Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (503)
  • Comics (10)
  • Gaming (917)
    • Boardgaming (673)
      • ASL (154)
      • CC:Ancients (83)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (162)
      • MMO (77)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (82)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (49)
    • Anime (47)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

  • Foxes and Lions (Part 3): Military Matters, Captains, and Condottieri June 12, 2026

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Cyberstyle 8.5 June 13, 2026

RSS Quest for Fun!

  • The Expense Post May 24, 2026

RSS Bruce Heard and New Stories

  • Pain, Exhaustion, and Morale in D&D BECMI June 7, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • The Search for Freedom: Undistinguished Destruction June 13, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books May 24, 2026

RSS Lynn’s Book Blog

  • Booking Ahead/Weekly Wrap Up June 14, 2026
ASL blogs:

RSS Sitrep

  • Cardinal ASL Sins March 18, 2026

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • AAR Slides for Schwerpunkt SP96 Husum Hotfoot June 5, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • GURPS DF Session 224, Felltower 141 - Second GFS exploration June 15, 2026

RSS Gaming Ballistic

  • B-Scale: Damage That Scales from Tardigrades to Kaiju June 5, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #6: “Old Friends, New Again” June 7, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

Holy Powers

by Rindis on July 8, 2015 at 12:00 pm
Posted In: GURPS

GURPS developed a very strong magic system in one its first supplements. Other systems came later, and Fourth Edition has done a great job expanding the options, and systems available.

But religious magic has been stuck with the advice from GURPS Religion, which boiled down to ‘use the normal skill-based magic and substitute Clerical Investment for Magery’. GURPS Powers: Divine Favor is a small PDF product that introduces an entire new system based on the precepts in GURPS Powers (which is not needed to use this).

The main idea is a leveled advantage called “Divine Favor”, which allows a character attempt to call upon the power of his god directly, as long as he takes and sticks to at least 10 points of disadvantages that represent the character’s faith (vows, code of honor, etc). When a character needs a miracle, he rolls 3d6 against the level of his Favor, and if it works, his god has heard him.

From there, the GM does a reaction roll for the god (a standard mechanic) and on a ‘good’ or better reaction, the god intervenes with a miracle (chosen by the GM). Neutral reactions still generate a small bonus, and beware of bad reactions!

Since the minimum roll is ‘3’, the Divine Favor advantage starts at level 3, but a Pyramid article proposes levels 0-2, which require getting positive modifiers to get the target number to a minimum of 3 (such as taking extra time, praying inside a church/temple dedicated to that god, a large group…). If level 0 Divine Favor is allowed then anyone with the disadvantages defined as required by that god could get his attention.

In addition to this, there’s also a system of specific and learned prayers. These are less random, with pre-defined limits. Specific prayers are a case of asking the god for a specific miracle, instead of just ‘Help!’ Generally, nothing bad will happen, but the truly outstanding results of an excellent reaction roll cannot happen either. A learned prayer is a ‘power’ by any other name. It’s paid for with points, it can be done without any rolling; it’s a permanent feature of the character. Of course, it is linked to Divine Favor, and if something happens to that (violating the prerequisite disadvantage(s) of the god), it stops working. The bulk of the PDF is eight pages of example miracles already priced out.

When I saw this title, I didn’t think much of it with GURPS’ poor track record of divine magic, and just picked it up cheap on sale. Once I read it, I was very impressed. It’s a clever idea, well done and presented, and feels so right for divine magic I don’t think I’d ever use any other system for it.

└ Tags: gaming, GURPS, Powers, review, rpg
4 Comments

The Advanced Set

by Rindis on January 5, 2014 at 12:32 pm
Posted In: GURPS

One of the first major supplemental releases for GURPS 4th Ed was GURPS Powers. The introduction for the book states that it is a ‘how to’ guide, and can be considered to be Basic Set: Powers. I disagree with this sentiment; it’s really GURPS Advanced Set.

I first came to this conclusion before getting the book. I noticed while cruising around the SJG forums that any ‘how do I do this’ question that didn’t have a fairly straightforward answer invariably ended up referring to Powers, if only in passing. In general, it is meant to be a pure tool kit replacement for Psionics and Supers from the 3rd Ed line, with wider applicability. Since that time, there have been some ‘worked example’ products based on the principles in Powers, most notably Psionic Powers.

