I have wanted to play an Historic Old West tabletop RPG for some time and GURPS also gave me a lot of options for expansion and exploration so I figured I would give it a go!
But this being said, since we played around in the old west for while, we haven't done much since. So here is the break down of what we thought of the system.
Creating your characters is easy and utilizes a point system that is a refreshing change from the usual dice systems you find in tabletop RPGS. It is admittedly a little involved, and take some time but you can very easily create a fully fleshed out character.
Perhaps my favourite thing about GURPS is that the modules are informative and well researched. They also contain useful game information, and my Old West book's pages are already worn from looking back so many times.
Definitely a great system for so many historic settings, and for anyone wanting to experiment with cross-genre gaming.
Nothing about their stats would change, aside from an lost skill here or there, and honestly even without any of the modules to help, you could run just about any setting in a limited way.
I guess what I am saying is that the the historic nature of the game feels a little hollow, as if something you toss over the GURPS system to make it look like the Old West, but it doesn't quite feel like the Old West. If that makes any sense.
In the end though, I would recommend GURPS in any edition to anyone, and if you are looking for something specific they will probably have it. But be warned it may lack the depth in game play mechanics you are looking for. If you were hoping that the Old West had a system for handling Duels you would be disappointed. So as a Gamer Master you will need to do some more work to bring the scenarios to life.
What do you think? Is GURPS too generic? Or just Generic enough?
Written by: Andrew Gregory
GURPS: Too Generic, or Just Generic Enough?
Reviewed by JADE Gaming
on
11/23/2016 02:05:00 pm
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