Showing posts with label learning to play. Show all posts
Showing posts with label learning to play. Show all posts

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.

Friday, June 27, 2025

The Cinematic Campaign

"The 'cinematic' campaign is one where realism doesn’t rule – because if it did, it would constantly get in the way of the story. In a cinematic campaign, swashbuckling heroes can defeat dozens of foes because the story calls for it. Spacecraft whoosh or roar in the silence of space because fast things whoosh and powerful engines roar. Rightness always overrules mere correctness." - GURPS, Basic Set, Campaigns, page 488.

Cinematic here seems to imply "pulp adventure," but in reality, it can refer to any cinematic genre. The rules favor pulp, as it is the best example of a cinematic style, but I argue that any style is a valid one, as long as it is established, adhered to, and agreed upon when the game begins.

If you are playing a GURPS: Back to the Future game, you need that fish-out-of-water, time-travel, slapstick humor level of genre. I usually have three qualifier words to describe my settings, and I stick to those as a universal rule. If something conflicts with a rule, then it "gets in the way of the story" and is changed. In Back to the Future, people aren't getting shot and stabbed, so that does not happen like it would in real life. If it does (in Doc's case), it is the "bullets make someone fall down" sort of moment, like an old-time Western TV show, and it gets later retconned.

However, GURPS gives us the freedom to establish these cinematic parameters and reach an agreement on them before play. Unlike modern "dramatic narrative systems," this is done more traditionally, and the narrative parameters affect every aspect of the game, allowing players and the referee to equally adjust outcomes, actions, and suggestions on what happens next.

In a GURPS: Looney Tunes game, the destructive weapons from ACME, Inc. would not be treated as realistic weapons or devices of destruction. If a player wanted to come up with a slapstick gag of their own, it fit with the theme, and it made people laugh, then let it be.

Since society, for the most part, has lost its imagination (due to the Internet, AI, YouTube, smartphones, and so on), we see newer games go out of their way to replicate a theme through their rules. Games require the "training wheels" of narrative control to establish a theme and tightly control the action through extensive lists of "dos and don'ts," along with mechanical systems, in an attempt to reproduce free-form imagination. In a modern Looney Tunes game, you would likely use a currency of "Looney Points" that allows you to make toon-based special attacks, and have to look through long lists (or desks of cards) of "gags" and "slapstick moments" to throw a pie in someone's face.

You see this in Daggerheart with special attacks from characters needing "hope points" to trigger. The cool attacks, best special moves, and other narrative moments are controlled via in-game currency. In my GURPS: Looney Tunes game, if my fire-breathing dragon has a "fire breath," I buy that as a power, give it a fatigue cost, and we are good. Now, my dragon can breathe in everyone's faces and turn them into a charcoal briquette. Yes, fire breath is a "narrative power," but it is just a power, and we can put any cost on it we want, as long as it fits the theme.

But note this game design strategy. You give up something, your ability to use your special attacks and powers, and give control of that to an in-game system. In GURPS, we are used to "characters being the master of their destinies" and being able to spend FP for powers, and those resources being internal character components. In Daggerheart, we are in narrative game land, and now parts of our characters exist externally and within the current context of a game and session.

Internal versus external designs, make note of this. GURPS primarily relies on the former.

GURPS being GURPS, you could invent a "hope" secondary ability score, start it at zero, and throw points in there on even rolls, give the referee fear on odd rolls, and use it as an alternate fatigue source. Or you could make some abilities "hope-powered" for a -20% modifier to their cost, since this pool controls activation. There, now we have GURPS: Daggerheart.

It is not as elegant or "design slick" as the Darrington Press game, but GURPS exists in a tinkerer's universe, where we love our strange, bolted-on, and hacked-together creations. We are more like coders on this side of the hobby, and we will kludge together rules and subsystems to simulate any experience in our game, since the tools we have been given are amazing and powerful.

Where other games give you these "drag and drop" game creation tools that can't do much beyond what the creator allows, GURPS is more like a full C++ or Java coding environment. GURPS is one of the first "Professional RPG systems," with Champions being the other.

I saw a GURPS Fantasy mod that gave clerics a "healing touch" superpower that cost fatigue instead of using spells. No skill roll needed, no buying spells as skills, just pay the fatigue cost and heal. Is this a valid way to do magic? Shouldn't we be using the systems in the book in the magic chapter, or Dungeon Fantasy spells? This is GURPS. If it works, it is magic. Whatever way you want to do it is right.

Which circles back to cinematic campaigns. We had to go down the "design rabbit hole" to prove a point; any method to get to a desired outcome is valid in GURPS. You can design a magic system a hundred different ways, and as long as it works for you and fits into the game's framework, it is a sound system.

So if you establish your cinematic campaign parameters and use them to move results to "rightness" rather than "correctness," then you are on the right track. In Looney Tunes, if you put your face in front of a pirate cannon, humor will result! You won't be simulating realistic terminal ballistics and rolling tons of damage dice, just say "something silly happens" and make up the funniest result, and move on.

Similarly, if you are playing a GURPS: Rom-Com game, you will abide by the "romantic comedy" cinematic campaign parameters, and everything in the game will be seen through that lens. Don't just think this is for pulp adventures or comedy, GURPS can do it all.

Note the use of the word "lens" here, which is a constructive framework for describing cinematic campaign parameters to players. People understand "we are using a comedic lens" to grasp that concept.

