Saturday, October 25, 2025

GURPS 4th Edition Revised Announced

 


Another unexpected RPG announcement - and another one I am happy to see even if I am not really doing anything with GURPS or planning to anytime soon. This edition of GURPS is 20 years old at this point which I suppose means it has lasted longer in its current form than the legendary Third Edition which truly put GURPS on the map in the late 80's and through the 90's. It's weird. GURPS was a standard reference in any wide-ranging RPG discussion back then, both for the universal mechanics and for the universal coverage (and high quality) of its supplements. Even if you didn't play it you knew about it and may have used some of its books to craft a campaign in something else. It was a significant part of the RPG landscape. 

These days, despite the longevity, I feel like GURPS is an obscure reference in most discussions I see online if it is mentioned at all. It is fairly crunchy and we know tastes have moved on from that over the past decade +. People who think 5th edition D&D is complicated might keel over at the site of a GURPS weapons table and spontaneously combust opening GURPS Vehicles for 3E. Sometimes though the complexity is worth it -whether you call it realism or verisimilitude or whatever. GURPS has definitely filled a niche but that seems to be a smaller niche now. The 3rd edition was a big deal, then 4th edition came out and it felt like GURPS just faded away within a few years. I bought all the hardcovers as they were published as I assumed we would get around to playing it at some point ... but we did not. SJG had a hard time keeping them in print, Munchkin became their main focus, and it felt like the line just dried up. Other places online, where GURPS was a normal part of the conversation, seemed to forget that it existed or only spoke of it in past tense. It's similar to the Hero System which was once a major player and has been continually in-print for decades but has largely faded from popular conversation within the hobby.

I was still surprised that this was an update and not a full new edition. It's been 20 years and that's a pretty good run for any edition of an RPG - is it not time to reboot? If you're going to go through this much work, that is? From the discussion in  the forums it sounds like they are doing a pretty extensive retouching of the two Basic Set books from art to text edits and even adding in some new material, all while bending over backwards to keep the page number references the same. That's going to put some significant limits on what you can or cannot do. It also sounds like money is a limiter here and I totally get that. I appreciate the goal of not making the books people own obsolete but I do have to ask - if the game isn't making you any money right now why make this partial, limited update? Why spend that money on meeting modern standards on layout, art, and language to go part way? Why not come out with a new edition and get some attention? Run a Kickstarter like everyone else is doing and emphasize the 20 years of buildup and support and say you're making an edition for the next twenty years? 

I ask this because doing an update now effectively closes that door for years if a major goal is to not anger your existing GURPS fanbase. I could see putting something out as a stalking horse to see if people want a new edition but a partial re-doing of the core rules might as well be a new edition in gamers' heads. Doing v4.5 in 2026 means you'd better not be doing v5.0 in 2027 or 2028 as "we just bought new rulebooks" is all you're going to hear at that point. I mean maybe there are no problems to solve with 4th edition. I haven't read it in years but I doubt that nothing has really come up in two decades of play. 

Also I'd say they need to call it the "core rulebook" if they are updating and consolidating it into one volume. That's what people are calling these things now. If it's an appeal to the younger generation then stop calling it the Basic Set, which is a total 80's throwback reference they mostly won't get, and for those of us older members of the crowd that term used to mean it came in a box, and GURPS did, for a while, but not for 30+ years now.

Always liked this cover

The other thing GURPS needs is a setting - a big, popular setting. Being the serious RPG nerds' toolkit is a fine enough niche but if you want to attract some attention you need a reason for people to get excited. 

  • D&D has, well, "D&D" in the name, history, and a bunch of published settings some of which have novels and miniatures and video games built around them.
  • Warhammer has a lot of the same attractions as D&D
  • Basic Roleplaying has Runequest which has Glorantha
  • Hero System has Champions as its flagship and is still probably what most people call it
  • Savage Worlds has Deadlands
Most game systems have some kind of setting that plays into their strengths. GURPS major perceived strength in the past was world books which covered a lot of historical ground, some fantasy, and some science fiction but there was never one setting that was purely "GURPS" the way Champions defined the Hero system. It needs one, because settings are what really lock people into a game. You don't need to change the essence of GURPS like making it a dice pool or a d20 based game. You do need to get something out there in the world that gets people's attention and gets them interested in your game. I rambled on about these same issues 8 years ago and I don't think much of anything has really changed.

I hope this goes well for them - I'd like GURPS to survive at least. But I would really like to see it thrive again.

