you take the damage or effect. Web entanglement? Opposed ST roll versus the bang skill.

You can even use the Margin of Victory (B375) as a modifier to the effect roll, such as a spider poison being death on a loss difference of 6 or greater, damage for a failure of 3-5, nausea on a failure of 1-2, and no damage for any success.

I typically set this skill to 11+ the monster's hit die rating in B/X rules, and the Basic Fantasy set is just as good as any to use for this, plus the PDFs are free. That is a good baseline, and some "zero hit die" monsters, such as goblins, will just default to an 11-minus roll for everything.

If a power needs an exceptional modifier, let's say my Giant Spider! skill is at a 12-, I could modify STR-based rolls by a +4 (to the skill level) if I want that spider to be stronger in terms of grappling and STR-based checks. These one-off modifiers are easier to track than a complete design, and they add a little extra flavor to the monsters beyond just assigning a bulk skill level for everything. I could throw in a +2 skill level to web-based rolls if this type of spider is primarily known for its web-spinning and throwing powers.

More hit dice? That is going to be a higher base skill level and a more brutal monster to fight. Please remember that parry and dodge ratings are exceptional and should be rated in the usual GURPS manner (see my B/X conversion page), or else the fights will quickly become frustrating as high-level monsters will always be able to dodge and parry any attack coming their way.

One to three special case modifiers are enough to give any monster a custom feeling that avoids it from being too generic. If a monster is really good at flying, give it a bonus there, and so on. You can also add penalties, such as making an unintelligent monster, like an ogre, penalize its IQ-based rolls, perception, and other areas where you want it to be weaker. This makes ogres that are easily tricked, or ones you can try to sneak by while they are sleeping.

For the effect value, I will calculate a base damage or effect die roll based on the hit dice, but otherwise, most results can be figured out using opposed skill rolls, like "spiderweb strength versus character ST."

The best part about wildcard monster skills is that they can be used for mobster thugs in a 1920s Noir game, alien creatures in a science fiction game, enemy soldiers in a WW2 game, planar creatures in a plane-walking campaign, robots in a steampunk game, armored clone troopers in a space opera game, zombies in a post-apocalyptic horror game, orcs in a fantasy game, or any monster or enemy for other setting or world imaginable.

I can even rate "non-monster" things, like traps or automated gun turrets with a similar system, as long as an opposed skill roll can be used to defeat it, there is no reason a puzzle, computer security, or a lock can't be given a wildcard skill. The characters make an opposed roll to beat it. This differs from the GURPS way of doing things by rating tasks with a difficulty modifier (easy, hard, etc.), but it gets us to the same place just as easily (and maybe with an extra die roll for the opposed side).

I do not need a massive bestiary for every world I visit, and this makes GURPS a faster and easier game to run for any genre than games that require huge monster books, such as D&D. While large, detailed bestiaries are nice and an invaluable resource (thank you to our devoted fans and community members who pour hours into these and generously share them), GURPS gives us the tools to "wing it" when those resources are not available, or we just need to have something quickly and off-the-cuff.

GURPS becomes very easy to run with the tools the game gives us; all we need to do is figure out creative ways to apply them to our games.

Saturday, July 12, 2025

Western Realm Atlas, Worldbuilding

I like converting campaign worlds to GURPS, but I often feel the original systems were just "made" for them. My current campaign is set in the Aquilae world, which is an extraordinary setting over on DriveThruRPG, which is a system-neutral setting where you can do anything you want. It's just maps, roads, towns, cities, kingdoms, ruins, and terrain, and you fill in the rest. For creative people who want to fill in "what goes where," this setting is a fantastic canvas. Those who want a fully developed setting will find this lacking. I love worldbuilding given a set of parameters, and having a setting where I can just "fill in what I am given" is endless enjoyment for me.

Aquilae is sort of like a "paint by numbers" campaign setting, where you are given a premade picture, paints, what color goes where, and you fill in all the rest. True artists will hate these, but they can be fun projects that are relaxing and low-key chill. It doesn't matter if it looks different than the picture, as skill varies and people may make other choices. Do you want to put in a fluffy cloud layer in the middle ground? That is your choice, go watch a few videos on how this is done, practice, and add that to your masterpiece. Want to blend colors and create a pretty shade of green (for color 45) with a hint of blue and purple? Go for it! The guidelines are here, but you can be infinitely creative within them. In the end, you will have something you made by hand, with your own personal touches.

