OT: Hard Sci-Fi Roleplaying Games...

3 posts ยท Jun 4 1999 to Jun 6 1999

From: djwj <djwj@e...>

Date: Fri, 4 Jun 1999 12:19:42 -0600

Subject: Re: OT: Hard Sci-Fi Roleplaying Games...

I recomend Steve Jackson's  Generic Universal Role-Playing System: it
has a large following, excellent support, the rules have largely stabilized
(meaning you won't have to buy a new edition of the basic set one year after
you purchace it the first time), Steve Jackson Games isn't going out of
business any time soon, and for my own opinion GURPS is a better "Role-
not
Roll- playing" system.

Be advised: GURPS is not for the "hack-and-slash set". It is designed
very much with the aspect of improvisational theater in mind. The character
creation is rather cumbersome if you are planning on a high P.C. body count.

As far as any specifics, describing it as a Meta System (GURPMS? nah wouldn't
sound as good) is correct, it can be as realistic or as outrageous as you want
it to be. The point system has its critics but a large number of games
(Including TSR's D&D 3rd edition) are favoring the point system over the die
system. It is at least an attempt (and most GURPS players agree that it is a
good one) at balancing the player characters with each other so that no one
player "steals the spotlight" as it were. GURPS is resistant to abuse
(not abuse-proof, no system is). GURPS has a rare ability to combine
otherwise seperate genres into any mix of circumstances you could want. You
could create FASA's Shadowrun universe with as much or as little magic as you
could want, add (or remove) space travel, make magic a secret,...and on and on
and on.....

I include some recommendations and reviews for anyone interested. The reviews
are the common points between my own feelings and those that I have heard from
other GURPS Players

***For general consumption I reccomend the following books:

(This is the basic material that you would need to have as complete a
character as you could want for most games.)

GURPS Basic Set Third Edition Note: If you plan on getting well into GURPS it
may be worthwile to find a copy of "Third Edition" not the "Third Edition
Revised". Third Edition includes the sample adventure "Caravan to Ein Arris",
and the information in the appendicies in 3rd Revised is all included in GURPS
Compendium 1. Just trying to get more bang for your buck.

GURPS Compendium I A collection of advantages, disadvantages, skills, and
optional rules changes.

***For the Hard Sci-FI roleplayer:

GURPS High Tech Heavy on guns from the renissance to today, but contains
excellent information on care and abuse of firearms through the ages,
improvised explosives, artillery, artillery observation and shot rounds from
12 guage to beehive cannister and flichette rounds. Written by a former U.S.
Army supply seargent.

GURPS UltraTech A well rounded catalog of equipment for the "edge of tomorrow"
to "a sufficiently advanced technology"

GURPS Space Contains an excellent random generator for creating planetary
systems based on what we know of the universe and our own solar system, has an
optional set of results for including "extraordinary" objects like ringworlds,
and dyson's spheres, living stars, ect. The generator is as specific as what
level of life has evolved on the planet, and what their government is like. It
gets extremely cumbersome to generate many planets at once because of that
detail, I have heard of a "Sector Generator" program that will let your
computer do that for you, but I don't know where to find it.

For "Soft" Sci-Fi
Includes all the books recomended for "Hard SF"

GURPS Psionics Borderlines a recomendation for "Hard" only because of the
popular consensus about the validity of the topic. Has very good remarks about
recorded observations and how to simulate them in GURPS

GURPS Cyberpunk The first and best source of cyberwear, Cybernetic Interfaces,
Hacking the Net. This book was confiscated by the U.S. Secret Service as a
manual for computer hacking, at last report SJG still hasn't gotten back all
their computers.

***For Traveler fans GURPS Traveler Not actually "Hard" SF, but GURPS is now
the official source of Traveler. Already has two or three additional
suppliments.

***For The Incureable GURPS Player (Like myself) (Not a complete listing but
here for content information and reviews)

GURPS Compendium II For those that *must* know the difference between a bronze
machate and an iron shortsword. Includes detailed hit location chart,
poisions, diseases, vehicle maintence....

GURPS Vehicles / GURPS Robots
Must be *Absolutely Incureable* to actually want either of these. What the
DSII design rules are to simplicity, GURPS design rules are to complexity.
Vehicles has complete rules for making stone age carts, superscience
starships, superscience carts, or a stone age starship. Very cumbersome to do,
and you never really know how your creation will perform, even with practice.
I hear that there is a computer program for this as well, but I'm not sure
where it resides on the www

GURPS Illuminati University (IOU) Really good just for the read. Excellent
"Random Button Pushing Table" and "Random Side Effect Table". Illustrations by
Phil and Kaja Foglio.

GURPS Warehouse 23 Excellent source for the conspiracy buffs. Amusing read,
try to figure out what has been really reported and what SJG made up.

***Books I reccomend avoiding GURPS Black Ops Restirctive character creation:
out of 600 points (yes 600 points in a 100 to 500 point game system) 550 of
them are spent. Very combat oriented with only hints to any type of "Sean
Connery as James Bond" behavior. Not even a really good conspiracy sourcebook.

Okay I've put in my $440.00 worth (the amount I've spent on GURPS books). I'm
done now.

From: John C <john1x@h...>

Date: Fri, 04 Jun 1999 18:56:45 GMT

Subject: Re: OT: Hard Sci-Fi Roleplaying Games...

> GURPS Black Ops
Not
> even a really good conspiracy sourcebook.

For the record, the character creation section was imposed upon the author,
against his express wishes. His objections were basically the same as
yours.... If you check out his web page, the Blue Room
(http://www.io.com/~sjohn/blueroom.htm) and look under GURPS, you will
find a new advantage called "Up to the Challenge" which makes things much
easier.

To drag this back on-topic, you would find this to be a very useful
advantage if you were running a special forces kind of campaign. It would
reduce the paperwork tremendously. And if you want a *lot* of fun, check out
"Gunmetal Blue" on the same site to find the "Truly Badass" advantage,
as well as the "Options for High-Tech GURPS" page.

From: Alan and Carmel Brain <aebrain@w...>

Date: Mon, 07 Jun 1999 01:22:49 +1000

Subject: Re: OT: Hard Sci-Fi Roleplaying Games...

> djwj wrote:

> ***For general consumption I reccomend the following books:

I'd add GURPS Uplift (David Brin's series) here.

> GURPS Illuminati University (IOU)