Friday, October 24, 2025

Not-40K Friday: Warhammer Fantasy Roleplay 5th Edition is Coming

 


Alright, well, I admit that was unexpected. I haven't followed 4E that closely as I have a low-mileage set of 2E books sitting on the shelf and that's what I figured I would run for any campaign likely to develop in the near future. I did look at it a little in 2023 when I ran my one-shot game. As I began picking up their 40K RPG books and AoS books I also looked it over just to see how Cubicle 7 was managing their various product lines. It's only been out around 7 years AND they just launched an Old World RPG which is an alternate fantasy option so I didn't think they would be redoing their main Warhammer game but there it is.

Now I haven't run or played a ton of WFRP since the 80's & 90's - and even then it was always behind D&D - but I've always felt like it's underrated by RPG players in general, and especially as a sort-of traditional fantasy setting RPG that feels very different than D&D. By that I mean it's recognizably medieval European style fantasy with knights and elves and dwarves and wizards but it plays about as differently from D&D as you can imagine while still keeping those trappings. It can be a tough transition for someone who has played D&D to walk into this game and have their expectations rearranged. I think the part of the OSR crowd that's looking for lower-powered D&D could like this - if they aren't completely caught up in classes and levels for mechanics. 

This new edition is launching next year so it's the 40th anniversary edition which is ... weird. Yet another game that I remember being the hot new thing hitting a milestone like that. I am very happy  it's still being produced and supported, especially in a form that looks a lot like the original. 

This is the cover on my original book

I do wonder, business-wise, about launching a new edition of the mainline Warhammer RPG at almost the same time as launching a new separate line of Warhammer RPG. I'm thinking most people are only going to play or run one or the other but I suppose enough people will buy both to make it worthwhile. Also this one is all about backwards-compatibility - a notable trend of late - as the game is in that fairly common place of having been out long enough to have produced a shelf's worth of supplementary books that update or flat-out replace sections of the core rulebook so why not go ahead and integrate that material into the core. It's an admirable attempt and I like it but I also know there will inevitably be some compromises. "Now that the new core rules include systems from the Magic book, we can revise the magic book too and add more spells and items and optional stuff." It's just the way things work with RPGs.

Reading about this has me thinking I ought to do something with it. We are close to finishing up the Temple campaign so maybe a short run in the Warhammer world is a possibility. I had really been thinking about an Old World RPG test run but maybe giving original recipe WFRP another go is a good option too.

Tuesday, October 21, 2025

Valiant Swords of Greyhawk: Session 19 - The Road to Verbobonc

 

Players' alternate title: "This is Why Azin Travels by Carpet"

Our Heroes:

  • Braeden (Human Ranger) played by Battletech Terry
  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike

 The party is mostly level 5 at this point. This account is mainly written by Malice.

The party returns to Hommlet. Braeden goes to the temple, and Xyzzifax heads to speak with Burne. Samson fixes the battered silver plates, that we’re able to sell for a total of 400 gold. We spend a hundred of it purchasing a pair healing potions from the temple. Burne’s prices for scrolls are up in the stratosphere – this is what happens when he’s the only wizard in town. We decide to wait until Azin the flying trader returns to Hommlet before we make the trip to Verbobonc. Sir Kentor is able to get a saddle in town, but the local smith isn’t an armorsmith, so isn’t able to craft him barding. During the wait for Azin, Xyzzifax purchases four sets of robes from the tailor, one in red and three in black, with an embroidered insectine symbol.

In town there was a lot of discussion about new abilities and items - what spells the ranger should take, the usefulness of the ebony fly figurine, picking up more holy water and healing potions - a lot of routine party chatter but the kind that tends to happen more when they are in a civilized place.

Days later, Azin arrives with a new trove of magical items for sale. A periapt of the small but mighty, a ring of swimming, featherlight leather armor, and he still has the reciprocating pole arm for sale. The more powerful items he has is a robe of useful items, a +1 shield, and a he has another set of wings of flying. We continue to make Azin richer by purchasing the +1 shield, and we offer to sell him the wand of wonder, and he is willing to pay 10,000 for it. So, we purchase the wings of flight. Xyzzifax asks Samson if he can modify the cloak to appear like insect wings, but sadly he can not. Sir Lantor, against Malice’s better judgement, is granted the Wings of Flying. The party ends up being paid 890 gold in this transaction. And, Malice, in a bit of a snarky way, suggests Samson get the Periapt of Small but Mighty. And, he goes for it! So, the party makes 840.

They only got half price for the wand of wonder because a) it's not a super-useful item, more of an accident waiting to happen an b) because the DM was sad to see such potential for amusement leave the party.

