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Old 11-22-2019, 08:03 AM   #1
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS Power-Ups 9: Alternate Attributes

Fundamentally
It is the fundamentals
That are mental fun
— Ancient Geek Proverb
In theory, GURPS has the depth and breadth to handle any genre, any game world. Yet you want the system to conform to your campaign or play style, not vice versa. It's easy enough to arrange this on the level of optional rules or even entire supplements – just pick what you like and discard the rest. Traits demand more patience, as there are lots of them, but sorting through them all is a manageable task. Where it gets really rough is with the fundamentals: the dice used, the way rolls work, and so on. Attributes are a prime example of such things.

GURPS Power-Ups 9: Alternate Attributes aims to help GMs get their hands dirty in this regard. It delves into the nitty-gritty of renaming, repricing, rescaling, subdividing, adding, and subtracting basic attributes and secondary characteristics; recalculating the latter from the former; and then adjusting other traits, point budget, and behavior in play to accommodate the revisions. Alternate Attributes doesn't aim to spoon-feed – you'll still have to do a lot of thinking and more than a little math to adapt its advice to your needs – but it offers multiple perspectives on how to figure out what's important and what's superficial to you campaign, and what's right and wrong for your gaming group.

Because at heart, it's your game!


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