Hey! Before we get to the introduction to this little GURPS site, have you heard the news? A fourth edition will be released in August. Details here. When I get the new edition, I'll update all of the pages on this site and I'll make an archive of the old pages for those who want to stick with the 3rd edition.
I started playing roleplaying games in 1980, when a friend introduced me to Dungeons & Dragons. After playing D&D constantly for a few months, I found a few other RPGs. Some of them were better than D&D and some were much worse but all of them were built around different genres.
You had your Old West game (Boot Hill), feudal Japan (Bushido), after-World- War-Three mutants (Gamma World) and superheroes (Villains & Vigilantes).
By the late 1980s and early 1990s, the universal system was emerging. More and more games were advertised as multi-genre systems, able to handle everything from barbarians and wizards to starships and superspies. Few of them really worked, but the idea was good you could create your own weird world instead choosing a world designed by someone else.
And then there was GURPS Steve Jackson's Generic, Universal Roleplaying System. It really worked. Now, not only could you do whatever you wanted (how about Conan running around a World War II battlefield with a laser pistol?), you could adapt your favorite world from film, comic books, and literature. And there was no longer any need to buy (and spend hours learning) a new set of rules.
(It's not perfect, of course. GURPS is not good for playing superheroes. Can't have it all, I guess.)
The day I bought the Basic Set rulebook, I started designing things for the game. I haven't quit. It's like an obsession. SJGames paid me to publish some of my work; I've written about a dozen magazine articles and one complete book, Creatures of the Night.
Worldbooks We Really Need
GURPS Cloak and Dagger
A very cinematic version of GURPS
Espionage, featuring G-men tracking down evil Russian agents, cheesy
mastermind villains, dark alleys, cigarette smoke, mob rubouts, dolls and
dames, hardboiled detectives in way above their heads, double-crossing
rat finks, prison breaks, masters of disguise, and lots of gadgets.
Trenchcoats and fedoras everywhere. Think of it as the dialogue in Miller's
Crossing heard through Dick Tracy's two-way wrist radio. In black-and-white.
GURPS Tarzan, GURPS Barsoom
Half of the book for each of Edgar Rice
Burroughs' greatest creations. With two front covers, and the pages printed
upside down against each other.
"Cool! GURPS Tarzan!" Flip it over.
"Cool! GURPS Barsoom!" Okay, maybe the Barsoom book will be retitled.
GURPS Mars? Maybe. GURPS John Carter? Hmmmmmm.
Lots of stats. Lots of maps. Oh, and Frank Frazetta covers.
GURPS Survivors
The End has been nigh for too long. Let's see this
one. Post-apocalypse gaming, with an emphasis on post-nuclear-Armageddon
campaigns. There's a lot to cover: grime-covered Road Warrior
adventures, magic+technology in the far future (as seen in Wizards),
scrounging, battles between survival compounds, heavily mutated campaigns like
Gamma World, and final conflicts in the spirit of The Stand.
There are plenty of comic books, novels, movies, and other games to steal from.
(I mean pay tribute to.)
GURPS Hell
While thumbing through a friend's Warhammer books, I
thought of this. How about gaming in the Nine Circles of Hell, using
thousand-point characters and fighting every imaginable enemy? I'm not talking
about some kind of stupid, In Nomine-inspired conflict between good and
evil. No, I want a 128-page book devoted to pure mayhem!
Technogothic tanks,
giant necromancers the size of skyscrapers, spellcasting anti-paladins in
powered armor, troll armies, etc. You can use the mass combat system in every
adventure as your battalions clash in the Valley of Shadow. You can explore
castle after endless castle, each one more twisted and remote than the last.
Maybe you'll even carve out your own little barony in the Land of Eternal
Torment. Forget the angels and play demon lord vs. demon lord.
GURPS Middle Ages 2
Just for the sake of continuity, you know? Think
of it as a companion to GURPS Russia.
GURPS Gamma World
Who owns this copyright? TSR had it, but they went bankrupt. Does Wizards of the Coast own it now?
Gamma World was a lot of fun because it was so cartoony. You could play just about any mutant creature you could imagine, exploring the radioactive wastelands with four or five of your closest friends. The setting combines superheroes, psionics, swords & sorcery, and religious cults but it was presented in such a loose way, you never got depressed thinking about the end of the world.
GURPS Gamma World would draw from just about every worldbook. And it would be easy to write: describe the world in the first chapter, add a chapter on characters, and then fill the rest of the book with gadgets, psionic powers, creatures, NPCs, and places to explore.
GURPS Victorian Adventures
A complete guide to Victorian London and the rest of the world at the end of the 1800s. A chapter of NPCs could include Sherlock Holmes, Jack the Ripper, and Dracula. See Alan Moore's League of Extraordinary Gentleman comic book for inspiration.
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