And having made these purchases, the next day we head to Verbobonc. With Braedon leading us, we can make thirty miles a day, so it is a less than a three day trip to the city from Hommlet. Sir Kentor rides his new summoned steed, the rest of us are in the party’s carriage. We know the route is through monster infested lands, so there is a chance of danger. So, none of us are ignoring the terrain that we pass through. Midday through the first the day, an ettin steps onto the road a hundred feet in front of us.

The first of many, many, ettins that will show up in this campaign

Xyzzifax leaps out of the carriage and into the air, and throws a lightning bolt down range. The Ettin manages to surprisingly nimbly dodge from most of the blast. But this just gave him a path where Braedn could lead him perfectly, and hit him square in the center of the chest with a well shot arrow. Of those initial attacks, Braeden’s arrow was certainly the more damaging. And if that weren’t enough, a second arrow flies, this time taking the ettin in one of its necks. Blood flows freely from the two headed giant. The ettin charges towards the carriage, but before it closes, Lantor throws himself out of the carriage and charges as well, meeting the giant a mere twenty feet in front of the carriage. The knight’s large blade might as well have been made for this kind of work. Then, Sir Kentor spurs his steed forward, and slashes with Verminax. The Paladin’s holy power surges through the blade, and slays the Ettin.

Jaric brings the carriage to a halt upwind of the corpse, while Braedon and Sir Lantor pull it off the road. Xyzzifax suggests we sever the heads, and mount them as trophies as he calls his war wagon. Not satisfied to leave his corpse unrfiled as Sir Landor is refusing to behead the corpse, Xyzzifax searches the Ettin’s bag. It has a number of shiny rocks, and 56 pieces of silver. The rest of the day passes uneventfully, and we’re able to make camp through the night without being attacked.

The morning of the next day, Sir Kentor makes his infamous chili. There is entirely too much talk of “Ettin Oysters” for any but the Paladin himself to partake this morning. More people are interested, instead, in listening to the bad or repetitive stories, and this morning Sir Lantor and Braeden have bigger audiences than usual. But before long, we’re on the road again. It is late in the morning when Jaric, Samson, and Sir Kentor spot a disturbance beneath the ground burrowing their way towards us. Its moving at a fairly rapid pace. Sir Kentor is the first to announce that there is a creature incoming.

Once more, Xyzzzifax leads us into action, flying out from the carriage, and flies away from the approaching creature. Jaric begins the prayer for sacred flames. Braedon draws his bow, taking aim and waiting for whatever it is to pop out of the ground as well. Then, the creature bursts out of the ground and leaps through the air, landing on the right hand side of the wagon. As it slams into the ground, a wave of damage. One of the horses pulling the carriage is nearly killed instantly by the waves of force and thunder, and the other is terribly wounded. Sir Kentor and Malice both take a strong blow, and the side of the carriage is shattered.

The sacred flame from Jaric singes the land shark, but Xyzzifax’s lightning bolt is much more effective. And, Braeden hits with an arrow, but for a change the first arrow glances off the beast’s heavy armor. The second arrow finds a weaker spot, and is buried up to the fletching into the creature. Samson aims his crossbow at it, and hits it square in the underbelly, and then he bails out of the carriage and puts some distance between the creature and himself. Sir Kentor gets to his feet, and his wounds close somewhat. Then, he lunges with Verminax, shouting to his celestial steed that it should get to safety. It gallops away as the blade as the Paladin gets a lucky hit in, and a pair of blows manages to split the creature open. Malice calls out words of magic, healing her own words and granting the same power to her companions. Braedon charges the Land Shark, hitting with a series of powerful blows, killing the bulette.

Jaric goes to tend the badly wounded horse. And then, he sees to the cart with his mending cantrip, and quickly the cart is in movable condition once again. We discuss possible solutions to the dead horse. The magical fly won’t be around long enough to solve the problem, and bringing the horse back an an undead. In the end, Sir Kentor consents to allow his celestial steed take up the second duty pulling the carriage.

Only an hour later, Bubo and Braedon can see that their a pair of creatures high in the sky circling above us. Bubo quickly lands on the carriage, and gets Xyzzifax’s attention. Xyzzifax, alert to the danger, sends the mechanical bird back into the sky. As the creatures get closer, they look like a large reptilian creature. Sir Lantor spreads his wings of flight, and starts out. Sir Kentor calls out that he shouldn’t fly off on his own. We pull the carriage to a halt, and hurriedly Jaric ties the one normal horse off to a tree.

