GURPS has been one of my favorite
role-playing games for more than ten years. Unfortunately, I rarely got
to play with it until recently.
This is mostly my fault, since when I tried to
introduce GURPS to my regular gaming group, I did it in a few, short,
and disasterous campaigns that rarely lasted for more than three
sessions, and permanently soured several members on GURPS (or so it
seemed at the time).. But I'm a much better GM now, honest! ;-)
Things changed in December 2001. We were currently
playing a Forgotten Realms campaign using the D&D rules, and that
campaign had lasted for more than a year - we had started playing
shortly after the 3rd edition of the Player's Handbook had come
out. But now things were getting stale, the characters had reached the
17th level, and it was becoming increasingly hard to come up with
adventures that would present a real challenge to the PCs.
So we were looking at new possible
campaigns, as we always do every year or two. After some discussion, we
settled on the Warhammer World. But what system should we use?
Naturally, I pressed for GURPS, and was astonished when the other
players reluctantly agreed to it.
Looking back, I realized that a big reason for the
failure of my previous campaigns was the lack of preparation. When it
came to character creation, I brought along about a dozen GURPS books
(this was in the pre-Compendia time) and mentioned things like: "There
are advantages, disadvantagesm and equipment in these books that you
might also want to take a look at". No wonder that all this did was
increase player confusion... I resolved to do things differently this
time - I prepared appriate racial templates, re-wrote and explained the
combat mechanics, introduced new house rules, and compiled extensive
equipment lists from various sources. All this work paid off - the
campaign has been running uninterrupted since January until now
(September 2002) on a weekly basis, and several players mentioned that
they have been "pleasantly surprised" by GURPS. Perhaps I can convince
them to play in a Transhuman Space campaign one day...
But I digress.
Since the subject of converting Warhammer to GURPS
comes up now and then on various RPG messageboard, and I have been asked
several times for my conversion rules, I decided to offer them up here
on my home page:
I also decided to create several house rules to speed up combat and
make combat more cinematic. It's not quite D&D, but it works for us:
And here is my latest project, inspired by the classic Aria
As always, any suggestions and comments on these articles are welcome
Feel free to discuss them in my RPG forum
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