From: duncanj@linus.umd.edu (James Duncan)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS FAQ
Date: 27 Sep 92 23:14:24 GMT
Organization: University of Maryland, College Park

In article <1992Sep24.002449.1@pearl.tufts.edu> dhoberma@pearl.tufts.edu writes

>In article <3672@bcstec.ca.boeing.com>, hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>> Is anyone maintaining a Frequently Asked Questions list for GURPS that they
>> would be interested in posting to this group from time to time? If not, is
>> there anyone with a reasonably balanced opinion of GURPS who would
>> be willing to do so? (GURPSophobes need not apply! :-)
>> 
>> -- 
>>  Bob Hall,                 | "If at first you don't succeed, try, try again.


>Me! Feel Free to email me at dhoberma@pearl.tufts.edu
>I have a fair amount of GURPS experience (a lot of sci-fi)
>and am willing to contribute to something like this.
>Any other takers?
>
>	Dobie

I have already posted one GURPS FAQ list about two months ago. I plan
on maintaining this list and posting it every 4-6 weeks. Below follows
the current version (still in the building stages). I plan on posting
an updated (complete - well everything that has been submitted, ect.)
version to rec.games.frp.archives the first week in October. That is
where I will be posting but I will announce it here whenever I do a
post.

- Jim Duncan
Submissions should go to  Jim Duncan <duncanj@umd5.umd.edu>
make sure the Subject: includes GURPS FAQ.

Here it is:

GURPS Frequently Asked Questions 	Ver. 0.90	16 Sep 1992

I intend to collect and maintain a listing of GURPS Frequently Asked Questions
which I will post once per month to the rec.games.frp.archives newsgroup.

 Jim Duncan 

 Send suggestions, comments, additions to duncanj@umd5.umd.edu

--------------------------------------------------------------------------

Table of Contents
-----------------
 General
 -------
  GN1: What is GURPS?  	
  GN2: What is required to play GURPS? 
  GN3: What GURPS books are available?  
  GN4: Is there a GURPS electronic mailing list?
  GN5: Does Steve Jackson games publish a magazine for GURPS?
  GN6: Does Steve Jackson games have a BBS? 
	
 Basic
 -----
  B1: Does the Running skill effect Dodge score or Initative?
  B2: Why do you need to buy off Disadvantages?  Do you need to
      buy off disadvantages gained in game play?
  B3: Can you dodge a burst of automatic-weapon fire? How?
  
	
  Conversion
  ----------
  CN1: General
  CN2: Weapons 
  CN3: Battletech
  CN4: Hero/Champions
  CN5: Cyberpunk 2020 (R.T. Games)
  CN6: Traveller
  CN7: Harn
  CN8: Call of Cthulu  

  General
  -------
  GN1: What is GURPS?  
	GURPS stands for Genric Universal Role Playing System.  The game
	system is published by Steve Jackson Games and the core rules (GURPS 
	BASIC) were written by Steve Jackson. The first GURPS Basic set was
	released in 1986. The current version GURPS Basic 3rd Edition was 
	published in 1988.

	GURPS is a 3d6 skill based system. It uses a point-based character 
	creation system, and represents characters using four basic stats
	along with advantages, disadvantages and quirks. GURPS is designed 
	to allow roleplaying in any genre.
  
  GN2: What is required to play GURPS? 
	Only the GURPS Basic book is required to play GURPS. Various source 
	books may be useful depending on genre. Along with the Basic book
	the following are recommended for the genre listed.

	Fantasy: GURPS Magic
	Science Fiction: GURPS Space; GURPS Ultra-Tech is useful.
	Swashbuckling: GURPS Swashbucklers
	Martial Arts: GURPS Martial Arts
	Cyberpunk: GURPS Cyberpunk; GURPS Ultra-Tech useful for TL9+ campaigns.
	Superhero: GURPS Supers
		Wild Cards: GURPS Psionics needed for many characters.
		Four-color: GURPS Psionics and Martial Arts recommended
	Time Travel: GURPS Time Travel
	Alternate Dimensions: GURPS Time Travel
	Horror: GURPS Horror
	American Western/Cowboy: GURPS Old West
	Conspiracy: GURPS Illuminati
	Counter-Terrorism: GURPS Special OPs (GURPS High-Tech recommended)
	Modern era: GURPS High-Tech
		
	
  GN3:  What GURPS books are available?
	
