Monday, July 13, 2026

GURPS Is the Best Low Fantasy Game

While I love Rolemaster, Runequest, Hackmaster, and a few of these other "real fantasy" games, GURPS has killed the entire genre for me. The low fantasy versions of 5E, the Conan game, any of the new "dark and gritty" low magic versions of OSR games, and low-magic variants of D&D? Yeah, those are all gone too.

GURPS killed the genre for me.

GURPS does it all better.

While these books are excellent sources of inspiration, GURPS will always be the system played at my table for them. it works the same way every time, is easy to pick up and run, and has the best combat system - and it works without combat even better than most "combat only" games.

Even a game like Shadowdark, brilliant in its own right, pales in comparison to GURPS. What thief character do I want to play? Shadowdark's d4 hit die, backstabbing, and advantage on a few skill check areas, or my fully realized GURPS thief character?

It is no comparison. My GURPS thief wins every time. This is a character who has much deeper development, a greater sense of who they are in the rules, and a more configurable and customizable skill set than a simple 3d6-down-the-line OSR thief. My GURPS thief also beats my 5E rogue by a mile, since my GURPS thief actually feels like a thief and not an MMO DPS class.

My GURPS thief feels like a real person, someone with a backstory with supporting rules to back that up, and will engage me on a deeper level than any OSR or 5E game. In a solo game, my thief wins by a huge margin, even over games designed to have solo modes of play, like Dragonbane.

When my thief navigates through a world, that character in GURPS will have a much more engaging and deeper experience than my OSR or 5E thief. The "GURPS effect" of feeling like a VR headset was put on you will hit immediately, and I will feel immersed in the world, with everything around me suddenly vividly real, mattering, and my every action has consequences - good, indifferent, or bad.

Sure, my 5E rogue gets "cool powers" - but, so what? Those are only good for combat, and they don't help me tell a story. Most of them are promises I will never play long enough to enjoy, having but never really needing. Or the fact that I only get combat powers means the game forces me down a "choice path" of violence first, thinking later.

GURPS? I can run a campaign out to 500+ points of character abilities and not get into one fight. Combat isn't the focus of this game; perhaps it is stealth and social intrigue in a Venice merchant house? Maybe my character has competent fencing skills and some excellent training, but solves most of his problems through intimidation and Machiavellian scheming.

"He's pulled his sword a dozen times, but never used it."

That is a great GURPS character.

Why all these "roleplaying-focused" streaming shows aren't using GURPS is beyond me. GURPS curb-stomps D&D 5E in terms of roleplaying support and actual in-the-book rules that support character backgrounds. It is not a guess, player choice, or sitting there and making it all up - all the character options for flaws and advantages are in the book, rules written, and ready to be used.

And for realistic, gritty combat? GURPS has dials that turn that up to 11, or down to 1. It beats many of these other "real fantasy" games without even breaking a sweat. You have as many or as few "realism rules" as you want here.

And GURPS is far, far easier than many of these games to create characters for and run.

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