GURPS
Several of the products from Steve Jackson Games were played quite frequently by the members of our gaming group. It all started with Car Wars. We were thrilled to find a game and play experience that reminded us so much of Death Race 2000. The price of the game -$3.95 - was enough to lure us quickly into snatching up more of the SJG pocket box games. Some of our favorites included OGRE, G.E.V., Illuminati and One-Page Bulge.
One of my favorite contents included in the SJG game boxes was the catalog. It was like a miniature SEARS catalog of gaming goodness with sections devoted to each product. There are several I would have liked to have tried like Raid on Iran, Kung Fu 2000, and others. The catalog also included a little blurb about the upcoming products by SJG that were going to be released sometime soon. I enjoyed reading about the products I did not have and the products that were coming soon and then one day I noticed the product spotlight for an upcoming product that grabbed my attention - GURPS, the Generic Universal Role Playing System. The announcement promised that this one system was all a group would need to play in any style of game they wanted. Most companies did not do that and expected you to buy a new game with new rules for fantasy, western, science fiction, supers, or other gaming. I read the further previews with great interest and waited for the release of the game.
One of my favorite contents included in the SJG game boxes was the catalog. It was like a miniature SEARS catalog of gaming goodness with sections devoted to each product. There are several I would have liked to have tried like Raid on Iran, Kung Fu 2000, and others. The catalog also included a little blurb about the upcoming products by SJG that were going to be released sometime soon. I enjoyed reading about the products I did not have and the products that were coming soon and then one day I noticed the product spotlight for an upcoming product that grabbed my attention - GURPS, the Generic Universal Role Playing System. The announcement promised that this one system was all a group would need to play in any style of game they wanted. Most companies did not do that and expected you to buy a new game with new rules for fantasy, western, science fiction, supers, or other gaming. I read the further previews with great interest and waited for the release of the game.
When the original boxed set of the rules were released I bought them at the game shop I used to frequent as much as possible at the time. I took it home and started reading through the rules. The more I read, the more I liked and blazed through them pretty quickly. I thought it was extremely revolutionary that you actually designed your character from points, used advantages and disadvantages to "balance" your character, and also had a basic combat as well as advanced combat system; there was also tons of GM advice available in the rules. I played through the included solo adventure - Caravan to Ein Arnis, I think? - and was pretty excited to see more. In short time I purchased GURPS Man to Man (basically a slimmed down fantasy combat version of the system), GURPS Autoduel (roleplaying in the Car Wars universe), GURPS Cyberpunk, GURPS Fantasy, and GURPS Supers. With these additional rules volumes it became apparent that not every genre would use the exact same rules - some would be added or changed from the core - but all of these different genres did use a basic starting point that was the same. Everything else could be figured out or dealt with in a reasonable fashion since the core was intact. I began jotting down notes and ideas for a campaign that I wanted to run everybody through. I was next up in the Game Master rotation and I wanted to introduce the rest of the group to this awesome new system I had just learned.
It turned out that GURPS would become my single biggest disappointment in my gaming experience. No, it wasn't from play experience or any other dissatisfaction with the system. My gaming group had one simple problem with GURPS - they believed that all of those rulebooks were mandatory and voiced opinions such as "if we're going to need all of those rulebooks then we might as well just keep using D&D, Gamma World, and Star Frontiers". I tried in vain to convince them otherwise but Jamie was the only one that would listen. We played around with Man to Man a few times but never did get a GURPS campaign going. I would occasionally pick up future GURPS supplements - they are generally so informative that they can be used for other games - and even bought GURPS 3rd Edition even though I knew that none of my gaming buddies would give it a shot. It remains a system I am highly interested in using. Perhaps I will get the chance someday?