Everyone can feel like a world builder, just like everyone can feel like an artist.

Yes, GURPS: Forgotten Realms is fun, and it plays very nicely, but a part of me will always see that as the AD&D world, before all the novels, that it was in our campaigns. The same with Dark Sun or Greyhawk, those will always be tied to one version of AD&D or another. GURPS versions of these are fun, but I feel at home in them with a decent first-edition game, such as Adventures Dark & Deep, or even Castles & Crusades.

Also, other settings that were designed to fit a theme are fun, such as the Conan-inspired Savage Thule, but if I am playing GURPS, I am playing GURPS Conan. Some of the "flavored" 5E settings are very well detailed and make fine GURPS settings, but given a choice, I will play GURPS: Vikings over a Viking-themed 5E setting. While these are fun, they are more "best of" and "tribute" settings when GURPS can give you the real thing.

And Harnworld is also a fantastic GURPS setting, one of the best. This is my dream GURPS setting for a serious, meaty, political game. It is not so much a "dungeon" setting as it is a "Game of Thrones" one. I could put dungeons on the map, but the world is far more interesting to explore and meet the people of. Everything you can ever want in a classic Middle Ages setting is here.

Something keeps me coming back to the very strange and almost quirky Aquilae setting, a system-neutral setting by design, that lets you fill in all the blanks. It is nothing more than a giant hex map of cities, roads, and optional GM's information on ruins and other secret places. You do with it what you want. Harnworld assumes "you read the books," where this setting "has nothing." 

That is a freedom I like, since there is no required reading (while fun), and if I want this city to be one thing, and that another, I can just have it. This kingdom in the middle can be the evil one, and the two on each side are good, but weaker. There are plots and motivations in my head. If I need NPCs or taverns, I have plenty of random charts. Maybe the evil king has a black dragon he rides and sends on missions. There are ruins and dungeons out there, and I get to make them myself.

It is much more of a sandbox canvas for my ideas than it is anything else. It gives me a map and names, and I do whatever I want with them. Another thing I like is that the world does not rely on a set of monsters being the villains; I can use whatever I like, the monsters from Dungeon Fantasy, some of the excellent GURPS bestiary conversions on the Internet, my B/X converted monsters, or any other monster I want. Also, there are no assumptions on fantasy races here; if I wanted this to be all human, I could have that. I can put the standard four here, or go all out with the modern mix.

Anything I want, I can have.

Just like GURPS.

Thursday, July 10, 2025

Starfield

I have an admission, I just started playing Starfield. Are you this late to the game? Past its first expansion? Past the paid mods? Past the point where all the modders supposedly gave up on the game? Past the point where all the YouTube channels are trying to bury this game with clickbait videos?

Yes, I am that late.

I will avoid all the previews and trailers of movies and wait for the film so I can be surprised. I will not spoil the experience. I'll wait for a game to patch up and "get good" before committing serious time, and I'll avoid the playthrough videos. I will avoid spoilers.

Now I am playing, and for the first few hours, I am enjoying the immersion.

And I know, the game is broken, gets repetitive, has serious flaws, lacks depth, and all of the other things I have heard about it are likely true. The hardened, jaded gamers are probably right on this one, and I will likely end up feeling that way, too, by the end.

But there is one thing I love about this game.

It is the illusion of living in a science-fiction universe.

Granted, I know nothing, and I will eventually see how fake everything is, how this is all a Hollywood stage set, and how this is just a huge ruse and the wool is being pulled over my eyes. You are living an elaborate lie. All these systems are just fake, and you have not hit the grind where you hate everything in this synthetic digital life.

And yes, getting your first starship for free was strange, maybe it was a mod, I don't know. Also, how people immediately trust you and give you jobs and positions of power is also strange, but a game has to be a game, you know. I also have a few mods that liven up travel with POIs and combat encounters, so this will be more like an RPG experience where travel is combat-filled, allows exploration, and is engaging. There will be a lot to do out here.

