I'm not aware of any plans Steve Jackson Games may currently have for
a new edition of GURPS. But I do have some ideas for what I'd want
it to look like.
I note, though, that this is for me, and products that appeal
to me generally don't sell well. So on the offchance anyone in the
company is reading this, you'd probably do better to do the exact
opposite of my suggestions.
There are two things that to my mind present complexity cliffs to a
new player trying to get into GURPS and I want to remove them both.
The first barrier is for the GM: there are lots of rules in the Basic
Set, most of which will not be used in any individual campaign, so the
new GM has to become at least broadly familiar with everything in
order to decide what not to use. My answer to that is to frame the
book as a single ready-to-go setup, and then present explicitly
optional rules for other settings, most of which will be in
expansions. So: no magic, no psionics, no ultra-tech, no elves, in the
core book. Swords and guns from history and the present day, sure.
This is a GURPS that is designed primarily for games set in the real
world (with options for cinematic levels of competence).
And the other barrier is for players, the 200 pages of lists of traits
(advantages, disadvantages, skills) that they have to look through in
order to pick the ones they'll have on their character (i.e. before
they've played the game and have a feel for them). Templates can help
with this, but even choosing things from a template means that you
need to know what those things do. My main solution is to simplify and
compress. If a trait gives you a bonus or penalty to people's reaction
rolls, roll all those traits into just one. Do we actually need six
separate planetology skills for individual sorts of planet, with no
way of being a general planetologist who hasn't specialised?
I don't want to go all the way to whole-career skills like "space
captain" or "pirate" the way FATE would do it, because I want to be
keep the ability to say "this character is good at X and Y, but bad at
Z, even though those things usually go together"; but I do want it to
be shorter. Also, take out all the magical and exotic stuff, and the
things that feel as though they were put in just to be custom villain
disadvantages that PCs will never take. Go on, tell me about your PC
whose characterisation is so much better for being able to take
Bowlegged, Slow Eater and Terminally Ill. (Seriously, I'm open to
argument.) When John Dallman went through the disadvantages one by one
on the SJGames forums a few years ago, many of them felt like this to
me.
Where does all the non-real-world stuff go? In campaign books. The
existing Ultra-Tech, much as I love it, effectively defines a
campaign paradigm in letting the GM make choices about tech level and
specific fields that might be advanced; and therefore it is generally
a bad fit for any campaign that already exists, in which those
choices have been made, and probably not using this framework. So
start from the other end: in this setting a laser pistol works like
this, in that setting it works like that, so these two laser pistols
are different things and nobody's ever going to be in a position to
choose which one to buy—so they don't need to appear in the same
equipment catalogue.
Same with magic. No two worlds have the same magic system because we
don't have a working adventure-viable magic system in the real world
to use as an example, and bodging on an existing one rarely works
well. (I don't actually want to destroy the old dungeon-inspired
spell system, I've had fun with it, but to pretend it's in some way
universally applicable seems tone-deaf at best.) Same with
superpowers. And so on.
So there end up being three tiers of book in my mental catalogue:
- the core rules, minimal;
- the setting books, more details and exotic traits for that setting
(and adventure/campaign books for individual settings);
- the "design" books for people who want to create their own settings,
with details of what it's actually physically plausible for a laser
pistol to do, how to build a magic system, and so on.
A modern version of "powered by GURPS" would effectively roll together
the core rules with one setting book. And even without that
combination, what you need to play a single campaign is just those two
books. (Or, if you're doing your own game in the real world, just the
core.)
This does mean you lose easy character portability between settings. I
don't think cross-setting campaigns are a big part of role-playing
these days.
Should SJGames do this? Absolutely not. I'm sure it wouldn't be
commercially viable. But it's the GURPS I'd like to have at my
table.
- Posted by Robert at
01:53pm on
28 May 2026
Oddly, I had conversations on this topic back in 3rd edition
One of the key responses I was given was a direction to GURPS Lite which never seemed particularly satisfying to me
Could GURPS Lite fit that minimal core rules slot as it is or tweaked in some fashion?