Also, if you are playing a GURPS: Slasher Movie game, you could force everyone to take a "do something stupid" disadvantage, which requires a self-control roll. The Final Girl (or Guy) does not need to take this one, either. Now you will have someone heading down to the basement when the power goes out, looking for the fuse box. Here is a hint: don't always kill off the character who fails this roll. Let them turn the lights back on, make it back upstairs, and kill off a character who was smart and stayed upstairs but wandered off to grab a snack.

That is an example of using the tools GURPS provides to simulate a genre within the design system we were given. The "cinematic parameter" means all but one of the characters at the table must take that "do something stupid" disadvantage. Roll for it, or draw straws. Let players decide how many points they will get for that disadvantage, too, whether they are "slightly stupid" or "completely foolish." If you play this right, the most foolish of the group will be getting everyone else killed, and the players will be rooting for that character to get it next.

In a Rom-Com game, you could use similar disadvantages to shape character actions, and create a pool of character archetypes with templates, such as: the too-cool guy, the wing man/girl, the bestie, the cheerleader, the nerd, the jock, and so on. Yes, they are stereotypes, but they are also genre conventions. In a modern narrative game, they will create these for you and put them on cards for you to use, fill them full of special rules, and invariably sell you more in expansions. In GURPS, we have the tools to do this all for free.

However, we only put in the work when we need to. If we're playing a Rom-Com with these character archetypes, go ahead, put in the work, and make it happen! If all you want to use are "cinematic parameters" to achieve the same effect, that is fine too; save yourself some design work and just get started with those ground rules. If you want to create custom disadvantages with "compulsive behaviors" like jock, cheerleader, and so on, do it that way. When a character has a moment to do something "the most nerd way," and it would make things more difficult or hinder the character (these are still disadvantages), then make a roll when it feels right.

In a way, the default parameters of GURPS are characterized by "hardcore realism," which is how the game earns its reputation. However, the game needs to start from this point to reach every other, and you are often paring back the rules to make things work as you want them to. The game instructs you to do this on page 489, under the rule "Damn the Rules, Full Speed Ahead!" Run a game with wildcard skills (page 175), talents (page 89), and ability scores. Ignore most of the rules and run GURPS Lite combat and skill resolution. Now you have a B/X-style game that is simple, fast, and fun.

You can develop your Rom-Com game the same way: make a list of talents, wildcard skills, archetype disadvantages, and let players throw together characters out of those parts. You do not need to spend a few hours building characters with the character creation tools and worry about buying levels of driving, languages, fashion sense, and computers. Doing this will likely turn players off. If the genre says "simple, archetype characters," then that is how you will play the game and build characters.

Doing things this way also dispels the biggest myths about GURPS: that the game takes forever to create characters, is overly complicated, forces you to sort through hundreds of skills, has complicated combat, and only supports hardcore realism. None of that is true.

Play the game straight from the book, just like it is in 5E? That will happen. But the game goes out of its way to tell us not to do that. Every rule is optional. You build games with these rules. You pick and choose. The game is a toolbox, and you don't always use every tool in the box to do a job. If all you are doing is hanging pictures, all you need is a hammer, perhaps a drill, and a screwdriver for mounting picture studs. Do you need to use the pipe wrench, strap wrench, or blowtorch? For most nails, the hammer will do.

Taking a little care in setting up your game and deciding how you want to play it will make the game more enjoyable to play and share with others.

Wednesday, June 12, 2024

Learning to Play: GURPS Ultra Lite

Here is the secret to learning GURPS: ignore the entire game and start with the simplest part of the system. Grab a printer and a free copy of the GURPS Ultra Lite rules (link in sidebar), and do a few sample combats. If you don't have a printer, copy the bottom part and paste it into a text file, then the top, and then space out and format this to your liking for a simple text document.

This is the same type of game you would be playing with a B/X system, a d20, and a few level-one characters - so have fun! B/X systems don't typically have character design either, and you will be picking levels in abilities and skills to give you an edge.

This ultra-light system has skills and combat capabilities, and it can even run simple dungeons with task and skill rolls. You can run adventures in this one-page system quickly, and it also has a reaction system that NPCs can use to judge treasure quality.

GURPS Ultra-Lite can also be used with the full GURPS game for NPCs and quick monsters since the to-hit and damage systems are close enough to GURPS to make this the ideal "quick NPC and monster" generator for the complete game. This is probably one of the most valuable and underused tools in a GURPS game master's toolbox to speed up play and create unique and exciting challenges for fully designed GURPS characters.

Again, do not abandon this when you graduate to the full game! GURPS Ultra-Lite is the tool I use most when playing the entire game. You are missing out on one of the best-kept secrets in GURPS gamemastering by ignoring this gem of a quick system.

This system can be used for everything from fantasy to sci-fi, so flavor it however you want. Play a sci-fi laser shootout from a movie. Do a simple dungeon. Do a cops-and-robbers game or a stealthy heist. Play Sherlock Holmes or Cthulhu. Ultra-Lite does it all.

The Ultra-Lite system is not the entire game but teaches you the basics of the 3d6 roll-low system. It teaches you damage and defense. It gets you used to how skill and task rolls work. It can do ability score checks. It has a character design system. All the basics are here, and when you are ready to step up, you can move to another free version of the game and learn a little more.

Your head will begin to "wrap around" the system, which is easier and more flexible than a d20-based game.