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Encyclopedia > GURPS
GURPS
4th edition Characters book
Designer(s) Steve Jackson
Publisher(s) Steve Jackson Games
Publication date 1986, 2004 (4th ed.)
Genre(s) Universal
System GURPS

The Generic Universal RolePlaying System, commonly known as GURPS, is a role-playing game system designed to adapt to any imaginary gaming environment. It was created by Steve Jackson Games in 1986. GURPS won the Origins Award for Best Roleplaying Rules of 1988, and in 2000 it was inducted into the Origins Hall of Fame. Many of its expansions have also won awards. Steve Jackson (born ~1953) is an American game designer. ... Steve Jackson Games (SJG) is a game company that creates and publishes role-playing, board, and card games. ... A role-playing game system is a set of game mechanics used in a role-playing game (RPG). ... A fictional universe is an imaginary world that serves as the setting or backdrop for one or (more commonly) multiple works of fiction or translatable non-fiction. ... Steve Jackson Games (SJG) is a game company that creates and publishes role-playing, board, and card games. ... Year 1986 (MCMLXXXVI) was a common year starting on Wednesday (link displays 1986 Gregorian calendar). ... The Origins Awards, presented by the Academy of Adventure Gaming Arts and Design, are presented at the Origins International Game Expo for outstanding work in the game industry. ... Origins International Game Expo is one of North Americas most prominent annual gaming conventions, second in size only to Gen Con. ... Walhalla temple, Germany A hall of fame (sometimes HOF) is a type of museum established for any a field of endeavour to honour individuals of noteworthy achievement in that field. ...

Contents

History

Prior RPG history

Prior to GURPS, roleplaying games (RPGs) of the 1970s and early 1980s were developed especially for certain gaming environments, and they were largely incompatible with one another. For example, TSR published its Dungeons & Dragons game specifically for a fantasy environment. Another game from the same company, Star Frontiers, was developed for science fiction-based roleplaying. TSR produced other games for other environments, such as Gamma World, Top Secret, Gangbusters, Boot Hill, and more. Each of these games was set with its own self-contained rules system, and the rules for playing each game differed greatly from one game to the next. Attempts were made in Advanced Dungeons and Dragons to allow cross-genre games using Gamma World and Boot Hill rules, but the obscure rules went largely unused. Though it was preceded by the lesser-known Supergame (DAG Productions, 1980), GURPS was the first commercially successful attempt to create an all-encompassing, "universal" roleplaying system that allows players to roleplay in any environment they please while still using the same set of "core" rules. This article is about games in which one plays the role of a character. ... The 1970s decade refers to the years from 1970 to 1979. ... This article does not cite any references or sources. ... TSR, Inc. ... Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy role-playing game (RPG) currently published by Wizards of the Coast. ... Smaug in his lair: an illustration for the fantasy The Hobbit Fantasy is a genre of art that uses magic and other supernatural forms as a primary element of plot, theme, or setting. ... Star Frontiers is a science fiction role-playing game produced by TSR during the 1980s. ... Science fiction is a form of speculative fiction principally dealing with the impact of imagined science and technology, or both, upon society and persons as individuals. ... Gamma World is a science fantasy role-playing game, originally created by James M. Ward and Gary Jaquet, and first published by TSR in 1978. ... Top Secret was an espionage role-playing game first published in 1980 by TSR, the company best known for making the Dungeons & Dragons game. ... Gangbusters was a dramatic radio program. ... Boot Hill is a western role-playing game designed by Brian Blume and Gary Gygax. ... A role-playing game system is a set of game mechanics used in a role-playing game (RPG). ... A generic role-playing game system provides rule mechanics for any setting (world or environment or genre). ...


The GURPS concept

Roleplaying games of the 1970s and 1980s, such as Dungeons & Dragons, used random numbers generated by dice rolls to assign statistics to player characters. GURPS, in contrast, assigned players a specified number of points with which to build their characters. Together with the HERO System, GURPS was one of the first roleplaying games in which characters were created by spending points to get attributes, skills, and advantages (such as the ability to cast magic spells). Additional points can be obtained by accepting lower than average attributes or disadvantages etc. This approach remains popular in roleplaying games in part due to the success of GURPS. The Hero System (or HERO System) is a generic role-playing game system that developed from the superhero RPG Champions, and embodies the underlying mechanics of other Hero Games role-playing games such as Dark Champions, Fantasy Hero, Star Hero, and Pulp Hero. ...