GURPS 4th Ed can boil down to a very simple game, but is very much a system where the more effort you put in, the more you get out of it. This is the core of GURPS Powers. The central concept of the book is providing a logical framework to plug ‘powers’ into. In this case, ‘powers’ are abilities (which may be represented by several different advantages) that stem from some special power source (magic, chi, etc).

Instead of just letting a character take a number of different abilities, and tie them together with ‘special effects’ (if that), Powers proposes a structure that explicitly ties them together as a package. This then allows the introduction of concepts like shutting down the entire package with an ‘anti’ power, or defenses that only work against another type of power (like a fire power melting ice attacks), allowing complicated interactions between abilities to be defined ahead of time instead of ignored (because there’s nothing in the mechanics to support it), or done purely on ad hoc basis.

With some time spent working things out (or even revising powers later, and adjusting point totals when good ideas come up), it seems to me that GURPS can now do better genre-emulation of superheroes than Champions in character creation. (At least Champions 4th, I don’t know if the later editions have added anything to help guide the interplay of powers/special effects.) And this is even better for universes with a more limited set of wide-ranging powers (say, The Last Airbender universe).

There is, of course, a cost. To do this properly, the GM needs to spend the time and effort to define the ‘sources’ and ‘foci’ of the powers in the game, and quite likely, the overall structure of the abilities in the powers. This is extra time, effort, and math. But, after putting in the effort, you have much better support for all the interactions.

Some 60+ pages are spent on advanced discussion of existing advantages and modifiers in the context of powers, and a couple of new, potentially very abuseable advantages are introduced. (The existing ones also get some interesting extensions, such as the version of injury tolerance that replicates the type of zombie that keeps going after being dismembered, including outlining the abilities of the various separated body parts.)

Other parts of this book include a wide range of pre-worked-out examples. This ranges from the modifiers that many powers would use (and since these often make them less useful by defining situations where they won’t work, they are usually modest cost breaks), the types of abilities many popular power types should have associated with them, to detailed abilities built out of the base advantages and disadvantages of GURPS to better suit things often seen in fiction. And then there is the usual very well done discussion of how to handle things in a campaign (including a rundown of abilities that can interfere with, or short-circuit, an adventure, and how to prevent it becoming a major problem). And there is a chapter of optional rules for use with powers, such as the possibility of a power being crippled (say, by over-use). And a chapter discussing the nature of genres that typically have powers as a major focus (from mythic fantasy to superheroes).

Overall, this is a ‘crunch’ book, mostly useful for GURPS 4th Ed, and a very well done one at that. But… I can’t help thinking that the power structure ideas here could be taken and adapted to other general point-based systems. It would take even more work, but this may be nearly unique as a crunch book that could actually serve more than one system.

└ Tags: gaming, GURPS, Powers, review, rpg
 Comment 

The Best of Books, The Worst of Books

by Rindis on September 18, 2010 at 12:00 pm
Posted In: GURPS

In 1990, GURPS was four years old; Third Edition was two years old. There had already been a number of great supplements. I was a committed fan.

A fan without a lot of money. I was surprised, and very happy when one of our local gaming group expanded my modest GURPS collection by giving me a new book for my birthday.

GURPS Aliens was pretty much exactly what I had been itching for: a book on how to construct non-human racial packages in GURPS. The theory had been discussed before, in both Space and Basic Set, but the tools were severely lacking.

The book breaks up into three chapters, the first of which talks about the nature of aliens in a campaign—anywhere from first contact to a universe where “humanity can barely set foot on some barren, drifting space rock without meeting some new intelligent life form.” It manages to cover the topic pretty well for just being two pages long.

The second chapter contains all the ‘crunch’ of the book. 19 pages covering the essentials of creating an alien race for play. From discussions of what high-point-value races might mean in a universe, and why humans might be on top anyway, to pages of brand-new advantages and disadvantages covering all sorts of things that humans can’t do, but plenty of fictional races can, like Nictating Membranes, Slave Mentality or even Independently Focusable Eyes. And there was a section on Extra Limbs. All in all, excellent basics to get you on your way.