- Posted by J Michael Cule at
02:19pm on
28 May 2026
Well, to reinforce your basic message: what I mostly use GURPS for tends to be focussed on the medieval end of technology and with the 'exotic' stuff. Something concentrating on modern day settings is less useful. To me: it really is All About Me.
I agree that the 'core' magic system is limited in the current manifestation but the skill based spell system is clearly a usable way to do magic with GURPS. I'd like to see a more ARS MAGICA like system as an option. THAUMATOLOGY outlines some but doesn't provide any worked examples. (Yes, there's RITUAL PATH MAGIC but my aged brain can't work out how it works, specifically how you create a Path or a Book.)
- Posted by ashley pollard at
08:50am on
29 May 2026
I know I often disagree with you so this will come as no surprise that I disagree with you here too.
I think everything you've just described would be a breath of fresh air is a system that's so bloated as to become beginner unfriendly.
Caveat: while I have the core rules, I mostly bought GURPS world setting books, because I enjoyed reading them. I've never played GURPS for the reasons so you clearly elucidate in this piece.
Just saying, your views here are solid.
- Posted by RogerBW at
08:20pm on
31 May 2026
Robert - I knew people who used GURPS Lite for just this purpose in the 3e days, but Lite for 4e doesn't feel like quite the same sort of thing. I will admit it does leave out the magic, psi, etc.
- Posted by David Pulver at
12:41am on
20 August 2026
Seems like a reasonable approach. Even more than future technology, magic in particular really should be unique to each setting.
There is an argument for the core book to focus less on bloating the character creation system but more on providing extra rules support for things that weren't in supplements, but would be annoying (in terms of page count) to keep reprinting in setting books. 3rd edition used to reprint mass combat in every other setting book just because fictional heroes often lead armies. One option would be a light version in the core book (rules, but not a complex army design system) and a detailed version in a design tier book for army-centric games. Similar arguments could be made for several other subsystems (much as a light version of vehicle combat and action was put in 4th edition).
- Posted by RogerBW at
10:02am on
20 August 2026
I do not ask for privileged information when I speculate that one of the reasons for 4e Basic being designed the way it was was "we don't want to have to do a Compendium I ever again". (For those not familiar, this book for GURPS 3e collected and regularised all the special traits, often with extra snippets of game mechanics, that had appeared in various supplements over the years.)
In these days of PDF-first gaming I could see those rule blocks as modular expansions or even released as updates: hey, a lot of books seem to want mass combat, let's shift the mass combat text from supplements A, B and C into the core book (leaving a placeholder reference), update all the PDFs, everyone who's bought both still has the rules, and people who've only bought the core book get some free new stuff (and an incentive to buy supplements A, B or C that use it).
(I grant I'm used to layout systems these days that make this sort of thing much less cumbersome than the "drag a box around on a page" model.)
- Posted by David Pulver at
02:35am on
24 August 2026
"I do not ask for privileged information when I speculate that one of the reasons for 4e Basic being designed the way it was was "we don't want to have to do a Compendium I ever again".
Certainly, a prime impetus of 4e was designed to codify the best material from Compendium I/II into a single volume. I'm not so sure about "Compendium never again" though certainly I suspect having key character creation traits split between two volumes is and was viewed as undesirable.
The Compendium approach primarily grew out of the 1st-3rd edition choice off putting rules, especially for character building, in books that were either setting books or tightly focused, and then deciding later that these rules had more general applicability and reprinting them was annoying. So in that way, 4e's more comprehensive character creation system was certainly a reaction to this. Compendium II, which focused on non-character mechanics, was probably less of a problem, and I wouldn't rule out seeing something like that in the future, even if many of these options did make it into Basic 4e Revised already.
- Posted by RogerBW at
01:27pm on
24 August 2026
Yes, I was playing a little before Compendium I came out, and that era definitely rewarded knowledge of publications: oh, this trait would be really handy for that character concept, it's in this obscure book…
(FFG later made this an explicit policy in their X-Wing game. The Lambda-class shuttle was rarely fielded in a competitive force, but came with a card available nowhere else which was really useful.)
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