	The following is a complete list of all available GURPS
	products (as well as many forthcoming books). 

	This list compiled mainly by Jeffrey H. Johnson
	(jjohnson@ccscola.columbiasc.ncr.com).

	Key
	------------------
	* = out of print
	+ = forthcoming
	? = status unknown
	(genre)
	------------------
	Aces Abroad (Supers/Wild Cards)
	Aliens (SF) - generic book of SF aliens with construction
		      rules 	
	Autoduel * [to be updated after GURPS Vehicles is released]
	Basic Set (3rd)
	Battle Maps *
	Bestiary (1st) *
	Bestiary (2nd) +
	Blank Character Sheets
	Blank Maps *
	Bunnies & Burrows (???)
	Callahan's Crosstime Saloon (SF)
	Camelot (Fantasy)
	Car Warriors * (SF/Autoduel) - a book of characters
	China (Historical)
	Cliffhangers * (Pulp)
	Conan * (Fantasy)
	Conan and the Queen of the Black Coast * (Fantasy)
	Conan Beyond Thunder River * (Fantasy)
	Conan the Moon of Blood * (Fantasy)
	Conan the Wyrmslayer * (Fantasy)
	Cyberpunk (SF)
	Cyberworld +
 	Deathwish * (Supers/IST)
	Difference Engine + (SF) - based on the SF novel
	Espionage + (Historical/Spy)
	Fantasy (1st) * [replaced by Magic and Fantasy (2nd)]
	Fantasy (2nd) (Fantasy) - Yrth source book
	Fantasy Adventures (Fantasy)
	Fantasy Bestiary (Fantasy)
	Fantasy Folk * (Fantasy) - Fantasy beings, construction rules
	Fantasy GM's Pack
	Flight 13 * (SF/Horror) 
	For Love of Mother-Not * (SF) - a Humanx adventure
	Harkwood * (Fantasy/Yrth) - a Yrth adventure and game setting
	High-Tech (2nd) + (Historical/Modern)
	Horror (2nd) (Horror)
	Horseclans * (SF/Fantasy) - based on Robert Adams' series
	Humanx * (SF) - based on Alan Dean Foster's series
	Ice Age * (Historical/Fantasy)
	Illuminati (Conspiracy)
	Imperial Rome (Historical)
	International Super Teams
	Japan * (Historical/Fantasy)
	Lensman + (SF) - based on E. E. "Doc" Smith's series
	Magic (Fantasy) - expanded GURPS Magic rules, lots of spells
	Magic Items (Fantasy)
	Magic Items 2 (Fantasy)
	Martial Arts 
	Middle Ages 1  (Historical/Fantasy)
	Middle Ages 2 + (Historical/Fantasy)
	Mixed Doubles (Supers) - a book of Super characters
	Mecha + - won't be worked on until Vehicles is completed
	Old Stone Fort * (Horror)
	Old West (Historical)
	Player's Book * - character design rules form GURPS Basic
	Psionics (SF/Fantasy)
	Reference Screen (2nd) * - grey, blue, and white art work
	Reference Screen (3rd) - same picture as GURPS Basic 3rd cover
	Riverworld (SF) - based on Philip Jose Farmer's Riverworld series
	Robin Hood (Fantasy/Historical/SF) - Robin in many ages/genres
	Scarlet Pimpernel (Fantasy) - based on the novels by ???
	School of Hard Knocks * (Supers) - an adventure
	Space (2nd) (SF)
	Space Adventures (SF)
	Space Atlas * (SF)
	Space Atlas 2 * (SF)
	Space Atlas 3 * (SF)
	Space Atlas 4 (SF)
	Space Bestiary (SF)
	Space GM's Pack * (SF)
	Special Ops (Modern/Historical)
	Stardemon * (SF)
	Super Scum * (Supers/IST)
	Supers (1st) (Supers)
	Supers (2nd) (Supers)
	Supers Adventures (Supers)
	Supertemps (Supers)
	Survivors ? (SF) - post apocolyptic disaster survival adventure
	Swashbucklers (2nd) (Historical/Fantasy)
	Terradyne (SF) - TL 8/9 SF world setting
	The Prisoner (SF) - based on the BBC TV show
	Time Travel (SF/Fantasy)
	Ultra-Tech (2nd) (SF)
	Up Harzbuk! * (Fantasy) - Horseclans supplement
	Uplift (SF) - based on David Brin's Uplift series
	Vehicles + - vehicle design, movement and combat rules
	Vikings (Historical/Fantasy)
	Wild Cards (Supers) - based on the SF series of novels
	Witch World * (SF/Fantasy) - based on Andre Norton's Witch
		World stories
	Zombietown USA * (Horror/Autoduel) - adventure