The third chapter took up by far the bulk of the 128-page book. 28 actual alien races written up with game stats, a general description, followed by psychology, ecology, culture, and politics; a great template to write up a race in around 2-4 pages. The races themselves were varied: somewhat anthropomorphic pig-men, 3000-point energy beings, living crystals, a pair of symbiotes, four-dimensional traders, and so on.

And it was all disappointing. There was very little that I cared to even consider for use in my fledgling GURPS Space campaign. Looking back, I was a little too hard on the book, there are several races that could be quite good, but my campaign already had a certain spin towards minimal aliens. Part of the problem of course, was a need to be generic. While GURPS Space had done very well, and propelled much of the early line, there was no real setting to plug everything into, so the roles of the aliens presented was often not anything special, being meant to be parts of an undefined interstellar society.

Races were generally either outside society completely, or someone you’d meet in the startown bar. There was an ‘antagonist’ race, with some interest, though one of their big things was slavery, which is a great villainous pastime, but there wasn’t a lot of interest past that. I’d have preferred something slightly more complex.

The book was not helped by the inclusion of the four races given in Space, with fuller write ups. I hadn’t liked them much then, and they remained among the weaker races here.

The ‘crunch’ parts suffered from ‘first out the door’ syndrome as well. Later the same year, GURPS Fantasy Folk was released, in much the same format, and with new updated point-costs for everything. Five years later, the second edition of Fantasy Folk came out, and changed the point costs again. Aliens languished with but a single printing, and lots of errata.

It is good that it came out, since it started GURPS down the road of figuring out how to handle non-humans, but it took no time for it to be surpassed. Today, even a 3E player does not need it for the crunch (GURPS Compendium I will do the job much better); it is only of use if you care to update and adapt the races presented in it. This is not recommended, as most of them nothing special, and four pages (at best) each does not present enough to be worth going after to steal ideas from.

└ Tags: gaming, GURPS, review, rpg
 Comment 

A Short History of GURPS

by Rindis on September 6, 2010 at 10:00 pm
Posted In: GURPS

The first two versions of GURPS came in a box with four booklets. These were “Characters”, “Adventuring”, a pair of adventures (one solo, and one GM), and the “Charts and Tables” booklet. It had been in development for several years, and as the culmination of an effort to do a ‘generic’ system it was very interesting.

First (and Second) Edition Basic Set could create any sort of human character you might want…. Well, as long as he lived in a medieval world. The set made no bones about the fact that it was designed with a historical-style European medieval milieu in mind. Doing every possible thing in one package is a tall order, so the system was intended to be modular. Fantasy would bring in magic, Space would add skills and equipment and rules for the future among the stars, and so on. So the ‘universal’ system was only universal by extension. But it was a good foundation, and the ability to ‘add on’ further abilities was pretty obvious.

The system itself is point-based, where characters are ‘built’ with a budget to insure that everyone in a party is roughly equally competent, and the player gets the character he wants instead of the one the dice give him. In 1986 this was not a new idea, but it was not yet a popular one, and GURPS had what I believe is the first ‘skill-centric’ point system. The system was dedicated to cutting back on the number of ‘knobs’ to fiddle with: there are four attributes, Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT). There are a few other secondary statistics, but these, unlike, say, in Champions, cannot be modified (for instance, Hit Points are equal to HT). Advantages provide a bunch of different abilities that can be useful, while Disadvantages give the player more points to work with in return for limiting the character in play either physically or mentally. And then there’s the skill list. As a skill-centric game, the list is quite long, and paying for them is slightly complicated. You spend points for skills, and the more you spend, the higher your skill is. However, all of this is relative the base attribute of the skill, and the costs depend on whether it is a physical skill or a mental skill and how difficult of a skill it is. The good news is that the costs are easily summarized in a pair of small tables, and once calculated during character creation does not cause any problems during play.

