Gurps General /gurpsgen/

Mashup edition
>what was your most successful game where you slapped together two different worlds/themes/settings?

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Iron GURPS edition, you mean.

Camelot+Old West+Faerie. Gunknights, Six-Shooter Paladins, Seelie Shamans and Unseelie Witchdoctors, and Frontier Justice in the name of the King!
Are YOU brave enough to venture westward, past the Mississippi River, in search for the Holy Grail?

>Stargate + Space1888 = Victorian racist domination as the bad guys!

So I've got an upcoming game here this weekend; what does gurps General think of my "Desperado with a heart of gold"?

How would you handle a meta-trait being universal among a setting? Like say for example, EVERYONE is a robot, and would normally have the Machine meta-trait. Do you just apply the meta-trait to literally everyone, or is there a better way to do this?

They have it if they have it, plain and simple. If I'm writing a setting where everyone can fly, everyone will have Flight.

My guess is that you're worrying about point costs. Don't. Point costs don't matter for NPCs, and if you don't want the "steal" some of the PC's starting budget with mandatory metatrait packages, then make them free/give them extra points equal to the metatrait cost.

I'm looking for a ruleset for GMing a sci-fi setting with several races and some sort of sci-fi magic (think SW or ME). GURPS seems to have tools for creating a lot of different stuff and keeping it all together. (And I know I have to limit my player options when crating their PCs.)

I was browsing the different titles of the 4th ed, and I already have an idea of what books could help me. I'm already reading the manuals and the "how to GM". What I want to know and i can't find in the internet is:

>How does the game feel when its played with several optional rules?
>Are the rules hard to grasp/teach or slow to use?
>How lethal or gritty is the game by default?

Thanks, I was worrying that I was overthinking this

Overthinking things is the #1 issue with GURPS GMs (I'd say it's about #3 when GMing other systems, but the amount of options in GURPS boosts it to #1). Have you flipped through How to be a GURPS GM?

1) Don't use optional rules the first time around, unless they're super simple or simplify the game overall and/or are vital for the setting or tone. As for how it feels, there are a lot of directions optional rules can take the system; you can make the game grittier or more heroic/cinematic, more detailed or faster to play, etc. I've had fun with a fast n' loose dungeon crawl, a grimdark hyperdetailed dark fantasy setting, and a not!Firefly sci-fi game. All three felt distinct to me at least; the first game was very beer and pretzels, the second was very very tense, and the third was a happy medium some cool action scenes.

2) Not really. The only issue is that there's a LOT of them. On the plus side, you'll only every use 40-60% in most games, but that's still stuff you have to sift through when still learning the system. Play smart and keep the realistic optional rules turned off and there shouldn't be any big hangups.

3) "Heroic realism" is the term bandied about by the devs. There are minor concessions here and there for the sake or drama or playability, but by and large the system defaults to a fairly realistic approach; a bullet or knife to the chest will take you out most of the time, numbers really do matter and getting swarmed is a real threat, and ambushes are the safest approach to combat. Compared to most systems, especially the ever-popular D&D, GURPS will feel ultra grim and gritty by default.

>Have you flipped through How to be a GURPS GM?
Not really, but I can right now

Gurps.