I’ll be honest; I’m a little disappointed. It seems—slightly amateurish. It looks extremely professional from the outside, but when you get into it, you start to notice little things—like the fact that it was clearly not professionally laid out or typeset. And the art is—mediocre. Compared to the professional set and polish of even Second Edition D&D (from 1989), this 15-years-newer book feels lackluster in presentation.
Still, you don’t buy a gamebook to look at it. What about the content?
Well—it’s confusing. GURPS by necessity is a complex game, but that’s not the problem. The problem is that this book seems largely written for people who had played previous editions. There are quite a few places where terms and abbreviations (such as “TLs,” “DR,” and “Quick Contest”) are used before they’re defined. Indeed, Quick Contests aren’t defined at all in this book, through they’re referenced many times—for that, you’ve got to read Book 2! There’s not even a Glossary, besides an extremely basic and incomplete one on p. 7 (which does not, for instance, include “TLs,” a term used many times!).
The majority of the book is lists of traits—advantages, disadvantages, skills, etc. Which, by itself, is fine—the book is called “Characters,” after all; the point is to provide everything needed for character creation, which for GURPS, designed to be able to handle any character from any setting, necessarily involves a lot of content. But the book is organized poorly for new players. It should not follow the D&D format of “create a character as you read the book.” That sounds great, but just doesn’t work here. Instead, explain all the concepts involved, then at the end, put all the lists of things. That leaves all the stuff new players need at the front of the book, and all the stuff experienced players need together at the back. That would make it easier to read, for new players, and easier to reference, for existing players.
A last note on traits—I could have used a bit more “color” in them. Many traits are somewhat confusing in that it’s hard to envision what kind of character might use them. That’s the curse of a generic system, perhaps—ability descriptions end up generic as well. But that’s not necessary. Several entries say things like ‘this ability is intended for X kind of character.’ I would have liked to see more of that. As it is, the trait descriptions—especially advantages and disadvantages—read like the intent is that you generate a character concept, then go looking for traits, rather than you read through the trait lists looking for inspiration for your character concept. That’s disappointing, and kind of sad.
Alright, enough about layout, presentation, and organization. What about the system itself? It’s a rulebook; how are the rules?
They seem—pretty great! Note that I haven’t played this yet, so this is not at all a thorough review of GURPS as a system, just a reader’s review of this book. But I kept thinking, while reading—this is what I’ve been wanting all along! I’ve often imagined what my ideal system might look like, and this is pretty darn close! It really does seem, at first glance, to live up to its promise of being a truly universal system, allowing you to play far more “realistic” games than other systems—most notably D&D, games where you don’t have to constantly suspend your disbelief about how the mechanics work, games where it’s possible to injure a limb, and where you don’t heal all damage overnight. It’s not exactly a “life simulator”—for instance, critical failures, although they happen less than half as often as in d20 systems, still seem too frequent for true realism—but it’s pretty close! And do you really want a truly realistic system, or should the lives of player characters be more interesting than that?
I haven’t read the second book yet, so I can’t give a full accounting, but so far, most actual mechanics seem pretty well thought through. And I do love the notion—core to GURPS—that any character can interact with any other without rule conflicts, meaning that questions like, “what if you put a modern infantry platoon against a Roman legion” (or a powerful wizard, for that matter), can be answered. You can just do that, and see what happens!
I’m excited to read the second book, and excited to play. And isn’t that the final measure of a gamebook?