You know what I really love about GURPS and The Call of Cthulhu and similar games?

Characters can have *texture*.

When I've played FATE and FUDGE they were more broad strokes: you got a few points, BIG ONES, to define your character. And that elegance is COOL, don't get me wrong. You want someone able to sit down at a table, see a character sheet and know what someone is about? That was damn cool.

But in GURPS or Cthulhu one skill point is almost free. You get over a hundred of the things. So you want to detail that your character spent first year as a English Lit major before moving into Theoretical Astrophysics? You can do that. Have a hobby skiiing? You can do that.

Also: I love how over the long term the skills you have show the phases of the campaign. Like when we ALL took navigation due to our ranger taking a year off.

@Canageek I'll admit that some of the fun and frustration of GURPS was in building characters. Unfortunately there was way more frustration for me. Having to figure out how many points would be the equivalent of 2nd year Latin (note: not a real example) or how to model one of the two Wonder Twins in GURPS really started moving into "how many angels can fit on this pin and are we talking Seraphim or Cherubim?


I tried modeling the ghosts from Pac Man for a joke session with my wife. I tried to model one of the ghost monsters in one of the books (don't recall, doesn't matter). In the end it didn't matter because everything took entirely too long for me to figure it out.

I still think GURPS is great for folks who love tinkering but for me it's the equivalent of using a battleship with full ships complement to commute to work. Too much, and not nearly as flexible as I would like. 😁

@craigmaloney @Canageek Long ago I ran a videogame-world game with Champions 3E, worked perfectly fine. Pac-Man had a high-value normal attack with a special effect of teleporting defeated enemies to their home.

These days I'd probably use Cartoon Action Hour instead.

@mdhughes @craigmaloney Have you tried Chaosium's Basic Roleplay system? The one that powers Call of Cthulhu? I think it does a lot of the same good points but with half the work. Now, it is much less flexible, but it does one thing and does it well, which is human or near human characters who are skill based and fragile.

I'm actually slowly (one page every few years slowly) writing my own game based on the same ideas.

@Canageek @craigmaloney I love BRP, and more importantly Stormbringer 1st Ed, and even the later Magic World. But Moon Design dba "Chaosium" is a shitty lawyer-driven company and I'll never give them a penny again, hope they eat gravel.

There's nice non-Chaosium d100 games like OpenQuest, Legend, and Mythras, though, and WHFRP and RM-replacements like Zweihänder.

Great games for doing gritty, detailed, human-scale games. But *terrible* for doing videogamey or high-fantasy worlds.

@mdhughes @craigmaloney I've not heard anything bad about them since Moondesign took over? The reverse in fact, hiring writers of colour to fix a lot of the older, racist stuff, updating a lot of old adventures to make more sense and be easier for newer players?

Given some of the stuff I heard about Chasosium wasting money on their kickstarters (and I was a bit annoyed when they sent to writers over to Europe without even a clear research plan, even before the rest came out)


@Canageek @craigmaloney Charlie Krank's stewardship of Chaosium was kind of benevolent neglect and dumbassery, but some fantastic products came out in his time, like Magic World and Advanced Sorcery, and a lot of monographs.

Sign in to participate in the conversation

Mastodon x = fun? A place for former ADN users - on the whole