The combat system is very detailed, sticking with the Steve Jackson tradition of one-second turns tracking everything that goes on. Instead of the abstracted 10-second exchange of blows seen in D&D, every swing and parry is accounted for. One second seemed a bit fast to me at first, though thinking back to my (limited) experience with boffer-LARPing, I realized it was about right. Characters roll to attack, and if they succeed, the target can roll to defend, if he is aware of the attack, and is free to do something (dodge, parry, block). Also, the possibility of attacks being ‘glanced off’ tough armor or shields was included as passive defense (PD), which added to all defense rolls (and allows rolls when there is no active defense). The efforts to streamline the system save it here: other than damage, all rolls are 3d6 skill checks. Defense (not technically a skill) operates the same way—and so does lock-picking. The way to resolve things is simple, leaving the clutter to what is being resolved. For any muscle-powered weapon, damage is based off of strength. In general, if you want a good detailed melee combat system, any version of GURPS will do it very well.

By the time the system was two years old, the supplements had been rolling out, and it was decided to include as much of the ‘basics’ from other genres into the main rules as possible. It was also decided to put everything into one 256-page book, as getting rid of the box allowed SJG to lower the price. A basic magic system and psionics system were included, and the skill list greatly expanded to include contemporary skills and a few SF-based ones.

I’ve always preferred ‘done in one’ RPGs, where everything needed to play comes in one book, and GURPS 3E did that very well. As long as you wanted to do fantasy with light magic, or something contemporary, Basic Set was all that was really needed. That isn’t to say it had everything you might ever want, even within those strictures; there will always be ‘one more thing’ in any situation. And of course, the system as a whole went far beyond it’s core competencies: Supers, Magic (lots of Magic), Space, Psionics all added lots of rules on their own, and there were new things included in every book, no matter how mundane the subject. And many of these new advantages or skills were generally useful; the fact that they had to be published in multiple places was a continuing problem.

The solution to this was GURPS Basic Set Third Edition – Revised in 1995, which took out the GM adventure “Caravan to Ein Arris” and replaced it with pages of more advantages, disadvantages, and skills. The following year, Compendium I and II were released, which gathered together all the published elements of GURPS that were not entirely unique to one setting or genre. The two were very well done, and became standard reference for later books.

For me, the two Compendiums shook my interest in GURPS. They were obviously needed, and cool in a certain sense. But it showcased an amount of rules bloat I was not comfortable with. Compendium II I was particularly unhappy with; it was the GM’s half of the set, and I considered much of the material in there to be less important or not well done (there is something like three different simple ‘mass combat’ systems in the book, and I don’t care for any of them).

Of course, this was at the start of a long dry-spell of RPGs for me, so it did not matter too much, and did not drive me into the arms of any other system, as I wasn’t using any system at that point. (As it was, it did help drive my interest in BESM.)

In 2004, GURPS 4th Edition was released. I was back into gaming, but not into RPGs, so my reaction was somewhat academic. There were a number of changes, which raised mixed feelings for me. I’ve recently gotten the new edition, and am generally happy.

The Basic Set is now two books, Characters and Campaigns, breaking the ‘done in one’ structure I prefer. However, the goal is to have as much of the entire system contained in the Basic Set as possible, so that it is no longer ‘universal—by extension’. Also, almost everything needed to play is still in the first book, including a very simple version of the combat system. Certainly, it can be ‘faked’ with the free GURPS Lite and the first book without any trouble for an inventive GM.

The system has changed. Third Edition was really just First Edition with more stuff and a few tweaks. Nothing really basic to the system changed. This time, a number of things have.

A) The costs of attributes has changed. Originally, GURPS tried to enforce a ‘bell curve’ by making higher attribute scores cost progressively more. Now it’s all flat. Also, GURPS considered all attributes equal—that is, they had the same cost. Now, DX and IQ cost twice as much as ST and HT. This last is understandable, DX and IQ determine almost every skill score there is; raise one of them, and about half your skills go up a level. The flat costs are a streamlining measure, and one that initially upset me, but now that I’ve had six years to get over it, I find I don’t mind the change. Whether it will cause any problematic changes in attribute scores still needs to be seen. So far, it seems like the extra cost for modest DX or IQ changes has a much greater effect.