GURPS' emphasis on its "generic" aspect has proven to be a successful marketing tactic, as many game series have source engines which can be retrofitted to many styles. GURPS' approach to versatility includes using real world measurements wherever possible ("reality-checking" is an important part of any GURPS book). This allows players to fairly trivially convert things from the real world, other games or their imagination to GURPS statistics. Look up reality check in Wiktionary, the free dictionary. ...


GURPS also benefits from the many dozens of worldbooks describing settings or additional rules in all genres including science fiction, fantasy, and historical. Many popular game designers began their professional careers as GURPS writers including C.J. Carella, Robin Laws, S. John Ross, and FUDGE creator Steffan O'Sullivan. It is sometimes stated that a large contingent of people who do not play GURPS purchase GURPS supplements because of the talented and creative writers. GURPS worldbooks set in historical periods can often be used as reference books as they usually include a bibliography suggesting additional sources. Robin D. Laws is a respected and prolific writer and game designer who lives in Toronto, Ontario. ... S. John Ross was born Samuel John Ross, Junior in Cumberland, Maryland on July 15, 1971, the son of Sam and Donna Ross. ... A thick, creamy, slice of Russian fudge // American folk lore has it that fudge was invented in the United States more than 100 years ago. ...


GURPS history

The immediate mechanical antecedent of GURPS was The Fantasy Trip, an early role-playing game written by Steve Jackson for the company Metagaming. Several of the core concepts of GURPS first appeared in "TFT". The Fantasy Trip is a role-playing game that was designed by Steve Jackson and was published by Metagaming. ... Metagaming Concepts was a publisher of board games from 1975-1982 owned by Howard Thompson. ...


In 1990 GURPS intersected part of the hacker subculture when the company's Austin, Texas, offices were raided by the Secret Service. The target was the author of GURPS Cyberpunk in relation to E911 Emergency Response system documents stolen from Bell South[1]. The incident was a direct contributor to the founding of the Electronic Frontier Foundation. A common misconception holds that this raid was part of Operation Sundevil and carried out by the FBI. Operation: Sundevil was in action at the same time, but it was completely separate[2]. See Steve Jackson Games, Inc. v. United States Secret Service. Hacker, as it relates to computers, has several common meanings. ... Nickname: Location in the state of Texas Coordinates: , Country United States State Texas Counties Travis County Government  - Mayor Will Wynn Area  - City  296. ... Official language(s) No official language See languages of Texas Capital Austin Largest city Houston Largest metro area Dallas–Fort Worth Metroplex Area  Ranked 2nd  - Total 261,797 sq mi (678,051 km²)  - Width 773 miles (1,244 km)  - Length 790 miles (1,270 km)  - % water 2. ... GURPS Cyberpunk received notoriety when the Austin headquarters of Steve Jackson Games was raided by the U.S. Secret Service in 1990. ... Because of both the secrecy of secret services and the controversial nature of the issues involved, there is some difficulty in separating the definitions of secret service, secret police, intelligence agency etc. ... Written by Loyd Blankenship and published by Steve Jackson Games in 1995, GURPS Cyberpunk is a sourcebook for a cyberpunk-themed role-playing game based in a fictional, near-future dystopia, such as that envisioned by William Gibson in his influential novel Neuromancer. ... Enhanced 911 service or E911 service is a North American telephone network feature that automatically associates the physical address with the calling partys telephone number. ... BellSouth Corporation (NYSE: BLS) is a U.S. telecommunications company based in Atlanta, Georgia. ... EFF Logo The Electronic Frontier Foundation (EFF) is a non-profit advocacy and legal organization based in the United States with the stated purpose of being dedicated to preserving free speech rights such as those protected by the First Amendment to the United States Constitution in the context of today... Operation Sundevil was a 1990 nation-wide United States Secret Service crackdown on illegal computer hacking activities. Along with the Chicago Task Force and the Arizona Organized Crime and Racketeering Bureau, they conducted raids in Austin, Cincinnati, Detroit, Los Angeles, Miami, New York, Newark, Phoenix, Pittsburgh, Richmond, Tucson, San Diego... The Federal Bureau of Investigation (FBI) is a federal criminal investigative, intelligence agency, and the primary investigative arm of the United States Department of Justice (DOJ). ... The 1993 case of Steve Jackson Games, Inc. ...


