泛用无界角色扮演系统
設計者 | 史蒂夫·杰克逊 |
---|---|
發行商 | 史蒂夫·杰克逊游戏 |
發行日期 | 1986年 (第一版和第二版), 1988 (第三版), 2004 (第四版) |
類型 | 普通 |
方法 | 泛用无界角色扮演系统 |
泛用无界角色扮演系统(Generic Universal RolePlaying System),简称为GURPS。它是史蒂夫·杰克逊发展的角色扮演游戏。这套系统的特色是可以适用在所有已存在及发展中的所有角色扮演游戏。
玩家通过语言描述自己游戏角色的动作,而动作的成功与否取决于角色的技能,动作的难度,和骰子的点数。角色在游戏中获得积分,这些积分可以用来获取更强大的能力。游戏由剧本推进并由GM来主持(通常简称为“ GM”)。
在GURPS的第三版基本说明书中,对“泛用无界角色扮演系统”逐一解释如下:
- 泛用:(台、日:汎用)每个人玩游戏的口味不一样;有的人喜欢选择简单明确,玩的速度能够很快的方式。有的人则喜欢事物的叙述详实细腻,最好规则也巨细靡遗,越真实越好。而多数人则是藉于两者之间。GURPS只定义了一套最简单的系统规则,但是它提供了许多种不同的备用规则,并且彼此之间不相冲突,让玩家可依喜好而选用不同的备用规则,甚或全然只用基本规则来玩。这是套适合各种人玩的游戏系统。
- 无界:GURPS适用于各种体裁的世界。玩家利用GURPS创造出奇幻、科幻世界,也可以创造电脑黑客的、超人英雄的、恐怖之夜的、侦探推理的、二次大战的甚或时光旅行的故事。如果你想让你创造的盟军战将活跃在文艺复兴时代,GURPS可以轻易达成你的愿望。
- 角色扮演:GURPS和某些只需要会砍杀的角色扮演游戏不同,它可以让玩家去表演一个角色,或者是让一个角色表现出一个玩家的特性来。当然,如果你单纯地砍砍杀杀,GURPS无疑地也可以作到。
- 系统:GURPS是一套真正完成的系统。有些号称为系统的游戏,最初是一套基本规则的组合,然后不断地出版更新版、修正版,让玩家根本无所适从。GURPS则是完整地给了玩家所有的规则当工具,玩家利用这些工具,无论想创造出什么世界,都可以不受限地创造出来。
這是個規則書百科全書化的系統,適合喜歡剋一堆硬知識的角色扮演遊戲玩家。
历史
之前的RPG历史
在GURPS之前,1970年代和1980年代初的角色扮演游戏(RPG)专门针对某些游戏背景而开发,并且彼此之间基本上不兼容。例如,TSR专门针对奇幻背景发布了《龙与地下城》游戏。同一家公司的另一款游戏《Star Frontiers》是为基于科幻RPG而开发的。TSR也为其他背景制作了游戏,例如《Gamma World》(末日冒险),《Top Secret》(间谍和特工),《Gangbusters》(咆哮的二十年代冒险)和《布特山》(美國舊西部)。这些游戏都有自己的独立规则系统,而且每个游戏的规则都大不相同。尝试了《龙与地下城高级版》使用《Gamma World》和《布特山》规则进行跨类型游戏;然而,只能通过转换属性将角色用于其他类型游戏。尽管GURPS先于基本角色扮演系統(混沌元素,1980年)和Hero System(Hero Games,该系统从1982年开始扩展多种类型)[1],但GURPS是商业上最成功的[來源請求]通用角色扮演游戏系统,允许玩家在自己喜欢的任何环境中进行角色扮演,同时仍使用相同的核心规则集。科技水平的使用极大提高了环境的灵活性,可以将背景设置为从石器时代(TL-0)到数字时代(TL-8)或更远。
GURPS概念
1970年代和1980年代的角色扮演游戏(例如龙与地下城)通常使用掷骰子生成的随机数来为玩家角色分配数据。1978年,史蒂夫·杰克逊为微型游戏Melee和Wizard设计了一种新的角色生成系统,该系统使用了点数购买系统:为玩家提供了固定数量的点数来购买能力。[2](在两年后发布的Hero System也使用了点数购买系统。)[3]
