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Steve Jackson’s Concept of Adventure Circa 1986

Well, Steve Jackson had evolved into a story gamer by the time that the mid-eighties rolled around. He just comes right out and says it, right after he poo poos dungeon style gaming.

  • “When you design an adventure, you are writing the outline for a story.”
  • “The ‘plot’ is your plan for things that are supposed to happen during the adventure.”
  • “The purpose of the introduction is to get your players’ characters into your plot so that the game can begin.”

Honestly, I hate that he makes out like this is some kind of quantum leap forward in gaming. And who knows, maybe hack-and-slash adventure really isn’t all that “mature”. But at least the players doing that have a genuine sort of autonomy. Players caught up in the GM’s story or plot don’t.

There is one unusual design choice within the tightly scoped 1986 Basic Set: the players have a chance to build out the broader game world by defining their character’s patrons, enemies, and dependents. D’Artagnan could build himself out to have Monsieur de Treville as a patron, the Cardinal’s Guard as an enemy, and Constance Bonacieux as a dependent. When the player of this character joined the session, the DM would roll dice to determine whether the guys in red tabards show up and/or whether Constance is in trouble. If at some point during the adventure the player elected to contact de Treville for assistance, the DM would dice again to determine whether or not that NPC comes into play. Who knows? It might even be fun to try.

But this is an unusual system. In practice, it codifies what would today be treated as arbitrary and static backstory elements. When the player works up his character, he is essentially outlining the frequency that their broader cast of NPC’s will be incorporated into session adventures at the table. Of course, knowing GURPS players in general and my players in particular, I could imagine everyone coming to the table with characters which each have significant numbers of ancillary NPCs associated with them. I would like to think I could come up with an idea for an adventure on the spot just based on which enemies and dependents turned up for the game!

Alas, I am certain that the intent of the game is for the GM to take a strong hand in outlining what character types are okay for the players to play. The sample characters have only one incidence of these rules referenced on them: Dai Blackthorn’s enemy of the thieves’ guild which shows up on a six or less. The sample adventure included with the game suggests a couple of patrons: the merchant’s guild and a mercenary company. If these examples are any indication, then Steve doesn’t expect too much more than an occasional combat encounter, a patron mission, or else possibly a friendly NPC to turn up due to these rules– certainly not enough to disrupt the rather strict adventure plot of Caravan to Ein Arris.

Sifting through the rules and the last page of the sample adventure, it’s clear that Steve Jackson’s assumption with this game is that adventures are generally going to be missions that are presented to the players by some kind of patron entity. Character points are awarded based on how well the players roleplay and how well they succeed at their assigned mission. The idea that the players would be driving the game, coming up with their own ideas for what their missions should be is nowhere to be found within the pages of the rules.

At the end of the day, my 14-year-old self could barely even read the sample adventure straight through, much less create an adventure of this sort from scratch based on what the players had decided they wanted to play. While I would eventually go on to create a set of sample GURPS characters for a convention game and then make up an original adventure of my own of this sort for people to play through, I have to say… once I did all the work required for this I never wanted to do it again. As such, this ruins GURPS as a system for long-running campaigns, at least for me.

If Steve wasn’t so hard against hack-and-slash adventure he could have described how to set up an area map with a range of lairs, dungeon scenarios, and factions stocked upon it. Of course, that wasn’t at all the sort of game he was going for here. In retrospect, it’s too bad that it wasn’t. GURPS might have turned out a lot different if its original set had come with a scenario that people would actually want to play!

Maybe this explains why that yard of GURPS supplements was ultimately so useless. It was always up to the referee to wade into it and then make a de facto railroad out of it. If that was the assumed use case, then none of it had to work. And none of it had to be relevant for creating game situations for the players to interact with.

10 responses to “Steve Jackson’s Concept of Adventure Circa 1986

  1. James Griffin May 23, 2024 at 8:38 pm

    I had the 3rd edition years ago.

    I think the character creation chapters even included a sidebar saying it’s lame to “just” roll patron/ dependent/ enemy and use that to make an adventure.

  2. defling May 24, 2024 at 2:43 am

    This review has been 40 years in coming. I was just in Austin when this dropped. Remember being disappointed in the gross layout. The title was embarrassment enough! Lurv me TFT, though.

  3. jsammallahti May 24, 2024 at 3:51 am

    Man, that is some terrible advice.

    I still have a huge soft spot for GURPS; it’s the first system I learned to really handle and while it’s too complicated for my tastes as a GM these days I’d still be delighted to play it.