Malice gets out of the carriage, and gets beneath it, and quickly Xyzzifax joins her. Braedon nocks his arrow, and Jaric joins Malice and Xyzzifax in preparing to cast spells. Eventually, they’re close enough for us to clearly identify: Wyverns!

Samson and Braeden aim at the creatures, and Sir Lantor fire his crossbow at the dark green one, but manages to miss the whole giant reptile. Xyzzifax manages to strike with his firebolt, and then Jaric is close thereafter with his guiding bolt. Braedon is blessed as well, and his arrow finds the way home. Then, he’s quick to loose a second arrow, that is even a more accurate shot. And, Malice helps as well with a firebolt of her own. Sir Kentor has unsheathed Verminax, and is ready to strike them should they get in melee

Samson fires up at the dark green wyvern, missing as well. And then, Braeden shows the gnome how to hit – the arrow is a perfect shot, burying itself in the beast’s mouth. There is a terrible shriek as the blood showers from above. Sir Lantor fires again, and misses as well. The wyverns circle ever closer, as Xyzzifax hits the dark green one again with a firebolt. Sir Kentor moves to the back of cart, ready to defend against the light green one. As he looks to Malice that he might charge one, Malice says don’t do it, and tries to use the wand of binding to paralyze the lighter green one. She fails, though, and Jaric spreads his wing of flying.

Samson fires his crossbow, continuing to miss the wyverns. Braedon does not have as good of a shot as the reptiles go into a steeper dive. One of his arrows just barely manages to hit, but the second one is much more deadly. The dark green wyvern is bristling with arrow shafts. Sir Lantor activates his wings of flight just in time for the Wyverns to finally swoop in. It comes down at Sir Lantor, and he parries the beast’s great claw, but the stinger pierces right through his plate armor. It doesn’t go all that deep, but the wound burns with the terrible poison of the Wyvern. But he powers through it, and keeps his feet. The light green one claws at Xyzzifax, and tries to sting Sir Kentor. The wizard casts a shield, and his wards flare, protecting himself. Sir Kentor swings with a quick series of slashes on the Wyvern. Though he cuts number of times, slashing at the wyvern’s wings. The tear in the wing is enough to ground the beast, at least for the time being.

Xyzzifax flies out from beneath the light green wyvern, and throws a lightning bolt through both of them. This is the last of the damage that the dark green one can take, it falls the handful of feet to the ground, dead. The light green one’s tail snaps, and slaps Xyzzifax to the ground. Sir Kentor chops with Verminax, hacking again and again, taking great chunks of flesh out of the beast. Malice says a few words of the black speech, and three scorching rays sear into the Wyvern. Jaric pulls the staff of striking, it crackles with power, and it sounds like a clap of thunder when it hits. And then, as the lizard still lives, the war cleric does it a second time – bringing the threat of the wyverns to an end.

As Jaric tends to Sir Lantor’s wounds, and Xyzzifax and Braeden discusses whether anything can be made of Wyvern parts. Malice doesn’t have any experience in trying to milk poison from a creature, so isn’t even going to try. Braedon is going to sort of try – they are severing the entire tail, hoping that poison survives. Since he poisonous part has been removed, though, Sir Kentor can turn the remainder of the lizard’s best bits into his chili.

We make it to a camp without being attacked again, and one more throughout the evening without incident as well. During the night, Samson is able to get the carriage back in full working order. After a hearty breakfast, we get on the way, and its not even a full hour that the road we see an approaching caravan – a pair of wagons manned by dwarves.

As we close, Xyzzafix is ready to attack them, but Jaric and Braeden call out to them in dwarvish. Jaric warns them about the creatures we’ve run into, and they tell us that the road to Verbobonc was clear for them yesterday – so we may well not run into anything more. We reach the gates of Verbobonc!

This was our first extended travel episode and we all got to get familiar with the overland travel rules. I ended up writing it up on a cheatsheet for my own sanity because the roads between Verbobonc-Hommlet-Moathouse-Nulb-Temple could all see a lot of use and I wanted to ensure some consistency over the couse of the campaign. The ranger messes up the calculations a bit as normally they would travel 24 miles/day but if he is there then it's 30 miles/day. This ended up being something like 26 encounter checks. There have been times in the past where I have rolled things up in advance but this time I just let it happen as we went and it felt a lot like the old days. I went pretty much by the ToV book for this trip and it went well, no complaints.  

This was a nice change after the big fight in the water temple - out on the open road, the whole party present, and no one getting crushed by a juggernaut.