For October I'm doing some Octobereviews! Last time I took an initial dip into the Discworld Roleplaying Game (powered by GURPS), by Terry Pratchett and Phil Masters. This time I let my fingers go all pruney by soaking for 143 pages:
Parts 2, 3, and 4: All the character stuff
The Discworldesque characters you can make with this book are intensely personality-focused, in a very detailed and mechanics-driven way. That's at odds with my normal outsider's conceptualisation of GURPS's grittiness as being angled towards its combat engine, and it's a pleasant surprise. I actually really like this focus on character personality; it makes perfect sense for the comic fantasy genre in general and Discworld in particular.
The rules are very, very detailed though. I'd be interested to see whether that gets in the way at the table; I've tended to disfavour mechanical character roleplaying rules for that reason, but I could see it working here.
Making a Discworld GURPS character isn't so different from making any GURPS character,* so I'll gloss over that in-depth process.
* But with perhaps slightly less focus on equipping them.
A little commentary on the big size question
It surprises me that a system as granular as GURPS doesn't just account for different
character sizes as part of its fundamental maths. Everything about size in this book comes across as a workaround (e.g. short arms, p 96) or special case (falling damage, p 102) because the basic engine can't handle really small or big characters. A few things just don't work at all (gnomes "can't carry enough protection to provide any useful DR" even against gnome-sized attacks, p 256).
My impression is that GURPS focuses almost all of its simulation power on the parts of physics that are in the human spectrum. It makes me wonder how GURPS Supers works.
It's complicated further because
(a) you need very small characters to be playable;
(b) some very small humanoids on the Disc are disproportionately strong and durable, so rules that treat them as 'special cases' of human actually make sense...
(c) ...but others ones aren't;
(d) from a gameplay perspective you need to prevent various extremely strong, large, durable characters* completely dominating all physical challenges and fights, as they would in reality.
* Well, not 'various'. Just trolls.
On a whim I checked the maths, and the writers got the troll weight implications right (p 107). Being 6.5 ft tall and 430 lbs means that if a troll is built similarly to a human, their flesh is about twice as dense per the rules, and indeed, stone is 2-2.5× flesh density in real life. A quick pass of the square-cube law says that the template sizes/weights (8 ft, 850 lbs; 12 ft, 4000 lbs) are also accurate. Kudos!*
* But again, it's GURPS, so you kind of expect this.
Making characters: The meh bits
It's GURPS, so whatever you thinking of character-building in GURPS, you'll think that here.
Interesting that we get 5
pages of dense text on vampires (pp 109-114) and the text still needs to say "use
these other GURPS" books a lot. It feels like the authors were in a bind; vampires are notoriously heterogenous in folklore, and the Discworld novels explore a lot of that.
Note that male vampires can get 'Fully dressed resurrection' but female vampires can't (p 93); for some reason this gets repeated about five or six times throughout the book. It's an off-colour joke* which the authors seem to absolutely love.
* It's from the novels, of course, but doesn't go unexamined there.
I also found some of the GM advice on page 157 to be ham-fisted, but these are rare sour notes in the whole book.
Making characters: The good bits
We get rules for most Discworld-relevant trades, species, and archetypes. I can't think of a notable gap, and there were plenty (like Fourecksian Backpacker) which surprised me but are a good fit.
The writing is all very tight and well-edited. I made it through 162 pages without spotting a typo.
I'm pleased that the authors know the difference between "sapient" and "sentient" (p 106).*
* Star Trek has done unbelievable damage to this particular corner of the English language.
The equipment section is good, with an actually laugh-out-loud "10 foot pole" joke (p 156).
In the next part: Doing actual game stuff, and extensive thoughts on the magic system.
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