Quote:
Originally Posted by adblue
is this the right place for this?
So I'm relatively new to tabletop RPGs, and I'm considering trying GURPS and I have a few questions. I GM for DnD a lot but I'm tired of the fantasy setting, and my attempts to branch out into other genres have sort of devolved into calvinball, and I heard GURPS was a good system for somebody like me. I'm planning on doing a dieselpunk/Golden age of comics/Indiana Jones/Raygun Gothic, type setting for my next game, Is GURPS a good system for this setting?, If so what supplements should I consider getting?, Do you have any miscellaneous tips?, Is it pronounced Gurps or Jerps?
Thanks in advance! sorry if I posted in the wrong place!
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YOu've not posted in the wrong place. :)
Welcome to the GURPS FORUMS. What you're about to undertake will be true of any person who desires to GM using ANY game system - the understanding of the rules.
Based upon what you're looking to run, I would suggest GURPS STEAMPUNK rules might get you in the ballpark of what you want for your campaign. If you're looking for a horror like flavor for the game, you might consider GURPS HORROR. GURPS ACTION 2 Exploits might also be worth considering should you like the genre of quick action style adventures.
GURPS ULTRATECH helps with the sci-fi aspects of the game - but the ray guns and such are already given in GURPS CHARACTERS book. If you're interested in being a gearhead and designing your own ray guns or what have you, then you might find GURPS PYRAMID articles to be worth picking up.
Now - everything that anyone might suggest (Myself included!) hinges just on what your wallet can afford. Me? I've been involved with GURPS since 1986, and have a few of the books floating about my house (don't mention I said a few, or my wife's eyes will roll and she'll make a silent motion behind my back to imply a LOT). Then again, she's been gaming with the crew for a long time herself, so she'd better not complain!!!
In any event, I digress. GURPS BASIC SET: Characters and GURPS BASIC SET: Campaigns was designed with an eye towards giving you EVERYTHING you need to run any kind of campaign your devious mind can envision (I mention devious only in that I'm hoping you ARE devious and enjoy giving your players a run for the money!).
But, sourcebooks? Those both entertain you as the reader, and offer you the ability to save time by not having to research information that might be useful for your games.
Based on the following:
dieselpunk - Steampunk probably comes close to what you want, but if not, you might want to be more specific.
Golden age of comics = superheroes? If yes, then perhaps GURPS POWERS (although think of GURPS POWERS as a CAD like environment to help you DESIGN what you want rather than a "How to" with all the stuff you want (although it has examples!)
Indiana Jones = action adventure set in the pulp era? Then might I suggest GURPS CLIFF HANGERS? It was originally published for GURPS 3rd edition Revised (what we now refer to as Classic GURPS), but it is still useful for a 4e campaign.
Raygun = Sci-fi? You may want to pick up GURPS ULTRATECH for the sci-fi aspect.
Gothic as a horror style, invoking fear and the like? Gonna have to recommend GURPS HORROR. It has more than a few recommendations involving Tropes of Horror, how to perhaps enhance it for your campaigns etc.
If I might be so bold? Right now, I'm running a GURPS HORROR like campaign set in the year 1920 when it started out, and the players got a chance to do some "sort of down time" gaming in that 3 years pass while the players are involved in "The Black School". It is a school in which the Devil undertakes to teach the student anything they wish to learn - with the proviso that the Devil will never speak in your presence (using letters of fire floating in the air as teaching method!) and that all of this is cost free with one minor proviso...
The last one who leaves the school grounds owes his soul to the Devil. I'm using GURPS THAUMATOLOGY, GURPS MAGIC, GURPS PULP GUNS, a few of my own home brew weapons using a spreadsheet that uses real world data on bullet mass, muzzle velocity etc), as well as GURPS HORROR. In addition to that, I'm using two books from the Call of Cthulhu series that detail the 1920's time period. Granted, I may have snuck in some material from DRAGONQUEST into the magic items and spells - but hey, GURPS allows for the seamless adaptation of other game ideas within its structure.
I do have one warning for you however. NEVER plan on things working out exactly as you expect. Case in point? I had one campaign years ago in which a player character was chosen to be a King's Champion in a trial by combat situation (think Medieval Knights style campaign). The contestants were allowed but a sword and shield in their trial by combat. One contestant (the npc) looked like he was down and out - so the player decided to throw caution to the wind and showboat in what should have been the final blow. Instead, he sort of messed up - and both he and the NPC were reduced to sub-zero hit points. In GURPS, that is not a DEATH situation, but a situation where both had to roll to remain conscious. As fate would have it (via die rolls) both characters dropped to the ground in the same second - unconscious. Both lay there bleeding to death, when the King waved away the physicians who would have gone to both men saying "Larani's will be praised. The first to die will be determined to be the loser, and thus in the wrong" (or words to that effect). Then the unthinkable happened. BOTH characters survived the blood loss and stopped bleeding despite the NPC being near to death!
The details that can be had within the game are largely dependent upon you as the GM, and the imaginations of your players. GURPS encourages that by its very nature in character creation rules. Its combat system can be as detailed or as quickly played out as you wish. It can be sterile or it can be graphic. It will all depend upon you.
Truth is? I've played many years (1980 on through 1986) trying to find the one game system that did what I wanted. Then Man-To-Man came out, quickly followed by GURPS. That I've stayed with it all these years is either a testament to how hidebound my gaming crew is, or how good GURPS really is as a role playing vehicle.
Want to play a horror themed game? GURPS has you covered. Want to play a game based upon a book series like the Deryin? GURPS can cover it. Want to play a Call of Cthulhu style campaign? Yup, Got you covered. Want to do MONSTERS INC (look at GURPS MONTER HUNTERS). What, still itching to find GURPS limits? DUNE (either the book or the Movie)? Yup. Star Wars (Well, that one is tricky, but yeah, although SJGames didn't do a specific Star Wars source book). How about Sword and Sandal campaigns? I've been running GURPS ARCANUM (google THE ARCANUM by Bard Games) for a long time now. GURPS HARN (Google HARNWORLD) - yup. Want to do Modern Fantasy? Done that too. Done Time Travel.
Friend? You are about to find out just how versatile GURPS really is. Best of all? You can always ask a question here saying Hey, how about TRAVELLER (yeah, we got that too) or "Hey, I want to try this out, any ideas?)" and someone will be quick to help.
Welcome to the Forums. :)