    But I do regret absorbing that anti-dungeon, pro-railroad attitude (not just from Gurps, but so many other games from the 80s and 90s) where you were expected to wag a finger and tut-tut at railroading, but in practice, it was what people did because we didn’t learn any other way from the books!

    I have a 10-year-old who’s just started running her first campaign for her friends and we had a great time last week when I taught her how to sketch up a little dungeon and stock it with monsters and traps and treasure, and today she’s going to release her friends on it after school.

  4. Chris Vermeers May 24, 2024 at 6:30 pm

    This is one reason that GURPS has actually improved over the editions and is worth examining in its later versions. Modern, Fourth Edition, GURPS has been constructed to be a toolkit for building a game, so if you want railroad-ready rules, you can do that, but if you want sandbox play, there are ways worked out to do that instead (for example, Boardroom & Curia, City Stats, Realm Management to some extent, Dungeon Fantasy: Guilds, and some others provide various worked-out ways to do Factions, the several Social Engineering series modules expand on a number of social labyrinth elements, and so on). Similarly, if you want narrative elements, there’s Impulse Buys and the like, deep simulation has modules like High-Tech and Tactical Shooting or Low-Tech and the Low-Tech Companions, if you want to adjust how characters work there is Power-Ups: Alternate Attributes that delves into how attributes work and how to rearrange them, and so on.

    Also, contrary to some common complaints that are rehashed in the comments above, GURPS isn’t necessarily excessively complicated, though it can be if the GM wants that. In fact, the game has been distilled to fit, as a complete, playable game if somewhat freeform in character, on one side of an 8.5×11 sheet of paper (GURPS Ultra-Lite or DTRPG), and in a somewhat more prescriptive version as a 32-page booklet (GURPS Lite or DTRPG), both for free. The point is that “GURPS” is effectively a mechanic for determining success (roll 3d6 under a target number; optionally, the difference between the roll and the target number can be meaningful), a mechanic for determining effect (roll a specified number of d6 with modifiers to get a total), and a mechanic for determining reactions (roll 3d6, high is friendly, low is unfriendly; this can be interpreted as a variation of the roll for effect). Everything else is subject to change.

    Again, it’s now designed to be a toolkit for building the game the GM wants to have, not to impose its style of play on any given table. Of course, that does mean work for the GM if they want to move away from what we might call “baseline” GURPS, but there ain’t no free lunch.

    • jeffro May 24, 2024 at 6:38 pm

      We’re talking about the type of game that was intended for people to play that picked up the second edition box set.

      • Chris Vermeers May 25, 2024 at 12:31 am

        Yeah, I get that. What I’m saying is that GURPS is a case where a game actually generally improved in quantifiable ways across new editions, unlike most games. 2nd edition GURPS isn’t great for reasons you mention, but 3rd is better about those very issues, and 4th has improved on many of them further (while arguably doing worse than 3rd Edition at others, but that’s another discussion and has more to do with aesthetics than quantifiable quality issues from my point of view). Over the last few years, I’ve seen a few people take the retro-gaming impulse into the GURPS line of games, but it hasn’t really taken hold there—I think for good reason.

  5. Robert James Eaglestone May 28, 2024 at 10:00 am

    Jeffro, once again I want to pick your brain on Traveller, which feels like it typically operates on the level of SJG as you’ve posted above. Even today with high production quality in shiny new rulebooks, if you had to rate the Traveller world, you might suggest that it never moved past 1986.

    Unfortunately I am hijacking this post to talk about it. Instead of doing that, I’ll figure out a better way to pick your brain about things that I’ve been dwelling on ever since the last time I ran Traveller (pre-Covid), in anticipation of a Traveller game I will be running this year.

    To make the short story long, I was never happy with railroads, which is what Traveller adventures typically are, and I have a set of smart, easygoing, and mature gamers who mostly don’t know Traveller… this seems a perfect recipe for being enlightened about my next game.

    • jeffro May 28, 2024 at 10:24 am

      Things to do if you are serious about running Traveller, do as many of the following as you can stand:

      1. #BookControl — Start with Books 1-3 and then MAYBE Supplement 4
      2. Ignore Official Traveller Universe ENTIRELY
      3. Read Dumarest, Flandry, and Planet of Adventure
      4. Make one or two original Subsectors AND STOP RIGHT THERE
      5. Possibly use 1:1 time. Force players to run multiple characters due to time jail
      6. Consider setting up some kind of faction scale Braunstein session specifically to flesh out and/or build what is happening at the faction/patron tier

      Classic Traveller is very compatible with the “bro” style of play due to it hewing so closely to OD&D.

      Later supplements tend to BREAK this compatibility.

      Good luck!

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