Steve Jackson Games released GURPS Fourth Edition at the first day of Gen Con on 2004-08-19. It promised to simplify and streamline most areas of play and character creation. Some of the changes: an edited and rationalized skill list, clarification of the difference between ability from experience and from inborn talent, simplified language rules, and revised technology levels. The 4th edition was sold as two full-color hardcover books. Gen Con is the largest and most prominent gaming convention in North America. ... shelby was here 2004 (MMIV) was a leap year starting on Thursday of the Gregorian calendar. ... August 19 is the 231st day of the year (232nd in leap years) in the Gregorian calendar. ...


Mechanics of the game

Character points

A character in GURPS is built with character points. For a beginning character in an average power game, the 4th edition suggests 100–150 points to modify attribute stats, select advantages and disadvantages, and purchase levels in skills. Normal NPCs are built on 25 or fewer points. Full-fledged heroes usually have 200–250 points, while superheroes are commonly built with 400–800 points. The highest point value recorded for a character in a GURPS sourcebook is 10,452, in GURPS Monsters.[citation needed] Character points are abstract units used in some role-playing games during character generation. ... An NPC from the video game The Elder Scrolls IV: Oblivion. ... GURPS Monsters (ISBN 1556345186) is a 128-page soft-bound book compiled by J. Hunter Johnson and published in 2002 by Steve Jackson Games as a supplement for the GURPS role-playing game system. ...


In principle a Game Master can balance the power of foes to the abilities of the player characters by comparing their relative point values. In role-playing games, the game master or GM is the organizer, storyteller, and arbitrator. ...


Attributes

Characters in GURPS have four basic attributes: An Attribute (also called a statistic, characteristic or ability) is an abstract number (or, in some cases, a set of dice) which represents a single aspect of a fictional character in a role-playing game. ...

  • Strength (ST) — A measure of the character's physical power and bulk, ability to lift, carry, and do damage
  • Dexterity (DX) — A measure of the character's physical agility, coordination, and manual dexterity
  • Intelligence (IQ) — A measure of the character's mental capacity, acuity and sense of the world
  • Health (HT) — A measure of the character's physical stamina, energy and vitality, ability to resist disease

Having only four attributes is arguably much simpler compared to other roleplaying games which can have several main stats that cover more defined abilities. Each attribute has a number rating assigned to it. Normally they begin at 10, representing typical human ability, but can go as low as 1 for nearly useless, to 20 (or higher) for superhuman power. Anything in the 8 to 12 range is considered to be in the "normal" (more or less average) area for humans. Basic attribute scores of 6 or less are considered crippling — they are so far below the human norm that they are only used for severely handicapped characters. Scores of 15 or more are described as amazing — they are immediately apparent and draw constant comment.


Players assign these ratings spending character points. The higher the rating the more points it will cost the player, however, assigning a score below the average 10 gives the player points back to assign elsewhere. Since almost all skills are based on Dexterity or Intelligence, those attributes are twice as expensive (or yield twice the points, if purchased below 10). Character points are abstract units used in some role-playing games during character generation. ...


Attribute scores also determine several secondary characteristics. The four major ones are each directly based on a single attribute:

  • Hit Points (HP) — how much damage and injury can be sustained, based on ST
  • Will (Will) — mental focus and strength, withstanding stress, based on IQ
  • Perception (Per) — general sensory alertness, based on IQ
  • Fatigue Points (FP) — a measure of exertion, tiredness, and hunger, based on HT

In earlier GURPS editions (that is, prior to the 4th Edition) Hit Points were based on HT and Fatigue Points were based on ST.


The other secondary characteristics (Damage, Basic Lift, Basic Speed, Dodge, Move) are calculated from one or more attribute values using individual tables or formulae. Before calculators were cheap and plentiful, people would use mathematical tables —lists of numbers showing the results of calculation with varying variables— to simplify and drastically speed up computation. ... In mathematics and in the sciences, a formula (plural: formulae, formulæ or formulas) is a concise way of expressing information symbolically (as in a mathematical or chemical formula), or a general relationship between quantities. ...


Advantages and Disadvantages

GURPS has a profusion of advantages and disadvantages which enable players or Game Masters to customize their characters. The plethora of options available, and rewards the system provides players for carefully creating their characters, is attractive to gamers who enjoy a high degree of complexity in games.