But I am enjoying this "magic trick" for what it is, for the first few hours that I do not know better, and I am actually in a living, breathing, science fiction universe where I am a tiny person in a sea of stars.

Then I thought of GURPS: Space, since this is totally GURPS: Space. This is what living in a science fiction RPG is like. I don't like the "make it Star Wars" mods for this game, since it's not Star Wars. This is our best example of a generic science fiction universe (minus intelligent alien life) that we can see, explore, and exist inside of. We have human factions, alien monsters, and a mind-boggling number of worlds. We have cities and outposts. There are corporations and space criminals. We have space stations and ships flying around out there in the stars.

Having a living, breathing, visual model of a universe is an inspiration.

This is cool.

Know when inspiration grabs you, since it is the ambrosia and nectar of the gods when it comes to roleplaying and creating universes and adventures. This is what drives us, these magic feelings where we feel anything is possible, and all I need are the tools to express it.

GURPS is the best toolbox in the world to build dreams with.

Monday, July 7, 2025

GURPS: New Bundles of Holding!

https://bundleofholding.com/presents/July2025GURPS

https://bundleofholding.com/presents/Pyramid1

Let me pass this along from the GURPS Discord server to amplify it. We have two amazing Bundle of Holding offers for GURPS, and these only last a few weeks, so jump in!

We get one amazing collection of GURPS 4E Essentials for only $20! Get started playing now with this amazing collection of:

  • GURPS 4E Basic Set
  • GURPS Template Toolkit 1
  • Adaptations
  • How to Be a GURPS GM
  • GURPS 4E GM's Screen
  • ...with extra items for a threshold price boost!
    • GURPS 4E High-Tech
    • Ultra-Tech
    • Low-Tech
    • Bio-Tech
    • GURPS Mass Combat

If you ever wanted to get started with the best RPG ever made, now is the time!

The first Pyramid collection includes five years of magazines for $50, featuring over 2,400 pages of articles and reading material. This is almost too good to pass up! I have not gotten many of these issues, so you know I will be jumping on the Pyramid magazines. There is a second one coming, too, and I am jumping on that.

It feels like GURPS: Christmas around here all of a sudden.

Saturday, July 5, 2025

GURPS as a Forever Game

There's a new question on YouTube: "What is your forever game?" This is a sort of question asking, "If you could only have one game, what would it be?"

Many are pointing to AD&D 2nd Edition, which is a good choice for a dungeon-style game. Others recommend Savage Worlds, which is also a good choice and arguably better than AD&D, as it can be applied to any genre. But in my mind, there is only one forever game. It is a no-contest, hands-down winner.

The best forever game is GURPS. It's not even close; even if I had to create character sheets by hand, it would still be GURPS.

The versatility of this game is fantastic. I can adapt any book, movie, IP, TV show, comic book, or graphic novel into a game. I can take any setting from any other pen-and-paper game, fantasy to sci-fi, and turn it into a game. I can take any video game and turn it into a role-playing game. Put GURPS in front of anything, and it becomes a game.

And there are whole shelves of games I do not need if I have GURPS.

During the Pandemic, the first game I started collecting was GURPS, because if the world ended, I knew that game would give me the most fun in isolation. I would not need "content streams" for it, Kickstarter projects, or anything else but the two core books. Software is nice, but GURPS is not that hard to hand-create characters for. The other books were still great to have, but not really core to the "forever" game.

That still holds true; games have come and gone since GURPS, and very few of them have managed to keep my attention. With 5E, it is always "the latest thing." With OSR games, it tends to be "the gold standard." Then there are a few publishers who put out interesting stuff. Some use very unique art styles, such as those found in Dragonbane or Dungeon Crawl Classics. While GURPS is not the most popular, nor the most complete, nor the most compelling art, it wins where it matters: in the rules.

The rules of the game are where it matters. If I am going to play a game "forever," all that will matter are the rules. Everything else is secondary. While 5E has a lot of rules, the entire game is a house of cards that, at its core, is no different from an OSR game; the difference lies in the intricate, carefully designed, finely tuned, and fun-optimized class designs and those "trees" of options. This is no different from an MMO with a "talent tree," and one thing about those designs is that they have a short lifespan before the tree needs to be cleaned out and updated.