GURPS强调其通用性已被证明是一种成功的营销策略,因为许多游戏系列都具有可以改装为多种类型的核心规则。[4]它的通用性方法包括在任何可能的地方使用现实世界的测量结果(“真实性检查”是每本GURPS书籍的重要组成部分)。
GURPS还受益于数十本世界设计书或额外的规则书,涵盖了所有类型(包括科幻小说,奇幻小说和历史小说)。许多受欢迎的游戏设计师都以GURPS作家的身份开始了他们的职业生涯,包括C. J. Carella,[5] Robin Laws,[6] S. John Ross,[7]和Fudge的创作者Steffan O'Sullivan。[8]
GURPS历史
GURPS的原型是由Metagaming Concepts发行的史蒂夫·杰克逊的微型游戏《Melee》和《Wizard》,最终将它们与另一部杰克逊的游戏《迷宫》结合在一起,形成了早期的角色扮演游戏《幻想之旅》(简称TFT)。[2]GURPS的几个核心概念首先出现在TFT中,将包括“力量”,“敏捷”和“智力”作为每个角色的核心能力得分。
基本GURPS集在1986年和1987年出版,包括两本小册子,一本用于发展角色,一本用于冒险。
1990年,GURPS与黑客 (计算机安全)亚文化产生交集,[9]当时该公司位于德克萨斯州奧斯汀的办公室遭到美国特勤局的突袭。目标是GURPS Cyberpunk的作者,他涉及到从南方貝爾偷来的E911应急系统文件。[10]该事件是电子前哨基金会成立的直接原因。
GURPS规则的免费可移植文档格式版本作为GURPS Lite发布。这个内容有限的规则集也包含在各种书籍中,例如《GURPS Discworld》和《Transhuman Space》。
史蒂夫·杰克逊游戏在2004年8月19日Gen Con的第一天发布了GURPS第四版。它承诺将简化游戏和角色创作。更改包括修改属性点校正,编辑和合理化的技能列表,澄清经验和天赋之间的差异,更详细的语言规则和修订的科技水平。由Sean Punch设计的第四版以两本全彩色精装书以及PDF格式出售。[11]在GURPS设定集中记录的角色最高点数为10452。
游戏机制
人物点数
GURPS中的角色是用人物点数构建的。对于一般游戏中的入门角色,第4版建议给予100-150点以设定属性,选择优点和缺点以及购买技能。普通NPC建议在25-50点内。经验丰富的英雄通常有150-250点,而超级英雄通常有400-800点。[12]
原则上,游戏主持人可以通过比较玩家的相对点值来平衡敌人的力量和玩家角色的能力。
属性
GURPS中的角色有四个基本属性:
- 力量(ST):衡量角色的基础力量和生命值,举重、搬运、伤害的能力
- 敏捷(DX):衡量角色的综合反应力、协调性和机动性
- 智力(IQ):衡量大脑的综合能力,对世界的感知程度
- 体质(HT):衡量角色的体力、恢复速度、精力、活力和抵抗疾病的能力
每个属性都分配着人物点数。属性一般从10开始,代表典型的人类能力。对于几乎毫无用处的,可以低至1,而对于超出常人的,可以到20(或更高)。8到12范围内的任何点数都被认为是人类的正常或平均值。 基本属性值低于7会被认为是有残疾的,仅用于严重残障的人物。15点或更高的点数被描述为惊人的——它们会引来持续不断的关注。
玩家分配这些属性花费人物点数。属性值越高,玩家花费的点数就越多,但是,将点数分配到平均值10以下,则可以将点数分配到其他位置。由于几乎所有技能都基于敏捷或智力,因此这些属性的价格是昂贵的两倍(如果分配的点数低于10,则可以得到两倍的点数)。在较早的版本(第4版之前)中,所有属性都遵循相同的成本进度,其中较高的属性每次增加的成本要比接近10平均值的属性高。
基本属性值还确定了几个次级属性:
