The Generic Universal RolePlaying System, commonly known as GURPS, is a role-playing game system designed to adapt to any imaginary gaming environment. It was created by Steve Jackson Games in 1986. GURPS won the Origins Award for Best Roleplaying Rules of 1988, and in 2000 it was inducted into the Origins Hall of Fame. Many of its expansions have also won awards.
Roleplaying games of the 1970s and 1980s, such as Dungeons & Dragons, used random numbers generated by dice rolls to assign statistics to player characters. GURPS, in contrast, assigned each player a specified number of points for each category of their characters. Together with the Hero System, GURPS was one of the first roleplaying games in which characters were created by spending points to get attributes, skills, advantages, getting more points by accepting low attributes, disadvantages etc. This approach has grown increasingly common in part due to the success of GURPS.
GURPS' emphasis on its "generic" aspect has proven to be a successful marketing tactic: it is one of the most popular roleplaying games on the market today. GURPS' approach to universality includes using real world measurements wherever possible. This allows players to fairly trivially convert things from the real world, other games or their imagination to GURPS statistics.
Another one of the strengths of GURPS, say its proponents, lies in its hundreds of worldbooks describing settings from several science fiction, fantasy, and historical settings, adding specific rules but mainly giving general information for any game. Many popular game designers began their professional careers as GURPS writers including C.J. Carella, Robin Laws, S. John Ross, and FUDGE creator Steffan O'Sullivan. It is something of an open secret in the gaming community that a large contingent of people who do not play GURPS (or any other RPG) nonetheless faithfully buy GURPS worldbooks because of the talented and creative writers.
GURPS intersected part of the hacker subculture when the company's Austin, Texas, offices were raided by the Secret Service. The target was the author of GURPS Cyberpunk in relation to E911 Emergency Response system documents stolen from Bell Southhttp://www.sjgames.com/SS/. The incident was a direct contributor to the founding of the Electronic Frontier Foundation. A common error suggests that this raid was part of Operation Sundevil and carried out by the FBI. Operation: Sundevil was in action at the same time, but it was completely separateTop ten media errors, #6
Steve Jackson Games released GURPS Fourth Edition at the first day of Gen Con on 19 August 2004. It promised to simplify and streamline most areas of play and character creation. Some of the changes: an edited and rationalized skill list, clarification of the difference between ability from experience and from inborn talent, simplifed language rules, and revised technology levels. The 4th edition was sold as two full-color hardcover books.
Having only four attributes is arguably much simpler compared to other roleplaying games which can have several main stats that cover more defined abilities. Each attribute has a number rating assigned to it. Normally they begin at 10, representing typical human ability, but can go as low as 1 for nearly useless, to 20 (or higher) for superhuman power. Anything in the 8 to 12 range is considered to be in the “normal” (more or less average) area for humans. Basic attribute scores of 6 or less are considered crippling — they are so far below the human norm that they are only used for severely handicapped characters. Scores of 15 or more are described as amazing — they are immediatly apparent and draw constant comment.
Players assign these ratings spending character points. The higher the rating the more points it will cost the player, however, assigning a score below the average 10 gives the player points back to assign elsewhere. Since almost all skills are based on Dexterity or Intelligence, those attributes are twice as expensive (or yield twice the points, if purchased below 10).
Attribute scores also determine several secondary characteristics. The four major ones are each directly based on a single attribute:
Enhancements and limitations can tailor an advantage or disadvantage to suit. These modify the effects and point cost of advantages and disadvantages. For example, to create a "dragon's breath" attack, a player would select the burning attack 4D advantage (normally 20 points) and modify it as follows: cone, 5 yards (+100%); limited use, 3/day (-20%); reduced range, x1/5 (-20%). The final percentage modifier would be +60%, making the final cost 32 points. This addition to the system greatly increases its flexibility while decreasing the number of specific advantages and disadvantages that must be listed.
Skills are categorized by difficulty: Easy, Average, and Hard. They are also categorized as Physical or Mental skills, with Very Hard as an option for some Mental skills. Easy skills cost fewer points to purchase levels in, while Hard skills cost more. A player can purchase a skill for his character at any level he or she can afford. The lower you choose the fewer points it costs to buy the skill, and the higher you go, the more points it costs. Some skills have default levels, which indicate the level rating a character has when using that skill untrained (i.e. not purchased). For example, a character with a Dexterity of 12, uses the Climbing skill untrained. Climbing has a default of DX-5 or ST-5, which means that using the skill untrained gives him a Climbing skill level of 7 (12-5) if he tied it to the Dexterity stat. If the character had a higher Strength stat, he could have a better chance of success if they tied the Climbing skill there instead.
Many Skills also have a Tech Level (TL) rating attached to them, to differentiate between Skills that concern similar concepts, but whose tasks are accomplished in different ways when used with differing levels of technology. This helps during time traveling scenarios, or when characters are forced to deal with particularly outdated or advanced equipment. For instance, a modern boat builder's skills will be of less use if he is stuck on a desert island and forced to work with primitive tools and techniques. Thus, the skills he uses are different when in his shop (Shipbuilding/TL 8) and when he is on the island (Shipbuilding/TL 1).
Making stat and skill checks in GURPS is the reverse of the mechanics of most other RPGs, where the higher the total of the die roll, the better. GURPS players hope to roll as low as possible under the tested stat's rating or skill's level. If the roll is less than or equal to that number, the check succeeds. There is no "target number" or "difficulty rating" set by the Game Master, as would be the case in many other RPG systems. The GM may, however, calculate various modifiers to add or subtract to the die roll. In this way, positive modifiers increase the chance for success by adding to the stat or skill level you must roll under while negative modifiers deduct from it, making things more difficult.
For example: a player makes a pickpocketing test for her character. The player has assigned a Pickpocket skill with a level of 11. Rolling 3 dice, the result must be 11 or less to succeed. If the player rolls above 11, then her character has failed the attempt at pickpocketing. No matter the level of the skill, a die roll of 18 or 17 is always a failure, and a roll of 3 or 4 is always a success. The Game Master may decide in such cases that, in first case, the character has failed miserably and caused something disastrous to happen or, in the other case, that she succeeds incredibly well and gains some benefit as a result.
There are two kinds of attacks: Melee (possibly with hand-to-hand weapons) and Ranged (e.g. bows and guns). Attacks made by a character are checked against their skill with the particular weapon they carry. For instance, if a character is attacking with a pistol, it is beneficial to have a high level in the Guns skill. Like any other skill check, a player must roll equal to or less than the level of the skill to succeed. Failure means a miss, success scores a hit. Similarly, rolls of 3 or 4 are "critical hits", which means the weapon deals its maximal damage to the target. Attack modifiers are set by the GM when factoring in things like body armor and cover.
Advancement can also come through study, work, or other activities, either during game play or between sessions. In general, 200 hours of study equals one character point. Self-study and on the job experience take more time per character point while high tech teaching aids can reduce the time required.
Some intensive situations let a character advance quickly, as most waking hours are considered study. For instance, characters travelling through the Amazon may count every waking moment as study of jungle survival, while living in a foreign country could count as eight hours per day of language study or more.
GURPS For Dummies, a guidebook by Stuart J. Stuple, Bjoern-Erik Hartsfvang, Adam Griffith, was scheduled to be published on April 3, 2006. It is available now. ISBN 0471783293
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