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From: "Jesper Jühne"

Date: Thu, 25 Mar 1999 15:47:07 +0100

I know you could have touched on this topic before. But does any of you use Gurps instead of CoC, when you play DG?

I asked a while ago, how you would handle san and some of you suggested that I used Cthulupunks rules (Mythos fright checks) for Mythos related san.

Do any of you know where I could find these rules, I am not that keen on buying Cthulupunk as it is placed in an Cyperpunk environment. Do you think it is worth purchasing? Does this book contain a good conversion of the CoC rules? It is out of print too, so even if I wanted to buy it....

Do you any of you know any good conversions? How to handle Pow, Spells etc.


From: Val_Salvis

Date: Thu, 25 Mar 1999 15:14:56 -0500 (EST)

I have the GURPS cthulhupunk rules, and when confronting forces of the mythos, They suggest using fright checks (roll against your IQ) but when it's Mythos based, to halve the IQ score. Also you can give tem certain disadvantages for really frightening encounters... e-mail me for any more questions!


Date: Thu, 25 Mar 1999 16:53:23 -0500 (EST)

From: The Man in Black

> I am not that keen on buying Cthulupunk as it is placed in an Cyperpunk
> environment. Do you think it is worth purchasing? Does this book contain
> a good conversion of the CoC rules?

Buy CthulhuPunk, it gives you spells, POW, Sanity (Mythos Fright Checks) and a stat-heavy bestiary of Mythos creatures and gods. Note that some Mythos spells (mostly Necromancy) have equivalents in GURPS Magic and Grimoire, and are thus not included in CthulhuPunk. Ultra-Tech is nice for cyber goodies and Mi-Go stuff. Creatures of the Night is OK too.

The CyberWorld background actually meshes incredibly nicely with the Mythos. You get a brutally violent and dark setting combined with Cosmic Horror. If you own Biotech and use it wisely, the campaign gets that surreal Hastur feel to it as well. The CyberPunk world should be the predecessor to the ENDTIMES. I see ENDTIMES as better suited to the early 22nd century as opposed to the One and Twenty.


Date: Thu, 25 Mar 1999 17:50:08 -0500 (EST)

From: The Man in Black

> The MIB is the GURPs Guru around here.

Actually Scott Haring would (or could) be if he wasn't a damned dirty lurker. Maybe some name-calling will get him out from under that loathsome rock that all the slimy things lurk under. No, wait. This is an ideal time for my "GURPS has been sucking lately" rant. I'll reserve the "Lurkers are inferior and should be exterminated" rant for later. We ideologically pure posters need LEBENSRAUM~! you know.

Anyway, Ever since that Traveller thing and that In Nomine thing, I haven't really liked any GURPS products enough to buy them. Wizards was vaguely interesting, but not enough to spend money on. Goblins might be OK if I ever get back into fantasy (but if I do, I'll be using one of the Four fantasy worlds I've got taking up space in my binders).

What I liked was the Generic quality of the sourcebooks, and the specific quality of the worldbooks. I miss Generic worldbooks, and prefer my future history to the Traveller one (no furries, more cosmic conflicts). Some stuff on the GURPS wishlist seem OK; Law Enforcement, Low Tech (should've been covered in Middle Ages I), and maybe a SteamPunk book. None of these seems likely to emerge anytime soon.

I would like to see a Cosmic Tech book, and a complete revision or elimination of templates. Some books need to be reprinted and revised, like Special Ops. There doesn't seem to be a big hurry to do this.

I do not respect the people who cry out for a "Fantasy Worldbuilding" book. Fantasy Folk, Magic and the Bestiaries serve this purpose admirably. Numerous worldbuilding sites exist on the web and contain all the guideline a potential worldbuilder might need.


Date: Thu, 25 Mar 1999 18:30:40 -0600

From: Jeff McSpadden

> Jesper Jühne also cannot make his search engine function and asked:
> Do you any of you know any good conversions? How to handle Pow, Spells  etc.

http://www.sjgames.com/gurps/Roleplayer/Roleplayer22/CoCToGURPS.html


From: POOH

Date: Fri, 26 Mar 1999 13:00:21 -0400 (EDT)

I am currently using a combination of Over the Edge and Castle Falkenstein for a 1920s CoC campaign... if there is interest, I can post my kitbash rules.


From: "Jimmie Bise, Jr."

Date: Fri, 26 Mar 1999 13:00:16 -0500

I have to say that GURPS was the first game system I really played as an "adult" and I've become very fond of it. I have gobs of GURPS books and will continue to buy them.

Nevertheless.

1) More sourcebooks, less worldbooks! The strength of GURPS is the "genericness" of their books. they can be adapted to just about everything. Their worldbooks haven't, IMHO, been anything I've really wanted to use for a campaign. I don't have a huge problem with Travele, basically because I think Steve Jackson is a good home for it, but beyond that, I really don't want to see any more worldbooks. I'm looking forward ot getting a copy of Undead. I understand it's amazing.

2) What's with their taking books out of print so quickly? I've seen GURPS books go out of print in six months, and that's just silly. Special Ops seems to have disappeared into the black hole of gaming lore, and no matter that more than one of their other books specifically refer to content in that book. That's just plain silly. If you're going to print a book, let it stay out there. don't worry about revising it every couple of years. We can do that. Revise it, perhaps, every five years or so, or if you actually do a major system revision, but, other than that, just let the books be available for us to buy.

3) Just don't build a vehicle in the GURPS system unless you're really good with math and enjoy minutae. You'll be intrigued by books like Vehicles, Mecha, Robots, and such, but be careful. The only real "weakness" to the GURPS system, IMHO, is in the vehicle/space system. To achieve some semblance of realism, you have to wade through a whole lot of math. I don't do math well. I don't even like math. It took me three hours, using their system, to build a two-masted pirate ship. Ick. I think this was just needless complication to a system that was otherqise pretty simple and elegant.

Well, that's about it for my rant. I actually think GURPS is the strongest system into which to take CoC/DG, given Cthulupunk, Creatures of the Night, and Blood Types. If you have those sourcebooks, you really do have everything you need to do a smash-bang conversion!


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