A player can select numerous Advantages and Disadvantages to differentiate the character; the system supports both mundane traits (such as above-average or below-average Wealth, Status and Reputation) as well as more exotic special abilities and weaknesses. These are categorized as physical, mental or social, and as exotic, supernatural, or mundane. Advantages benefit the character and cost points to purchase. Selecting Disadvantages returns character points and allows players to limit their characters in one way in exchange for being more powerful or gifted in other areas. Disadvantages include such positive attributes as honesty and truthfulness which limit the way a character is played. There are also many Perks and Quirks to choose from which give a character some personality. Perks (minor Advantages) and Quirks (minor Disadvantages) benefit or hinder the character a bit, but they mostly add roleplaying flavor.


Enhancements and limitations can tailor an advantage or disadvantage to suit creative players. These modify the effects and point cost of advantages and disadvantages. For example, to create a "dragon's breath" attack, a player would select the Innate Attack ability (the ability that allows a player to perform an attack most humans could not), and select burning attack 4D (normally 20 points). Then, the player would modify it as follows: cone, 5 yards (+100%); limited use, 3/day (-20%); reduced range, x1/5 (-20%). The final percentage modifier would be +60%, making the final cost 32 points. This addition to the system greatly increases its flexibility while decreasing the number of specific advantages and disadvantages that must be listed. Finally, mitigators can themselves tailor advantages and disadvantages (see GURPS Bio-Tech for such an example). GURPS Bio-Tech is a GURPS sourcebook written by David Pulver and David Morgan-Mar on the subject of futuristic biotechnology. ...


Skills

GURPS has a wide variety of skills intended to enable it to support any conceivable genre (such as Acrobatics and Vehicle Piloting). Each skill is tied to at least one attribute, and the characters' abilities in that skill is a function of their base attributes + or - a certain amount. A Skill (also called a proficiency) is an abstract number (or, in some cases, a set of dice) which represents a learned skill of a fictional character in a role-playing game. ... High wire act Acrobatics (from Greek Akros, high and bat, walking) is one of the performing arts, and is also practiced as a sport. ...


The availability of skills depends on the particular genre the GURPS game is played. For instance, in a generic medieval fantasy setting, skills for operating a computer, or flying a fighter jet would not normally be available. Skills are rated by level, and the more levels purchased with character points, the better the characters are at that particular skill relative to their base attribute. The Middle Ages formed the middle period in a traditional schematic division of European history into three ages: the classical civilization of Antiquity, the Middle Ages, and modern times. ... Smaug in his lair: an illustration for the fantasy The Hobbit Fantasy is a genre of art that uses magic and other supernatural forms as a primary element of plot, theme, or setting. ... The NASA Columbia Supercomputer. ... An A-10 Thunderbolt II, F-86 Sabre, P-38 Lightning and P-51 Mustang fly in formation during an air show at Langley Air Force Base, Virginia. ...


Skills are categorized by difficulty: Easy, Average, Hard, and Very Hard. They are also categorized as Physical or Mental skills, with Very Hard only applying to some Mental skills. Easy skills cost fewer points to purchase levels in, while Hard skills cost more. A player can generally purchase a skill for his character at any level he or she can afford. The lower you choose the fewer points it costs to buy the skill, and the higher you go, the more points it costs. Some skills have default levels, which indicate the level rating a character has when using that skill untrained (i.e. not purchased). For example, a character with a Dexterity of 12, is using the Climbing skill untrained. Climbing has a default of DX-5 or ST-5, which means that using the skill untrained gives him a Climbing skill level of 7 (12-5) if he tied it to the Dexterity stat. If the character had a higher Strength stat, he could have a better chance of success if they tied the Climbing skill there instead.


Some skills also have a Tech Level (TL) rating attached to them, to differentiate between Skills that concern similar concepts, but whose tasks are accomplished in different ways when used with differing levels of technology. This helps during time traveling scenarios, or when characters are forced to deal with particularly outdated or advanced equipment. For instance, a modern boat builder's skills will be of less use if he is stuck on a desert island and forced to work with primitive tools and techniques. Thus, the skills he uses are different when in his shop (Shipbuilding/TL 8) and when he is on the island (Shipbuilding/TL 1).