  GN4: Is there a GURPS electronic mailing list?
	No. The e-mail list GURPS Digest was run by Walter Milliken
	This mailing list is currently dead - no mailings have gone
	out for over two years.

  GN5: Does Steve Jackson games publish a magazine for GURPS?
	Yes, _Roleplayer_ is the SJ Games GURPS magazine.  Issues are published
	approxiamately bimonthly and are 32 pages in lenght. No advertising is
	included except Steve Jackson Games products - mostly GURPS.

  GN6: Does Steve Jackson games have a BBS? 
	Steve Jackson Games' official bulletin board system (BBS) is known as 
	the Illuminati BBS. It can be reached by modem and may be accessed by
	PC Pursuit (Sprintnet for non-business). The BBS is located in Austin,
	Texas U.S.A.:

		Phone: 512-447-4449
		Speed: 1200, 2400 bps
		Parity: even or none
	

  Basic (applies to all genres)
  -----
  B1: Does the Running skill effect Dodge score or Initative?
	No! Running skill only increases your movement, it does not modify
	Dodge or improve initiative or the turn sequence order.
  	(Answer source: Roleplayer ??)

  B2: Why do you need to buy off Disadvantages?  Do you need to buy off 
      disadvantages gained in game play?
 	a. Disadvantages taken at character creation time grant a player 
	   extra points to use to improve their character in other areas.
	   A Disadvantage imposes some restriction on the player character.
	   If you can get rid of a Disadvantage without buying it off means
	   your getting something for nothing and "There ain't no such thing
	   as a free lunch."  Experienced GMs should feel free to relax this
	   rule or even do away with it. Here are some examples of abuse that
	   routinely occur if this rule is removed without caution:

		1. Only the rich rule!  
			a) Cyberpunk game - take any physical disad and then
				buy bionics to fix it.
			b) Fantasy - Poverty disad. If you know that your GM
				tends run adventures where money can be easily
				acquired this is free points.
		
		2. Runaway! 
			a) Enemy - If you take an Enemy and then go someplace 
				the Enemy can't follow you no longer have an 
				Enemy. The GM should give you an equivalent
				Enemy or make you pay off the disad. Otherwise,
				the GM needs to confine the adventure or just
				let you get off free.
			b) Dependants - If you go someplace where your 
				dependants will not come into play the GM needs
				to either get creative and pull an occasional
				emergency at home or in a few cases allow the
				disad to be bought off.  I personally NEVER
				allow Dependants to be bought off unless the
				Dependants are killed or otherwise permanently
				removed from the game.

	b. No. You do NOT need to buy off disadvantages gained during game 
	   game play.	 

  B3: Can you dodge a burst of automatic-weapon fire? How?
	One dodge is allowed against each four-shot group. If bursts
	are figured in 20-shot groups (for ROF of 20 or more), it
	takes five successful rolls to dodge one group.

	(Answer source: Steve Jackson, Roleplayer 19) 
	
  Conversion
  ----------
  GURPS allows you to play in any genre. Many people prefer GURP rules to 
  ones published with other games, but wish to use the background
  provided by other games.  Conversion systems allow you to use the
  background from other game systems while using GURPS rules. 

  Below are sources of info converting various game systems into GURPS.
  
  CN1:  General
	The Armory publishes a set of charts and tables for converting
	between a number of popular RPGs. GURPS is one of the game
	systems covered.

  CN2:  Weapons 
	Guns, Guns, Guns 3rd Edition (aka 3G3) by Blacksburg Tactical
   	Research Corp. (BTRC) is a universal guns/weapons design and
   	translation system that allows you to create weapons for any
	RPG and transfer them between any RPG. GURPS is one of the
	systems specifically supported. Conversions also exist for
	Timelords, Corp, CP2020, Megatraveller, Torg, and others.    

