Saturday, September 9, 2017

The Majestic Wilderlands Races for GURPS

With the release of the Dungeon Fantasy RPG PDFs during Gencon to the backers of the DF RPG kickstarter, my Thursday night group really wants to give GURPS a try. So I agreed to do a campaign later this year.

Most of the development of the Majestic Wilderlands was done using GURPS starting in 1987. So I accumulated  a lot of notes about how the setting works using GURPS. Some of which you can see here. But since then I did a lot of work on the Swords and Wizardry version of the Majestic Wilderlands. As well as ran a memorable 5th edition campaign in the Majestic Wilderlands. So I am updating my material and the first thing I got done was the Races.

You can download the races from here. Note that because GURPS doesn't have an open license I can't use the Open Game License. Steve Jackson does have a generous fan policy so I opted for a non-commercial Creative commons license for the text I wrote. For the details of various terms and abilities you will need to refer to the GURPS core books. Some of them can be found in the free GURPS Lite.

Majestic Wilderlands Races for GURPS.

Variant Character Creation Rule
There is a problem with GURPS Disadvantages and it is the same problem with DnD alignments. Either they are too static,  a source of arguments about proper roleplaying or they are not much of a hindrance.

I am sure folks are familiar with the first two but what is the third one about? Why it isn't hindrance to be honest or too have a code of honor? Well it is at first glance but then you realize that how you were going to play anyway. So in the end a 150 point campaign is really a 195 point campaign.

But not all disadvantages are the same. Some have immediate consequences for how the character plays especially the physical ones.  So what our group did over time was to stop counting most disadvantages. If you were bound and determined to play a one handed fighter than you could get the points for that as there were on-going game effects. But stuff like being poor or wealthy was discussed before the campaign started. And having a Code of honor was a written down as a note on the characters. Sometime Codes would factor in for specific aspects like clerical powers or paladins. But like when I ditched Alignment from then one, your character personality is however you played it.

Technically it not even against RAW as it clearly states that the campaign can set the total number of starting points AND the total number point cost of disadvantages. We just opt to set it to zero with a few exceptions.

So this brings me to the variant rule in the MW Races for GURPS. That is there is no cost charged for being of X race. Instead the traits of the race modify the base character attributes and the players proceed on from there.

Like for my Majestic Wilderlands supplement, a Elf or a Reptile Man has superior traits compared to a human. The thing to remember is that I emphasize roleplaying and the Majestic Wilderlands is human dominated. So for the most part characters of other races are treated as outsiders even those that are considered friendly. And if the party happens to be dominated by non-humans then there iare plenty of adventures to be found in the surrounding non-human cultures.

All this is not because I think the GURPS default is wrong, it just my changes reflect better how I present my setting as a living breathing world. If because of circumstance the player decides to act against type, I am cool with that if it make sense. I want to see that play out naturally and not have the player worry about the points on his character sheet.

So this document includes the option to treat characters as a fundamental modification of the base attributes rather than something else to be bought.





1 comment:

Charles Saeger said...

Have you thought about making a campaign wiki? It would be easier to handle things like this document.