Posts Tagged ‘gurps’

Marqued For Death

Tuesday, September 29th, 2009

For those of you who love space mercenaries, there’s more to game with, if not necessarily more to love. Genevieve Cogman’s wryly loving GURPS Vorkosigan Saga (238-page full-color hardback, $35; $30 as PDF) covers the ructions of Lois McMaster Bujold’s size-challenged and galaxy-challenging aristocrat, Miles Vorkosigan, in fine form. About 100 pages are pure source material: canon NPCs, races, planets, tech, and so forth. Another 44 pages are a retuned version of GURPS Lite — like Miles himself, short but startlingly effective — making the game complete in one book. Add 48 more pages of spaceships (with plenty of worked examples) and a dedicated space combat system, and you’re left with only about 30 pages to answer the killer question all RPGs, especially licensed RPGs, face: “What do I do with this?” If you already know the answer — if you’re a fanatical wanna-Bujoldian with stories aching to be told — this book will backstop you admirably. If not, there’s not much in the way of hand-holding to get you there. One can argue that between Bujold’s epic novel series on one hand, and GURPS‘ epic pile of sourcebooks and campaign frames on the other, you shouldn’t have any shortage of raw material. But I’d say you might still want some guidance refining it.

A similar criticism could obtain in Gareth Hanrahan’s straight-shooting Traveller adaptation of David Drake’s mercenary-fic Hammer’s Slammers (206-page full-color hardback, $40; $28 PDF) from Mongoose. It, too, devotes 150-odd pages to its source material, with Trav stats for AFVs, planets, and NPC mercenaries from Drake’s books. (And it has its own setting-specific combat sub-system, this one for tank battles.) And again, this is pretty much de rigeur, and indeed downright essential, in a licensed property, and doubly so in an F/SF property where the basic assumptions have to be literally spelled out in game-mechanical terms. Like Cogman, Hanrahan knows his material cold, but presents it piping hot. But Hanrahan is able to use Traveller’s old-school “random encounter table” feel to get much closer to “what do I do now?” in a packed 15-page “Conflict” chapter. You get, essentially, the Not-Quite-Random War Table  – which is, Drake would doubtless say, true to life. Unlike life, and like a good RPG, Hanrahan provides plenty of explanatory support with these tables: the consequences of “no orbital support” are spelled out both in rules and table modifiers, and in suitably grim prose. Add in an excellent “grunt’s eye view” diary-style treatment of a campaign (RPG or mercenary?), a sample war, and an introductory scenario, and you’re on your way to slamming with and for tools of all descriptions.

The “I already know what I want” GM will perhaps find this all too much of a muchness, but I have come around to thinking that the original Dungeon Master’s Guide knew what it was doing with all those random tables and lists. “You can tell mercenary stories of duty and honor in conflict” is all well and good, but Col. Hammer might add that to his list of pieties that’s trumped by laser-firing tanks, and by tables telling you how many of them are just over the ridge. Hanrahan doesn’t quite get that far: his admirably complete mission breakdown is a checklist, not a table (random or otherwise) — and it’s only a page long. (Followed by four pages of examples.) Something like it would have greatly stiffened the spine of GURPS Vorkosigan, while allowing the novelistic impulses of freer-form GMs plenty of room.

