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[BNW] GURPS Brave New World



I sent a message from my Yahoo account - I wonder if there's some 
problem getting it to post? Anyway...

Converting BNW to GURPS is kinda messy at best. As a person who was 
involved in another multi-genre RPG (West End's late, beloved TORG) I 
know what a mess a "generic" system can be. No matter how simple the 
rules may be, to fine-tune the universe for a specific genre, you 
have to add on additional rules and geegaws, and the whole mess 
becomes unwieldy. Plus, the GURPS system is not well regarded 
nationally. (The way I hear it, Steve Jackson is so disliked by some 
game authors, they call the company "SJG" so they won't have to say 
his name.)

The games that were adapted to GURPS, such as "Traveller" and 
"Vampire: The Gorehound's Best Friend," have not done well since.

And on a mechanical basis, the 3d6 rolls have a top limit. If you 
roll 18, that's it. No add-on rolls, unless you want to add a new 
mechanic to the game system and gain the hatred of regular GURPS 
players.

In addition, GURPS already has a superhero worldbook, "GURPS Supers," 
and a specific universe, "GURPS Supers IST - International Supers 
Teams," with a whole world background. With all that - and a 
superhero system that makes more sense than "Champions," where you 
spend a week to generate a character - it isn't popular, in a field 
where BNW is arguably the most successful superhero game in years.
-- 
The Conventioneer's Guide Part 4 (finally) is up August 9 at
Tom Reed's Off -Model site - http://www.off-model.com