#gurps

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Considering the over-the-top action of the comics, the character stat blocks in GURPS Girl Genius were surprisingly down-to-earth. While the main protagonists are indeed powerful, they are still fairly reasonable, and not out of the range of "pulp action heroes" and the like. #GURPS #ttrpg

Bill Slavicsek: Dark Sun Campaign Setting, Expanded and Revised (Paperback, Wizards of the Coast) No rating

Dark Sun was a fun setting, but I always thought that the #DnD rules were an awkward fit. The wild psionic powers, the differences in available equipment, the transhumanist spellcasters... it all diverges pretty strongly from "standard" D&D.

I once ran a #GURPS with it, which I thought was a pretty good fit - using tbe system from GURPS Psionic Powers, and giving each character 25 points from one of the prepackaged power sets. It worked pretty well.

Michael Alyn Pondsmith: Castle Falkenstein (Paperback, 1994, A to Z Printing) No rating

Most #Steampunk #ttrpg settings have the problem that they tend to gloss over the evils of Imperialism and Colonialism. #CastleFalkenstein fares better than most, since it portrays Imperialism as something that ought to be opposed more often than not. It is perhaps unfortunate that the point-of-view protagonist is a white male 20th century American, but it should not be too hard to include other characters.

Still, I don't particularly care for the Castle Falkenstein rules systems, and I'm not sure what I'd use it instead. Yes, there was a #GURPS version published for it (which I recommend as a generic "World Guide" even if you don't use the rules, as well as the supplement Castle Falkenstein - The Ottoman Empire), but they'd need to be updated for 4E...

#TranshumanSpace was one of the few times Steve Jackson Games attempted to support an entire line focusing on an original #ttrpg setting for #GURPS , and it's still far away my favorite. And while it has its dark sides, it is also one of the more optimistic near-future settings out there - it portrays humanity largely being able to tackle their own problems.

Alas, I fear we are currently heading for a darker timeline. Still, it would be interesting to revisit this setting, and compare and contrast where we stand now vs. what the setting portrayed where we are going.

This is my top " #GURPS book I never knew I needed, but now never want to do without."

GURPS Powers is the big showcase for what the GURPS 4E rules can do if you put your mind to it, and if you want to run any GURPS campaigns where the characters have "special powers" of some sort, you should probably take a look. #ttrpg

The mixture of a fantasy world with real world cultures and religions certainly makes this #GURPS setting one of the more unique fantasy #ttrpg settings. Its design doesn't quite fit modern standards - for instance, the widespread sexism in human cultures is rather problematic in terms of inclusivity. Still, with the right group that wishes to engage with it, you could run some very rewarding campaigns in it.

C. J. Carella: GURPS War Against the Chtorr (Steve Jackson Games) (Paperback, Steve Jackson Games) No rating

I've replaced most of my physical collection of #GURPS 3E books with their ebook counterparts - nostalgia or no, they just took up too much shelf space.

The main exceptions were licensed books, since the licenses have long since expired and Steve Jackson Games can no longer sell them. And GURPS War Against the Cthorr holds a special place in my heart among these books, since the notion of an alien biological invasion was utterly fascinating when I read it - and it still is. After all, while you can "hunt bugs" with the usual array of weapons available to typical adventurers, what do you do when a hostile ecosystem transforms your world into theirs? How do you fight that? #ttrpg