Broadswords & Bell Curves

Wednesday, September 17th, 2008

The potential for irony abounds in any discussion of GURPS Dungeon Fantasy, the first installment of which Steve Jackson Games released around Christmas of last year as a PDF original supplement on their e-store e23. To begin with, there’s the irony that after thirty years, we’re three-quarters of the way back around to The Fantasy Trip, Steve Jackson’s first multi-book simplification of Dungeons & Dragons. In fine epicyclic fashion, though, GURPS Dungeon Fantasy is a multi-book simplification of GURPS for the purposes of playing games very much like Dungeons & Dragons. (Dungeons & Dragons, meanwhile, is moving around that same wheel, with its multi-book new edition a beautifully elegant, souped-up version of Blue-Book-era D&D “kick in the door and go” dungeon fantasy, likewise of thirty years ago.) But rather than reinvent GURPS for graph-paper delving, in GURPS Dungeon Fantasy, GURPS Line Editor Sean “Dr. Kromm” Punch presents, rather, a set of comprehensive “house rules” for a GURPS game with the same goals that Tom Moldvay had in 1980. Which, it bears repeating, are the same goals possessed by an overwhelming proportion of the RPG player base – including me, one Sunday a month, given that I’m playing in a D&D 4e campaign.

Having addressed Genre, we move from the Universal to the RPSpecifics: GURPS Dungeon Fantasy comes in four books (so far). GURPS Dungeon Fantasy 1: Adventurers (31 pages, PDF, $7.95) is the basic “Player’s Handbook,” featuring GURPS templates for 11 “classes” (barbarian to wizard, although if you play a wizard, you’ll need GURPS Magic, too), a few rules fillips, and a bunch of delving gear in GURPS terms. Even the streamlined list of dungeon-focused skills holds 100-odd entries; the suggestion of further collapsing them into single-descriptor class skills (Over the Edge- or Risus-style) is welcome. (Had it been me, I might have tried doing the book with just the skills in GURPS Lite; as it is, players will still need access to the main GURPS Basic Set.) GURPS Dungeon Fantasy 2: Dungeons (31 pages, PDF, $7.95) is the real winner, a “Dungeon Master’s Guide” to quick decision-making and sound rules calls in GURPS for most anything you want to do in a dungeon. Comprehensive, fair-minded, and clever, it’s the equal of the best GURPS genre books, but with a lot more crunch than most. It doesn’t quite achieve the plug-n-play utility of the original DMG, but then the current DMG doesn’t quite achieve that either. It doubles as an abbreviated “Monster Manual,” with 19 monsters from the standard (dire wolf) to the weird (ambulatory mushroom-men). No dragons, though. GURPS Dungeon Fantasy 3: The Next Level (44 pages, PDF, $7.95) adds templates for 37 races optimized (like the “classes”) for dungeon-bashing, and some excellently focused rules and guidelines for character advancement and experience awards. It also adds 20 pages of lenses for “multi-class” characters, which seems a bit much of a muchness, although we get templates for Evil Clerics and Anti-Paladins (or “Unholy Warriors”), so that’s pretty good. Finally, GURPS Fantasy 4: Sages (17 pages, PDF, 4.95) adds two classes: Artificer and Sage, plus yet more multi-class lenses, plus some excellent rules for tomes and books. Again, had it been me, I would probably have released a “Dungeon Bestiary” instead, but it’s good for what it is.

What it is, or rather what all four are, is also an interesting sign-post on the road. To begin with, it’s a high-profile electronic product from a company that was among the first to embrace the Net (an argument can be made that the Daily Illuminator is the world’s oldest blog) but that has done relatively little electronic publishing (compared to other companies) until recently (e23 only started in 2005). More specifically, GURPS Dungeon Fantasy is an emulator, a filter to put over GURPS to get a specific feel, one most typical of another game. Given GURPS’ origins as a gladiatorial combat game – and the overwhelming popularity of that play mode — it’s odd that such a filter has taken so long. According to the e23 “What’s Hot” page, GURPS Dungeon Fantasy 1: Adventurers has sold 830 copies in a little over eight months: not bad for an e-book (it’s the third-best selling book ever at e23), but nonetheless perhaps indicative of: the way that assumptions about play style can shape marketing (“We don’t sell to people who play dungeon games”), the power (positive and negative) of branding (“GURPS isn’t for me and my dungeon game, it’s for Something Else”), and hopefully, the eventual erosion of such artificial distinctions in the more fluid world of the Web, where decisions to cross brand lines impose a lower cost on both the publisher and consumer.