Character classes designed like talent trees put an artificially short lifespan on your game.

I would rather have a game that offers a comprehensive, DIY character creation system.

For a "forever game," I will get sick of 5E's character classes after two or three campaigns and be looking for something new. The choices will be the same. Exploits will be found. Some options and combinations will be garbage. The only way to keep this system fresh is to multiclass, which extends the game's lifespan somewhat, but it ultimately reveals critical exploits that break the game. Another option to keep the game fresh is to continue purchasing expansion books to acquire the limited number of class options they offer.

D&D 2014 and 2024 were always "live service games" that dropped a few new things in each book, forcing you to buy them to alleviate the stale set of options and refresh those character builds.

With GURPS, I am the designer. If I want to break the game, I can, but out of respect for the game and my campaigns, I won't. The options never get stale. There are no "talent trees." I don't have to pick a character archetype, which is a limit on choices. With GURPS, I have an infinite number of options.

There is a power curve in D&D games, much like in video games. If I lost that and switched to a flatter-balance system, like GURPS, I wouldn't mind at all. Not all worlds should "scale" like a videogame, and flat-balance fantasy worlds where skill matters and hit points are lower are entertaining. Every blow means more, and the game is more deadly. Magic is more powerful. Every point of skill is critical.

You do not need a lot of enemies to have challenging encounters, and on a flat power level, enemy skill matters more, and the game is easier to balance. I can have a small, one-on-one combat in GURPS and have it mean more than a one-on-one combat in 5E or an OSR game. My fighter is facing off with a goblin in a dungeon room? That could go a lot of ways, good, bad, or somewhere in between, with 5E or the OSR. I may lose a few hit points. I will heal, and in 5E, it is gone after the next short rest.

With GURPS, that goblin's life meant a whole lot more. People often prefer not to think about this, and D&D provides them with an easy set of "rose-tinted glasses" to look through when considering combat. In GURPS, I have the skills to defeat that goblin through many more means, without killing, and like a proper old-school game of the 1980s, combat is deadly and serious business. No matter how good you are, one lucky hit can be your end. "To kill" is a vast choice narratively. In D&D, they reduce killing to making enemy sprites flash and disappear, much like in a video game.

GURPS will give more narrative weight to combat and violence, resulting in a more satisfying experience for storytelling. For a forever game, GIRPS will win in the narrative storytelling area every time.

What makes the perfect forever game?

It isn't the number of books, the art, or whether it excels in one niche; if it has pool mechanics, uses tokens or cards, or is even a generic game.

It will always be the rules that elevate a game to the status of a "forever game."

For me, GURPS is it.

Wednesday, July 2, 2025

Power is Earned, Not Given

The best part about GURPS is that there isn't a game designer sitting behind the curtain telling you what your character can and cannot get. I pick a ranger. Well, I have limited choices. I am "allowed" a subclass, which only one of them will be helpful anyway, since I am optimizing my build, and I am not taking 2-weapon fighting if I am a bow specialist.

All the choices are laid out for me.

In a tiny little box.

And then, a few months down the line, you get this strange feeling that you aren't keeping up, and other players are having way more fun than you. Then you go online. And your worst fears are confirmed. Yes, in this edition, the ranger sucks again, and we will be waiting for a book that fixes them, again.

Some 5E variants get the base classes right, like Tales of the Valiant. D&D 2024 features some hilariously overpowered builds and classes, which are intended to sell the game. Even when a game like ToV nails the base classes, I'm still sitting there, getting what the game designer gives me.

Do I want my ranger to do something different? Then I need to multiclass, and I will never reach level 20 in my primary class. There are multiclass builds that are traps and doom your character to never being viable at higher levels of play. Some are horribly broken.

In GURPS, I am the game designer. I have the power. My ranger is precisely who they are. If they want to be a bard for a while, and then a mage, I pay the character point costs and do my best to reflect what my character has learned.

This does come at a cost. I can design a 300-point character who has a few hundred skills, all at 11- and "knows it all," but never really reach the power level of other 300-point characters who spend their points wisely. There is a "design maturity" in play here, not to exploit and have one 24-minus skill, so players are encouraged to spend sensibly and not cheat themselves when handling character improvement. Stick to the skill level guidelines and use those numbers as realistic values for "who is best in the world" in this campaign setting.