Success rolls

GURPS uses six-sided dice for all game mechanics. For instance, if the damage of a weapon says "3d+2" then you'd roll three six-sided dice, add the results of each die together, and add 2 to that result. Likewise, if it said "2d-1", you'd roll only two dice and subtract 1 from the total result. For stat and skill checks, the player always rolls three six-sided dice. An "average roll" of three six sided dice generates a total of 10.5; this makes an "average" skill check (a skill of 10, based on an unmodified attribute) equally likely to succeed or fail. Two standard six-sided pipped dice with rounded corners. ...


Making stat and skill checks in GURPS is the reverse of the mechanics of most other RPGs, where the higher the total of the die roll, the better. GURPS players hope to roll as low as possible under the tested stat's rating or skill's level. If the roll is less than or equal to that number, the check succeeds. There is no "target number" or "difficulty rating" set by the Game Master, as would be the case in many other RPG systems. Instead the GM will apply various modifiers to add or subtract to the skill level. In this way, positive modifiers increase the chance for success by adding to the stat or skill level you must roll under while negative modifiers deduct from it, making things more difficult.


For example: a player makes a pick pocketing test for her character. The character has a Pickpocket skill with a level of 11. Under normal circumstances the player must roll an 11 or less for the character to succeed. If the player rolls above 11, then the character has failed the attempt at pick pocketing.


There are some exceptions for very high or low rolls. No matter the level of the skill, a die roll of 18 or 17 is always a failure, and a roll of 3 or 4 is always a success. The Game Master may decide in such cases that, in first case (a roll of 18, or 10+ over the modified skill level), the character has failed miserably and caused something disastrous to happen or, in the other case, that she succeeds incredibly well and gains some benefit as a result.


Combat

Combat in GURPS is organized in personal turns: i.e., every character gets a turn each second - a relative short period of time - and during his or her character's turn he or she may take an action, such as attack or move. After all characters have taken their action, one second has elapsed. Free actions are simple actions that can be done at any time. Characters in a party have a set initiative that is entirely based upon their Basic Speed characteristic. Turning is the action of not going straight. ... Look up second in Wiktionary, the free dictionary. ... A pocket watch, a device used to tell time Look up time in Wiktionary, the free dictionary. ...


There are two kinds of attacks: Melee (possibly with hand-to-hand weapons, or unarmed combat) and Ranged (bows, guns, thrown weapons, some Innate Attacks, etc...). Attacks made by a character are checked against their skill with the particular weapon they carry. For instance, if a character is using a pistol, as with any other skill, it is beneficial to have a high level in the Guns skill. Like any other skill check, a player must roll equal to or less than the level of the skill to succeed. Failure means a miss, success scores a hit. Similarly, rolls of 3 or 4 are always "critical hits", which means that the blow might inflict significantly more damage to its target; rolls of 18 are always "critical misses", which means that a rather unpleasant and unexpected event (such as dropping the weapon or hitting the wrong target) might occur. Attack modifiers are set by the GM when factoring in things like body armor and cover that make a successful strike more difficult. This article is about firearms and similar devices. ...


After a successful attack, except in the case of a critical hit, the defender usually gets a chance to avoid the blow. This is called an Active Defense, and takes the form of a Dodge (deliberate movement out of the perceived path of the attack), Parry (attempt to deflect or intercept the attack with a limb or weapon), or Block (effort to interpose a shield or similar object between the attack and the defender's body). Unlike many RPG systems, an Active Defense is an unopposed check, meaning that in most cases, the success of an attack has no effect on the difficulty of the defense. Dodge is based on the Basic Speed characteristic, while Parry and Block are each based on individual combat skills, such as Fencing, Karate, or Staff for Parry, and Shield or Cloak for Block.


Certain skills, attributes and equipment, when strung together, can be used to great effect. Let us say a gunslinger from the Old West is facing a foe; he can use the Combat Reflexes ability to react before his enemy, the Fast-Draw(Pistol) skill to get his two guns out, the Gunslinger ability to allow him to skip the aiming step, and the Dual-Weapon Attack(Pistol) skill to fire both his guns at once. This would have taken around 6 turns, if he had none of these skills.


Damage and defenses

Damage from muscle-powered weapons, (clubs, swords, bows, etc.) are calculated based on the character's ST rating. The weaker a character is physically, the less damage he or she is capable of inflicting with such a weapon. Purely mechanical weapons (guns, beam sabers, bombs, etc.) have a set damage value.


