GURPS Second Edition is a game that no one wants to play with me.
It’s too bad, really. It’s an interesting game that came out at an interesting point of time. AD&D was still king of the hill. The second edition of that game wouldn’t come out for another three years. The DMG had been around for seven years then. Everyone knew they were smarter than Gary Gygax and everyone thought they had an idea so great that they could challenge the dominance of his vision.
And Steve! Steve Jackson was right there with a very big rework of his earlier rpg, The Fantasy Trip. Having been at the helm of Space Gamer magazine for many years at that point, he would have been well aware of what everyone else was up to in rpg development at the time. Just what exactly was his vision? How did it compare to Gygax’s framework laid out in AD&D? And again… how does Steve’s work compare to what the BrOSR is doing right now?
Well. It is rather intriguing. Steve Jackson did in fact describe a type of “Patron Play” which he termed Adversaries. Check it out:
Now, this is very limited compared to what we have been experimenting with in the #BrOSR, but this is still great advice. But gosh, Steve is so close to gaming greatness it hurts!
Note that his concept involves somebody that doesn’t get to commit themselves to playing a role to the hilt. Instead, they are sort of an assistant GM that is helping out by playing ALL of the NPC’s that are involved in the Adventure that encounter the players. Why would he draw the line there of all places?!
The tyranny of the spotlight is presumed to be in force here. Regular players are all assumed to be running just a single PC within the campaign. Under this model, you will not see something like you have in AD&D where a monk, druid, or assassin character advances and then has to face off against the next guy up from him in the hierarchy (run by another player no less) in order to hold that position.
Without the BrOSR concept of 1:1 time, Steve doesn’t really have a means of coordinating too much more than a single party… so the Braunstein-like elements of his conception of rpgs can only cover the most trivial implementations of patron play. He just doesn’t have a framework that can accommodate large numbers of independent actors!
Of course, Steve does weigh in on timekeeping as well. Let’s see what he says:
Steve Jackson suggests using stop-time between sessions… but then recommends having a set amount of time pass between adventures. This is a subtle distinction that a lot of #BrOSR critics would be eager to embrace. After all, this system would allow people who stop the game while the players are in a dungeon to just pick things back up the next time they get together. In fact, Steve Jackson explicitly highlights this exact type of situation– something the rpg scene has argued about almost nonstop since 2020.
There is a cost for this one design choice, however.
As we can see here, under Steve’s conception of rpgs, the GM is responsible for running all of the entities in the game outside of the players’ party. However much time the GM decides will happen between adventures, it’s entirely up to the GM to determine everything that happens in that period. People used to BrOSR style play would balk at the idea of having to be responsible for that much stuff in the game. Everyone else is liable to wax poetic about the god-like sway they hold over their campaign worlds.
Now, I am sure people can make this sort of thing work. But I have to question what the track record is for this method. Does it produce, as Gygax would have framed it, “the most interesting play possibilities to the greatest number of participants for the longest period of time possible”?
I don’t think it does.
Being able to run a campaign where “a war between players [is] going on (with battles actually fought out on the tabletop with miniature figures) one night, while on the next, characters of these two contending players [help] each other to survive somewhere in a wilderness” is just way more exciting. For one thing, players don’t really respect things in the campaign that sprang entirely from the referee’s mind alone. But if you create a list of rumors that are derived from the actions of other players that are operating against each other’s interests under a fog of war they will engage with it obsessively. (Note: this happens not just in large ongoing wargame scenarios but also in more modest campaigns where people from more than one table begin interacting as adversaries.)
GURPS, of course, eliminates all the material required to effect that sort of two-tier ongoing campaign with lots of player activity developing concurrently. I mean, you can stat up a king with status 7 or whatever and then play his role in the context of some kind of narrative game. But you can’t actually run his kingdom or immerse yourself in diplomatic nightmare he faces in juggling the interests of objectives of his neighboring monarchs.
Which means you can’t really set up the sort of model worlds that the bros like to tinker with so much. Which means you don’t get the sort of surprising emergent story phenomena that never ceases to amaze players and referees alike. Those effects only happen when your campaign reaches a certain critical mass of independent actors. And Steve’s concept of the game puts a very hard upper limit on how many characters and factions and forces that GURPS GM’s could handle.
Of course, Steve wasn’t putting together a type of wargame campaign at all. He set all that aside in order to focus entirely on creating a roleplaying game.
Was it worth it?
That depends on what you’d select given the choice between having a successful campaign and a shelf of unplayed games.
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