Also, GURPS relies on nobody taking advantage of the rules. This is entirely unlike 5E, where designers are often required to prevent players from exploiting the rules. GURPS is a more mature game where the referee and players collaborate to create stories and balanced characters that make sense within them. There are no narrative mechanics or pools; the game does not need them. The character is king in GURPS, and they also define the stories in which they participate.

In GURPS, I earn my power, and if I really want something, it means I do not get the other thing I may wish to have, either. Nobody "gives me powers for free," I pay for them. There isn't a game designer and their magic wand flying around and hitting you every level up to grant wishes.

I want that cool combat reflexes advantage to reflect my years of battlefield experience. In that case, it will come at the expense of my tracking, survival, hunting, wilderness navigation, archery, and other skills I use every day.

I need to make a choice every time. What will be more useful to me? What does my party need? Are we finding ourselves struggling to survive in the wilderness, or do we need me to perform at a higher level in combat?

Every choice is a hard one.

I am not "falling asleep until level three" and grinding XP any way I can. I am not "looking seven levels ahead" and getting bored with my current set of powers. I may have ten character points saved. What am I going to do with them? Do I really need a skill now? Do I wait for that really cool thing? Is there something else I want to learn or do?

And given enough points, my GURPS character can wipe the floor with a similarly epic 5E character any day. The power level in GURPS scales to any level, as long as you can conceptualize it. Refactor your fantasy heroes into superheroes and push them even further. Or start your characters as superheroes in a fantasy setting, just frame the powers as "fantasy superpowers," which is precisely what 5E is doing. Fire blast? That is a magic power. A mage has that. Make it a superpower and call it magic. No spell slots needed, just a FP cost. Want a new superpower? Pay the CP.

You can design your powers any way you want here. Want your ranger to have an "arcane explosive shot?" Design it as a superpower. Buy it with CP. You have it. There is no need to look for a game that does that, or wait for a third-party Kickstarter book, and spend more money.

GURPS is the superior game, especially if you're passionate about game design. You have the tools.

GURPS is also a better narrative game than the overly complex and convoluted systems that are emerging today. They are pretty, but turn out to be bookkeeping nightmares after a few sessions, and you just want your life to be simple again with a character-focused system that puts you in control.

While these "railroad advancement games" can be fun if executed correctly, they are challenging to implement, and we end up with numerous versions and flavors all competing to achieve the same goal. Wizards has been redesigning D&D for the last 25 years and still hasn't gotten it right. People have given up and gone back to the OSR. GURPS has been sitting here all along, and it remains a solid, fun, and compelling game.

With hard choices that force me to think. These are not taken away from me by a game designer who "knows better than I do."

If my ranger wants to go all social skills for the next 50 CP and get involved in kingdom intrigue, that is how the story goes, and how my character develops. In D&D, I gain XP, and my social skills remain the same, yet I somehow improve at killing things? How does that help the story? How does that reflect what my character is actually doing? Am I happier playing this court intrigue storyline with lousy social skills that will never improve, and somehow I can kill the next owlbear easier?

The game forces you to be a better killer with every level, and disincentivizes you to do the things currently happening in the storyline that you enjoy. You are not rewarded with better social skills in any way. You could consider a feat, if the game offers social feats, but that's a weak solution to the problem. And in most cases, you are waiting for the book to come out that has the social feats you want, and it is too late, having spent more money on things the game should have had when you needed them.

Be careful of these games that put your advancement on rails and take personal growth and character development away from you. That does not help the story, make you any better at playing in it, or accurately reflect your character's growth and development.

These games can hurt your storytelling because they refuse to let your characters learn and grow from it.

I want a game that allows my characters to grow in response to the events unfolding in the story, whether through combat, social interactions, exploration, science, survival, repair, medicine, or any other narrative arc in any area a story can go. I want a game that "stays out of my way" and doesn't introduce narrative pools and mechanics that can detract from what we all want to happen. I want a game that forces me to make tough choices as I progress. I like the referee to be freed up to be creative.

GURPS is the superior narrative storyteller game.