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Just a Taste?

Baron

SOC-12
I'm a grognard who still prefers CT. I found the 1st ed of GURPS to be a real snooze-fest, which was no surprise as I didnt like TFT at all. However, I've been considering picking up a few GT sourcebooks... an odd thought occurred to me. Wonder if I might find the current GT core rules of interest as an alternative system. So, I recall that the original GT book was missing a lot, and you were expected to buy several other GURPS rulebooks before you could play GT. Is that still the case? Would appreciate some advice. Thanks.
 
Get the GURPS lite for 4e rules and give them a spin. There are lots of GT supplements that are universally useful (I rate Sword Worlds as the definitive way to detail a subsector, the GT Nobles book and GT:ISW are also particular favourites of mine).

The GURPS core mechanics are pretty slick - what I don't like is their points buy character generation and experience system.
 
once you get the hang of GURPS, it is pretty slick, and the new PC's seem to "get" the mechanics somewhat easier than other systems (particularly character creation, since there is only one "class" - your race). Fewer "in-game look-ups" and very easy to quickly create NPC's, etc. However, not sure it is worth learning just to play Traveller (unless you are in to learning new game rules)

I rate all of the GURPS Traveller supplements to be well worth the money (the 50 ton Cutter is amazing!)...although there are differences between CT and GT events, etc (and they are ~18 years apart)..the most annoying thing personally is the difference in tech levels (GURPS uses Imperial as 12, CT uses Imperial as 15).

The one long-term "Traveller" campaign I did was using GURPS, but "GURPS Space" rules (Traveler had not yet come out)...using LBB's to define the setting & tech available....the "Space" starship design is somewhat frustrating (need to actually account for reaction mass, etc)
 
once you get the hang of GURPS, it is pretty slick, and the new PC's seem to "get" the mechanics somewhat easier than other systems (particularly character creation, since there is only one "class" - your race). Fewer "in-game look-ups" and very easy to quickly create NPC's, etc. However, not sure it is worth learning just to play Traveller (unless you are in to learning new game rules)

I rate all of the GURPS Traveller supplements to be well worth the money (the 50 ton Cutter is amazing!)...although there are differences between CT and GT events, etc (and they are ~18 years apart)..the most annoying thing personally is the difference in tech levels (GURPS uses Imperial as 12, CT uses Imperial as 15).

The one long-term "Traveller" campaign I did was using GURPS, but "GURPS Space" rules (Traveler had not yet come out)...using LBB's to define the setting & tech available....the "Space" starship design is somewhat frustrating (need to actually account for reaction mass, etc)

One big problem for many with GURPS is the sheer number of skills. 4E scaled it back a bit, but the skill list is several hundred discrete skills... Which can result in a lot of lookups for those who don't think like Sean "Dr. Kromm" Punch, SJG's GURPS lead. At one point (3R+CII), the skill list was over 400 discrete skills.

If one is comfortable with the skill system, and can avoid point-mongering, GURPS works pretty well.
 
I'd recommend GURPS Traveller only if you are already a GURPS fan. Otherwise, there is no point at all in switching to GURPS.
 
Y'all have to remember the Bulk of GURPS Traveller was written and edited by the same people who did a lot of the work on CT.

I found for the bulk of GT one could get by with just the Basic 3rd edition Rulebook and the GT mainbook.

The same goes for the 4th Edition Interstellar Wars book and the basic rules books.
 
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