Thread: Conversions
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Old 10-21-2018, 07:27 AM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default Conversions

One of the common difficulties that I have had comes from converting the unique aspects of the rules for a setting made for a specific RPG to the GURPS system. Two examples that are particularly difficult are Exalted and Shadowrun.

In the first case, the Exalted are demigods whose primary capabilities are Artifacts, Charms, and Spells, all of which are much cheaper in the Exalted universe than they would be in GURPS. For example, a level 5 artifact (which is around the same cost as a beginning Charm or Spell), grants the equivalent in GURPS of +10 to an Attribute.

In the second case, the functionality of beginning characters in Shadowrun, a dark and grim future, can vary between 400 CP (for a nonaugmented and nonsupernatural human) to 800 CP (for a Troll combat mage or a Troll street samurai). Since augmentations cost money and Essence rather than CP, it is quite possible to create beginning characters who can punch harder than a sniper rifle. While the characters preserve the feeling of the setting using Shadowrun rules, they become superheroes when converted to GURPS.

What other conversions have you had difficulty with?
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