B) Hit Points are based off of ST instead of HT. Fatigue is based off of HT instead of ST. This was a popular house rule even before it was published in Compendium I as a optional rule. The original idea is that fatigue is a reduction of strength caused by exertion, and that the healthier you are, the harder you are to kill. I had bought into that, and did not ever see any real need to use the optional rule. I changed my mind when I looked at it from the standpoint that a bigger creature will have higher strength (but may still become fatigued at the same rate) and more hit points (but not necessarily be any healthier). Also, it makes sense for a healthier person to take longer to become winded (lose all/most fatigue).

C) All the secondary attributes can now be changed on their own. This was something that slowly cropped up over the course of Third Edition, and was given as an optional rule in Compendium I. This was desperately needed. In many cases, it should be held to a minimum for human characters, but some tweaking will help some character concepts, and it helps with non-human characters a lot, since the base values are figured on human norms.

D) Relative size is directly addressed in character creation. This is another place where Third Edition desperately needed improvement, and I can only regret that Fourth Edition doesn’t go quite far enough. Size Modifier has always been in the system, it is the bonus for aiming at/trying to spot a large object, or the penalty for a small one. Now, it is a secondary characteristic for all characters (humans, outside exceptional circumstances, are +0, of course). It doesn’t have that big a defined game effect, and the problems of scaling equipment up/down is glossed over, but the concept is there in the core rules. Finally.

E) Skill costs are simplified. Physical skills were more difficult to learn at a high level than mental skills. Now they share the same progression chart. Also, the ability to take a bunch of little skills has been limited; it was possible to put a 1/2 point into a skill, now the minimum is 1.

F) Passive Defense is gone. There’s a good article out there showing how PD could cause some strange math. So, it has been decided that if a blow ‘glanced off’ armor, you’ll see it when the armor’s normal Damage Resistance stops all the damage from a low damage roll (instead of that being possible as well as the defense roll…). Also, shields still provide PD, but now it is called ‘Defense Bonus’. Considering that shields are specialized defensive equipment, it makes sense.

G) Auto-fire has changed. While the melee combat always felt very good, I never felt ranged combat was nearly as smooth. Most of this really comes down to the way fully automatic weapons worked. First, it involved a separate table that determined how many shots in a burst hit depending on the number of shots in the burst, and how much the roll was made by. The problem was that this table only went up to four shots, and a separate attack roll was needed for each set of four shots. Considering that machine guns that fire 20 shots per second (that’s five attack rolls for four round bursts) are common today, this was not good. The new system simply compares how much the roll was made by to the gun’s recoil number, one hit per multiple of RCL the roll was made by, up to the number of shots fired. (There’s still problems there, but it is an improvement.)

H) Enhancements and Limitations are parts of the core system. These are ideas that were created by GURPS Supers. Instead of having a big list of every single advantage and disadvantage in every single form it could take, there is a shorter (but still very long) list that can be consistently modified to generate the particular effect wanted. This wasn’t necessary with a lot of the down-to-earth abilities originally used in GURPS, but as it went further afield it was necessary. This really adds a lot to the flexibility of the system, but it does add complexity—bring a calculator. A nice side effect is the idea of self-control numbers. These adjust the cost of mental disadvantages depending on just how likely the character is to succumb to it. Now you can easily have a character who is a little bit Overconfident, without having to define a new, lower-point version of the disadvantage.

I) Almost everything is in the core system. It sure seems like everything is here, but if it was, books like Powers would not need to exist. But, this version of Basic Set truly feels universal. There are a few off-the-wall things that always bamboozled me in Third Edition. Most of them are pretty obvious to do in Fourth Edition, which shows that it is much more flexible than before.

The complexity of Fourth Edition is decidedly up from Third Edition. However, it at least so far feels like everything is better integrated, as actual rules, not just as text. So, I’d say it is noticeably less complex than Third Edition + Compendiums was. I’d also say the scope of what it can handle is up from what Third Edition + Compendiums could do. I hope I can get a chance to find out for certain soon.

└ Tags: gaming, GURPS, review, rpg
 Comment 

Big Subject—Big Book

by Rindis on October 24, 2009 at 5:05 pm
Posted In: GURPS

GURPS books from SJG have undergone a steady case of page inflation. This is largely because they can charge more for bigger books, while the cost of printing only goes up a moderate amount. (The cost of producing the material is more linear.)

