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Old 12-13-2020, 06:53 AM   #1
LoneWolf23k
 
Join Date: Sep 2004
Default Simplifying GURPS - Builds without Points

I've been thinking of ways of (re)introducing some of my fellow gamers to GURPS. Last time I tried, they were a bit intimidated by the point-build system, and I was considering ways of simplifying the game for them.

I recall a Pyramid article for GURPS Action, I think, that had a system for building characters that dropped character points in favor of a build system that was "here is a basic template, you can pick a few abilities off the nearby table", with the point-balance being mostly "off-screen" so as not to confuse players.

Am I misremembering? Does that article exist?
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Old 12-13-2020, 07:22 AM   #2
johndallman
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Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Simplifying GURPS - Builds without Points

You seem to be thinking of GURPS Action 4: Specialists, a supplement for Action. There may have been a Pyramid article about that, but the full version is in the supplement.

The other way to solve this problem is for the GM to build characters for players who are new to the system, based on the players' concepts and descriptions. Playing GURPS characters takes a lot less system knowledge than generating them, and this method works well in my experience.
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Old 12-13-2020, 07:42 AM   #3
TGLS
 
Join Date: Jan 2014
Default Re: Simplifying GURPS - Builds without Points

Well, there's also the older Quick-Start Character Creation from The Mook. I think it comes off at fast enough to let new players to build their own, but is still very much GURPS.

There's also GURPS Ultra-Lite, which goes so simple, it's not even really GURPS anymore.
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Old 12-13-2020, 07:48 AM   #4
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: Simplifying GURPS - Builds without Points

Quote:
Originally Posted by LoneWolf23k View Post
I've been thinking of ways of (re)introducing some of my fellow gamers to GURPS. Last time I tried, they were a bit intimidated by the point-build system, and I was considering ways of simplifying the game for them.

I recall a Pyramid article for GURPS Action, I think, that had a system for building characters that dropped character points in favor of a build system that was "here is a basic template, you can pick a few abilities off the nearby table", with the point-balance being mostly "off-screen" so as not to confuse players.

Am I misremembering? Does that article exist?
The article you're thinking of is 'Pointless Monster Hunters' from Pyramid #3/83, and it's different from Action 4: Specialists, which very much uses points.
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Old 12-13-2020, 09:12 AM   #5
Emerald Cat
 
Join Date: Oct 2015
Location: Cincinnati, OH, USA
Default Re: Simplifying GURPS - Builds without Points

If you're trying to get your players into GURPS, you may want to try running some of the GURPS adventures on One Shot Adventures.

Each adventure comes with a set of pregenerated characters. That way, your players don't have to worry about character building. This also allows the players to obtain some system familiarity before building their own characters.

For a longer campaign, Template Toolkit: Characters would be a good reference for what you are trying to do. I'd recommend sections on modular templates and lenses.
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Old 12-13-2020, 09:56 AM   #6
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Simplifying GURPS - Builds without Points

Plug-and-play templates, packages, and lens are probably the way to go (they would still have a CP value, it would just be that the CP value would not matter). You would need to design them yourself.

For example, an Archer package would be worth 25 CP and would include Strongbow, Armoury (Missile Weapons) at IQ, Bow at DX+4, Fast-Draw (Arrow) at DX+2 (DX+3 with Combat Reflexes) and Observation at Per. A Heroic Archer package would require the Archer lens and would include Heroic Archer and would increase Night Vision by 1 and Bow to DX+5. A Master Archer package would require the Heroic Archer and would include Weapon Master (Specific Type of Bow) and would increase Night Vision by an additional 1 and Bow to DX+6.

Last edited by AlexanderHowl; 12-13-2020 at 10:06 AM.
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Old 12-13-2020, 12:14 PM   #7
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: Simplifying GURPS - Builds without Points

Quote:
Originally Posted by AlexanderHowl View Post
Plug-and-play templates, packages, and lens are probably the way to go (they would still have a CP value, it would just be that the CP value would not matter). You would need to design them yourself.

For example, an Archer package would be worth 25 CP and would include Strongbow, Armoury (Missile Weapons) at IQ, Bow at DX+4, Fast-Draw (Arrow) at DX+2 (DX+3 with Combat Reflexes) and Observation at Per. A Heroic Archer package would require the Archer lens and would include Heroic Archer and would increase Night Vision by 1 and Bow to DX+5. A Master Archer package would require the Heroic Archer and would include Weapon Master (Specific Type of Bow) and would increase Night Vision by an additional 1 and Bow to DX+6.
I like this. It provides a clear, "class-like" progression for players new to GURPS; and sooner or later, they're going to wonder things like "Wait, can I just buy up Bow?" or "Hey, there's this neat technique I found in the book that I want to get..."
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Old 12-13-2020, 12:28 PM   #8
Willy
 
Join Date: Dec 2020
Default Re: Simplifying GURPS - Builds without Points

Quote:
Originally Posted by Emerald Cat View Post
If you're trying to get your players into GURPS, you may want to try running some of the GURPS adventures on One Shot Adventures.

Each adventure comes with a set of pregenerated characters. That way, your players don't have to worry about character building. This also allows the players to obtain some system familiarity before building their own characters.

For a longer campaign, Template Toolkit: Characters would be a good reference for what you are trying to do. I'd recommend sections on modular templates and lenses.
Just took a look at the site, are downloads free ? I´m new to the forum and searching for starting points and ideas. Therefore I´d like to get some tips about good sites. As for getting new players, in Covid 19 times a VTT export like FGU would be nice, because I live in the more rural areas of germany and the number of known GURPS player here is next to nothing.
Some forum members wrote here about a GURPS Lite with attached Adventure, which is another good idea. One of the things in the 3rd Edition Basic Set I liked a lot, was the step by step geration of a character and the attached solo adventure, which got you started quite well.
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Old 12-13-2020, 07:15 PM   #9
The Colonel
 
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Default Re: Simplifying GURPS - Builds without Points

Has anyone come up with a way of doing lifepath generation for GURPS?

I know it's a completely different character generation mechanic to that for which the system is designed, but that doesn't mean no-one's tried it.

Does the GURPS version of Traveller still use lifepaths?
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Old 12-13-2020, 07:44 PM   #10
thrash
 
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Default Re: Simplifying GURPS - Builds without Points

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Originally Posted by The Colonel View Post
Does the GURPS version of Traveller still use lifepaths?
No, it doesn't.

In my dissatisfaction with that, I came up with the following:
  1. Create a viable but inexperienced 18-year old character at an appropriate point level (say, 100 points).
  2. This perforce includes all innate Advantages and Disadvantages, but needn't take all available points.
  3. Select a career that matches the character concept. Spend an initial block of points (say, 20) on appropriate Skills (and possibly Advantages) to represent entry training and the first four-year term.
  4. For every four-year term thereafter, add a suitable block of points (say, 10) for experience.
  5. Points can be saved from term to term, to spend on higher cost traits.
  6. Disadvantages can also be taken as needed for extra points, until reaching the campaign limit.
  7. Quirks can be taken during terms, or in a lump at mustering out.
  8. Aging effects apply if the character takes too many terms (but GURPS is more forgiving on this point than Traveller, especially at ultra TL).
  9. For extra fidelity, use the enlistment, re-enlistment, and survival rolls of the chosen career. This requires eyeballing the DMs, however.
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