Why no GURPs adaptation to CRPG?
SorcererV1ct0r
Member Posts: 2,176
in Off-Topic
- - We have adaptations from D&D 1 and 2e on late 80s and 90s, all of the long Gold Box series, Dark Sun Shattered Sands, Wake of the Ravager, and even an dark sun mmo, had baldur's gate 1/2, icewind dale 1
- - D&D 3(3.5e) received nwn1/2, iwd2 and other adaptations.
- - We had some adaptations of vampire the masquarede : redemption and bloodlines, a recent visual novel, and will get vtmb 2 soon.
- - D&D 5e got BG3 and Solasta(which is not a D&D product, only uses 5e rules)
- - The Call of Cthulhu got a adaptation(not sure if faithful)
Gurps however, got no adaptation. FL1 used GURPs system but it was changed on late development. The main advantage over GURPs is that you can use it on anything. Is possible to make any type of adventure with GURPs, from no magic and low tech roman historical RPG to ultra high magic, ultra high tech techomancers creating an android army armed with railguns and terraforming planets while fight an race of extra dimensional aliens.
See George Marin talking about GURPs
https://www.youtube.com/watch?v=DoIb62THIT0
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Interesting, sounds like it probably influenced Mage: The Ascension.
George R R Martin said a lot of positive things on the video that I've posted.
Yep. Probably influenced. But there are no paradox or similar thing(unless the DM says that it exists)
Anyway, looking into GURPS technomancer "Note: GURPS Technomancer is not connected in any way with the White Wolf MAGE: The Ascension roleplaying game and does not in any way challenge the copyrights and terms used therein." http://www.sjgames.com/gurps/books/technomancer/
https://youtu.be/XAAp_luluo0
GURPS is probably the highest lethality TT RPG system ever.
source http://www.sjgames.com/gurps/books/technomancer/
Tropes included
Source of the tropes : https://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/GURPSTechnomancer
When I said influenced Mage: The Acension, I meant more the sphere levels for magick. The Technomancy stuff seems a different beast, altogether. The Spheres worked like the first level being able to perceive the effects of that sphere and progressing levels were how much you could manipulate them.
Back in the day I remember one of the big draws to the system being that it only required six sided dice, whereas a game like D&D you needed a ton of different dice to play it. D&D has lessened it's need on all the different types of dice, but the requirements still there with a lot of weapon damage rolls. It's definitely an influence on the storyteller system, being much more skill based than level based.
Also, I believe Oswald worked with clones.
Here's an article on it
https://www.gamasutra.com/view/news/340192/How_Fallout_almost_didnt_ship_with_its_key_SPECIAL_system.php
Exactly cuz GURPS is high lethality and anything can kill you pretty fast(high lethality).
Lethality has no relation to how much combat you encounter.
An game which you encounter one combat in 10 session but you get one OHKilled or OHKill the enemy is a example of high lethality rare combat game.
Today, we have "virtual dices" but honestly, only needing 3d6 to play GURPS is a huge advantage IMO.
The basic rules are fairly simple: give your character some attribute stats, choose some advantages (which cost character points) and disadvantages (which "give" character points), ideally pick some quirks (these help define your character) and then your skills. After that, roleplay the character you created with their backstory.
GURPS best point is its universality--any character can be played in any world because all the rules work the same. Of course, realistically some world decisions make others irrelevant--if the game world has magic then it has healing magic, so no one would ever need the Physician or Surgery skills.
GURPS worst point is how complicated it can be--if you try to take into account all the advanced combat rules, including cover/partial cover, lighting, distance, and so on then that 1-second round of combat will actually take you a minute or two to process.
I concur with the assessment that GURPS can be lethal. An average character swinging a club, hitting you in the head, can score a critical hit and this might allow the damage to bypass your metal helmet (DR 3) and go directly to your brain, tripling the damage and either knocking you out instantly or killing you. Alternatively, at ultra-tech levels you might not be able to inflict any damage--even a TL 14 graser (gamma ray laser) rifle has difficulty gettting through a TL 14 military cybersuit (with the thermal superconducting layer, cutting energy damage by half) covered by a personal force screen.
Because GURPS tries to be more "simulator" than even 2e.
Pick a geyser spell for eg, how someone can survive being inside a geyser?
A .338 LM sniper rifle has enough damage to kill the normal person multiple times assuming average rolls.
The default GURPS is probably the highest lethality TT RPG while 4e is probably the lowest lethality.
Anyway, after reading a little, GURPS has so many cool spells, would be amazing to see then adapted into a video game, Mostly water magic https://gurps.fandom.com/wiki/Water_College