The first GURPS books were saddle-stitched at 96 pages. Then came GURPS Space (First Edition) at 128 pages, perfect bound, and $15. And well worth it, being one of the best tool-kit/advice supplements ever. SJG tried keeping costs down with $8, 68-page perfect-bound supplements like GURPS Space Unnight, but the margins were too low to work without a greater sales volume than they were generating.

So the GURPS line settled on 128-page books, with the prices slowly rising with inflation. In 1994, the next jump in size occurred with the release of GURPS Religion at 196 pages.

Once again, SJG put its best foot forward with the new format. It never became the line-standard this time, but it did see further use (GURPS Compendium I, GURPS Compendium II, GURPS Traveller, and GURPS Space (Third Edition)).

Like GURPS Space, GURPS Religion is centered around advice more than any campaign-centric material. It is divided into eight chapters, which range from a general talk about the structure of religions, to general system-related discussions, to working examples.

Comparative Religions 101
The first four chapters are “Cosmology”, “Deities”, “Development”, and “Symbols” and together would make an excellent introductory unit for a comparative religions class. Given the 87-pages it’s crammed into, it is a very wide-ranging and well done study of the nature of existing religions. The general idea is to present the various recurring structural themes and give the reader some direction to setting up a religion for his game world.

It achieves this quite well, and while a well-read person will have seen most, if not all of it before (there’s likely to be at least a couple mythologies referenced that any particular reader hasn’t studied), it’s still very nice to see it all in one place and sorted out, topic by topic. The book is worth the price of entry right here.

Give me that old time religion…
The next two chapters move out of general world-building and into more system-related materials. However, the ‘crunch’ is still kept light, and it is still world-building oriented. “Clerics” presents general character types, and gives GURPS-specific advice for fine-tuning the Clerical Investment and Patron (Church) advantages, as well as new material for being Blessed or Cursed, and Power Investiture (the clerical version of Magical Aptitude), or even being Excommunicated.

All of this is specifically pointed at GURPS, but there’s still some food for thought for other systems. Especially pointed is the split between Clerical Investiture (which measures how far up the church hierarchy the character is), and Power Investiture (which affects the character’s ability to channel power from a god), and the fact that the GM will need to decide whether the two are directly linked or not.

“Divine Magic” is the most disappointing section of the book, as the main mechanics boil down to ‘use the existing skill-based Magic system, and substitute Power Investiture for Magical Aptitude’. A discussion of an enforced split between the abilities of the two types (like, say, locking Mages out of healing magics…) would have been good, but is barely mentioned. However, there is good system material in the subtleties, with discussion of holy places, how such are created/consecrated, etc. There is some good generic discussion of shamanistic magic, though the less generic/more detailed version in GURPS Old West (Second Edition) is a bit better.

Working examples
The last two chapters are dedicated to actual examples of religions. “Traditions” actually doesn’t give any detailed setting examples, but rather talks about actual Earth traditions, first going back into generalities with discussions of animism, nonhuman spirts, and so on, before moving on to a whirlwind tour the things that typify Earth religions in various parts of the globe. The last chapter gives actual sample religions for use in SF or fantasy campaigns. There’s one typical D&Dish medieval pantheon (which gets the most space), one animistic religion that obviously borrows several cues from Shinto (including a multi-island based setting), and four SF-setting religions. My guess is that the emphasis on the last is to help stir the imagination as to the possibilities of religion in a genre that has typically ignored the subject.

When it comes to such concrete examples, several GURPS products have left me flat. However, I actually like the examples given here. None of them are stellar, but they are good examples, and I’d at least think about using/adapting them if I was running a setting compatible with their backgrounds.

Overall, I consider GURPS Religion to be another of the greats of the GURPS 3rd Edition line. Short on system mechanics, long on general advice, and packed full of things to get you thinking about the subject; it really was GURPS Space all over again, and is highly recommended for anyone doing world-building, even if that’s for a writing project, as opposed to running an RPG.

└ Tags: gaming, GURPS, review, rpg
 Comment 
  • Page 6 of 7
  • « First
  • «
  • 3
  • 4
  • 5
  • 6
  • 7
  • »

©2005-2026 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