18.08.2013 Views

seventeenth issue - RPG Review

seventeenth issue - RPG Review

seventeenth issue - RPG Review

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!