When damage is inflicted upon characters, it is deducted from their Hit Points, which are calculated with the Strength stat (prior to GURPS 4th Edition, Hit Points were derived from the Health stat). Like most other RPGs, a loss of hit points indicates physical harm being inflicted upon a character, which can potentially lead to death. GURPS calculates shock penalties when someone is hit, representing the impact it causes and the rush of pain that interferes with concentration. Different weapons can cause different 'types' of damage, ranging from crushing (a club or mace), impaling (a spear or arrow), cutting (most swords and axes), piercing (bullets), and so on. This article or section does not cite its references or sources. ...


Depending on the nature of the attack, there will sometimes be additional effects.


Advancement

Character advancement follows the same system as character creation. Characters are awarded character points to improve themselves at regular intervals (usually at the end of a game session or story).


GMs are free to distribute experience as they see fit. This contrasts with some traditional RPGs where players receive a predictable amount of experience for defeating foes. The book recommends providing 1-3 points for completing objectives and 1-3 points for good roleplaying per game session.


Advancement can also come through study, work, or other activities, either during game play or between sessions. In general, 200 hours of study equals one character point which can be applied for the area being studied. Self-study and on the job experience take more time per character point while high tech teaching aids can reduce the time required.


Some intensive situations let a character advance quickly, as most waking hours are considered study. For instance, characters travelling through the Amazon may count every waking moment as study of jungle survival, while living in a foreign country could count as eight hours per day of language study or more.


GURPS in other media

The computer game publisher Interplay licensed GURPS as the basis for a post-nuclear war computer role-playing game in 1995. Late in development and after disagreements between the two companies, the GURPS character-building system was replaced with the SPECIAL System, the GURPS name was dropped, and the game was released under the name Fallout. Interplay Entertainment Corporation was an American video game and computer game publisher and developer. ... Nuclear War is a card game designed by Douglas Malewicki, and originally published in 1966. ... This article or section does not cite any references or sources. ... Year 1995 (MCMXCV) was a common year starting on Sunday (link will display full 1995 Gregorian calendar). ... The SPECIAL System is a character-creation scheme developed specifically for the Fallout franchise of computer role-playing games. ... This article or section does not cite its references or sources. ...


GURPS For Dummies, a guidebook by Stuart J. Stuple, Bjoern-Erik Hartsfvang, Adam Griffith, was published in 2006. ISBN 0-471-78329-3 Cover of HTML 4 for Dummies. ... For the Manfred Mann album, see 2006 (album). ...


GURPS references are a running joke in the webcomic Something Positive. Characters often wear GURPS shirts, soda machines dispense "GURPS cola" and the local gaming store carries fictitious games such as "GURPS Sixteenth Century French Drama". Something Positive or S*P is a webcomic by R. K. Milholland, which debuted on December 19, 2001. ...


References

  1. ^ http://www.sjgames.com/SS/
  2. ^ Top ten media errors, #6

See also

A rough breakdown of GURPS books. ... GURPS Characters cover GURPS 4e Basic Set is a hard-bound two volume set written by Steve Jackson, Sean M. Punch, and David L. Pulver. ... GURPS Lite is a 32 page introduction to the rules of the GURPS Role-playing game based on the core rules in the GURPS 4e Basic Set. ... Pyramid is a gaming magazine, publishing articles primarily on role-playing games, but including board games, card games, and other sorts of games. ... GURPS Gulliver is a tabletop-style role-playing game supplement for GURPS role-playing game published by . ...

External links


  Results from FactBites:
 
GURPS Resources & Play Aids (408 words)
GURPS Lite is a 32-page distillation of the basic GURPS rules.
GURPS Character Assistant is the official character creation utility for GURPS Fourth Edition.
GURPS Character Builder is the official character creation utility for GURPS Third Edition.
GURPS (2201 words)
GURPS is an attempt to create an all-encompassing, "universal" role-playing system that allows players to role-play in any environment they please without having to create a new set of rules for each game.
GURPS was part of the first wave of role-playing games that eschews random generation of characters in favor of a point-based system.
GURPS became part of the hacker sub-culture, when the company's Austin offices were raided by the Secret Service.
  More results at FactBites »


 
 

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