seventeenth issue - RPG Review
seventeenth issue - RPG Review
seventeenth issue - RPG Review
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generic game that promised to handle all genres with one rules set.<br />
At that time, there were two "generic" <strong>RPG</strong>s: Chaosium's Basic RolePlaying and Hero's HERO System. The trouble is,<br />
you had to buy each genre as its own standalone game, paying for the core rules all over again. If you used BRP, that<br />
meant buying Call of Cthulhu, Ringworld, Stormbringer, etc.; with HERO, that meant getting Champions, Danger<br />
International, Justice, Inc., etc. Also, each game had little tweaks and differences, making lessons learned in one place<br />
troublesome in another place. Eventually, Hero would solve this by reinventing the HERO System as a core rules set <br />
but back in 1985, that was in the future (1989).<br />
Thus, when SJ Games released GURPS in 1986, it was the answer to all of our prayers. Truthfully, it could have been<br />
terrible and we would have made it work! Fortunately, it was a good rules set, so we came to play it almost to the<br />
exclusion of other <strong>RPG</strong>s by 1990. We also went around talking it up to other <strong>RPG</strong> groups and at local conventions.<br />
I play GURPS today for two reasons. First, I still believe that it's a good system. I understand gamers who prefer games<br />
that are finetuned to a genre, a setting, and/or a play style, but I'm not one of them. I doubt that I would have kept on<br />
playing <strong>RPG</strong>s if I had had to buy and learn a new rules set<br />
for every campaign. Second, I started working on GURPS<br />
for SJ Games as a freelancer in 1994 and fulltime in 1995,<br />
and I firmly believe that a line developer for an <strong>RPG</strong> has<br />
no business doing that job if he or she doesn't actively and<br />
regularly play the game not playing leads to getting out<br />
of touch, and from there the journey to terrible products is<br />
a very, very short one.<br />
Do you have favourite GURPS supplements which really<br />
capture the spirit of the game for you?<br />
After 26 years of playing GURPS and 17 years of working<br />
on it, I have such a holistic view of GURPS that I'm not<br />
sure that I have favorites in the sense you mean. The<br />
supplement I've probably used the most is GURPS Magic,<br />
and the one I'm proudest of writing is GURPS Undead . . .<br />
but neither screams "Generic!", so neither captures the<br />
spirit. Maybe that's the thing, though: A good generic<br />
game doesn't lend itself to this sort of reduction what<br />
captures the spirit is the breadth and depth of the whole<br />
library, not any one item on the shelf.<br />
What exactly do you do at Steve Jackson Games? What<br />
does the daybyday work of a line editor and author consist of?<br />
"Line Editor" is a catchall title. There are several bits to it:<br />
8 <strong>RPG</strong> REVIEW ISSUE SEVENTEEN September 2012