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GURPS Fantasy arrived today. It has the same cover style as the GURPS Basic Set -- four pictures arranged in a square over a black background. It looks very nice next to Basic Set and on a bookshelf. A basic black with the titles in different colors. Much better than the full color pictures SJG had before people voted against it. Not that the old pictures were bad, but the current style looks more professional to me.

Fantasy is more of a toolkit book. It's more of a lot of notes and essays on creating and running a fantasy world and campaign. The book uses a definition of fantasy that is more or less equivalent to magic: a fantasy world is a normal world with magic either overt or covert, whether the fantasy world is prehistoric or futuristic.

There's not that much GURPS specific. Sample creatures and races (the included examples are to illustrate various points rather than provide a comprehensive list) have GURPS stats. Various effects have suggestions of how to portray them with GURPS advantages, disadvantages, or skills. And the book does tend to focus on pre-industrial fantasy of Tech Levels 0 to 3.

I'm impressed with the book. I don't know if this is what the original GURPS Fantasy should have been in the first place. Back then there were few generic world building books which is why older editions of Fantasy are actually GURPS Yrth (or GURPS Banestorm which is an upcoming book). A universal system should have basic books on world building, much like Hero 5th edition does.
I just read through this long SFB thread about ECM drones. Some people really hate them (one person especially so) and everybody else thinks they're not unbalancing enough to change the rules. And as all such arguments go, people listen to selected things, people say things but mean something else, tempers are flared and some rather derogatory remarks are made.

I've been seeing the same thing on the SJG Forums (the new ones), especially in regard to GURPS 4E which is brand new. People complain about Strength or this or that rule or ability. Kromm has to eventually step in and explain why things are the way they are. Mostly it's that people don't have the experience with the new rules to consider the big picture, or they are used to 3E rules and don't understand why 4E is slightly different.

It's kind of strange that people get so worked out about things. If I have a problem with a rule I change it for my campaign. But I never think that the published rules should be changed to satisfy my whims. Not every house rule makes it into a future edition of the rules. Though I suppose if you lobby hard enough there may be a greater chance of your pet rule to make it into the official rules. Still, it's a lot of trouble to go through for a game.

As a player I think a bit differently in that I don't like GMs tweaking the rules. Not all of the time, not even half the time, but sometimes I just ignore the campaign house rules and use the official game rules. I'm especially more likely to do this if it would hurt me to do that. Switching rules to get extra advantages is munchkiny, doing it for an extra disadvantage is roleplaying (though that's not actually the case).
Copyright (c) 2004 Kevin C. Wong
Page Created: December 6, 2004
Page Last Updated: December 6, 2004