  CN3:  Battletech
	1. Roleplayer 19 (April 1990) has a Battletech to GURPS
 	   conversion system.
	2. Brandon Cope (email address - GET PERMISSION) has created a
	   Battletech translation system.

  CN4: Hero/Champions

  CN5: Cyberpunk 2020 (R.T. Games)

  CN6: Traveller

  CN7: Harn

  CN8: Call of Cthulu  

  Science Fiction
  ---------------
  SF1: Where are Battlesuits (power armor) described?

	Battlesuit (aka Power armor) is described best in a non-SJ Games  
	product, namely Challenge Magazine #50 (published by GDW). The
	article written by David Pulver (author of GURPS Ultratech and
	GURPS Psionics) starts on p. 78 and is entitled - "Wearing the Steel: 
	Powered Armor in GURPS". The article is unofficial, but is probably
	about as good a "sanction" as you can get without an official blessing 
	from Steve Jackson games.  Everything is described according to GURPS
 	standard format and is consistent with other ultra-tech armor described
	in GURPS Ultratech.

	Another description of power armor is given in GURPS Supers, 2nd 
	edition and the GURPS IST source book.  The GURPS Supers, 2nd Edition
	source book has a sidebar on p. 71 describing a Battlesuit suitable
	for use in a Supers campaign. On page 91 there is an example of the
	IST Powered Infantry man (aka IST Battlesuit). The IST supplement
        has the IST Battlesuit described on page 50. This is basically
	the same suit as p. 91 of GURPS Supers but it adds blasters in
	replacing the built-in forearm mounted Uzi, and gives a bit
	more detailed description.

  SF2:  Is there a GURPS compatible miniatures/boardgame starship system.
	No. There are plans to revise Triplanetary to do this. No estimate
	on when this will be done.

  SF3: Will GURPS Autoduel ever be revised?
	Yes, after GURPS Vehicles (currently awaiting second playtest draft)
	is completed.

  SF4: Are robots covered in any GURPS book. 
	No. A GURPS book devoted to robots is planned and David Pulver
	(author of GURPS Ultratech) is scheduled to write it, but this
	will not be written until David finishes writing the GURPS
	Vehicles book.

	Roleplayer ??? has an article on constructing robots for GURPS
	Supers using the Supers rules.
   
  Horror
  ------
  H1: How do you scare players?
	ANSWER under construction. Input requested for this one. - JRD

  Cyberpunk
  ---------
  CP1:  How should netrunning be handled?
		ANSWER requested for this one. - JRD
  
  CP2:  GURPS Cyberpunk doesn't contain any specific world setting. Is
	there a GURPS cyberpunk world sourcebook?

	No. Currently, there is no GURPS worldbook for the Cyberpunk
	genre. _GURPS Cyberworld_ is planned. Paul Hume of Shadowrun 
	fame is writing this one. No idea when it will be completed.
	_GURPS Terradyne_ is a source book for low tech space
	science fiction gaming. This book can be "cyberized" but
	includes a limited amount of "hooks" for the cyberpunk genre.
	_GURPS Autoduel_ has many more features of the cyberpunk genre
	but it is currently out of print.

	You can also use CP2020 material or Cyberspace material as
	background material for GURPS. See the Conversion section. 
 
  Supers
  ------
  
  SU1: Are there any adventures available for GURPS Supers?
	Yes. _GURPS Supers Adventures_ is a book of 4(?) adventures.
	Two modules also exits.  They are _Death_Wish_ by Loyd
	Blankenship, and _School_of_Hard_Knocks_ by Aaron Allston(sp?)
  
  SU2: Is there a conversion system between Champions and GURPS?
	Yes, see the section on Conversions.

  Martial Arts
  ------------
  MA1: Can Kicking be improved?

  MA2: Can a Martial Artist use techniques not covered under their
       particular art/style.

	Yes, if they have seen the technique performed they can
	attempt it at their default.
	
	(Answer Source: ????	)

  MA3: Is there a defense against Arm Lock?
 
*---------------------------------------------------*
* James R. Duncan                   | U.S. Mail:    *   
*   Internet: duncanj@umd5.umd.edu  | P.O. Box 566  *
*   Bitnet: duncanj@umdd            | Greenbelt, MD *
*   SJG BBS: James Duncan           | 20768-0566    *