- 生命值(HP):在第四版中基于ST,衡量能够承受多少损害和伤害。 在以前的版本中,它基于HT。
- 意志(Will):基于IQ,衡量能承受的心理压力。
- 感知(Per):基于IQ,衡量你整体的警觉度。
- 体力值(FP):在第四版中基于HT,衡量能承受的劳累,疲劳和饥饿。在以前的版本中,它基于ST。
其他次要属性(伤害值,基本举力,基本速度,基本闪避,基本移动力)是使用单个表格或公式从一个或多个属性值中计算得出的。
角色优势和劣势
GURPS具有许多优势和劣势,使玩家或游戏主持人可以自定义其角色。系统提供的无数选项和奖励吸引了喜爱高度自由角色设计的玩家。
玩家可以选择众多优点和缺点来区分角色:该系统支持普通的特质(例如高或低于平均水平的的财富,社徽地位和声誉)以及更奇特的特殊能力或弱点。他们被分为心理、生理、社会、异种、超自然、寻常六种类别。优势花费一定的人物点数来增强角色;选择劣势会返回人物点数,并让玩家以一种方式限制角色,以换取在其他方面变得更强大。缺点包括诚实和诚实等积极属性,这些属性会限制角色的扮演方式。玩家还可以从许多特权和怪癖中进行选择,以赋予角色某些个性。特权(次要优势)和怪癖(次要劣势)对角色有增强或限制,但它们大多会增加角色扮演的味道。
技能
GURPS具有各种技能,旨在使其能够支持任何可能的类型(例如特技和驾驶)。每个技能都与至少一个属性相关联,并且角色的技能等级是从技能基于的属性值上直接加减得到的。
技能的是否可选取决于游戏的特定类型。例如,在一般的中世纪奇幻背景中,通常不会提供操作计算机或驾驶战斗机的技能。技能是按等级评定的,购买的等级越高,相对于其基本属性,该特定技能的角色就越好。
技能按难度分类:简单、普通、困难和极难。简单技能在购买等级上花费很少的点数,并且每个技能等级的成本随难度级别的提高而增加。游戏机制使提高技能所依赖的基本属性的级别可能比购买更高级别的技能要便宜得多。玩家通常可以在其负担得起的水平内为角色购买技能。玩家选择的难度越低,购买该技能所花费的点数就越少,而难度越高,所花费的点数就越多。某些技能具有默认等级,这些级别代表角色在未经训练(即未购买)的情况下使用该技能时所达到的等级。例如,敏捷为12的角色正在使用未经训练的攀爬技能。攀爬的默认值为DX-5或ST-5,这意味着如果未经训练,则将其与敏捷值对应后,其攀爬技能等级将为7(12-5)。如果角色具有较高的力量值,那么如果将技能与力量值对应,他就有更大的成功机会。
某些技能还附有科技水平(TL)等级,以区分相似概念的技能,但是当它们与不同科技水平的技能一起使用时,事件将以不同的方式完成。这在时间旅行时的场景中,角色被迫处理特别陈旧或先进的设备时会有所帮助。例如,如果现代造船者被困在荒岛上并被迫使用原始工具和技术工作,那么他的技能将用处不大。因此,当在商店(TL8)和在岛上(TL0)时,他使用的技能是不同的。
大成功
GURPS使用六面骰子作为游戏机制的通用骰子。三个六面骰子的平均总数为10.5;这使“平均”技能检定(基于未修改的属性,技能为10)可能成功或失败。
GURPS中的技能检定与大多数其他RPG的机制相反,在后者中,掷骰总数越高越好。GURPS玩家希望掷骰出技能等级以下尽可能低的点数。如果掷骰小于或等于技能等级,则检定成功。像许多其他RPG系统一样,游戏主持人没有设置“目标编号”或“难度等级”。相反,GM将使用各种修正来增加或减少技能等级。通过这种方式,正面的修正会增加你的技能等级,从而增加成功的机会;而负面的修正会从中扣除,使检定变得更加困难。
例如:一名玩家为其角色进行了一个偷窃检定。该角色具有11级的偷窃技能。在正常情况下,玩家必须掷出11点或更少才能成功。 如果玩家的掷骰数超过11,则说明该角色未能成功进行偷窃。
对于过高或过低的掷骰,也有一些例外情况,这些都被视为暴击。无论技能水平如何,掷骰18总是大失败,掷骰3或4总是大成功(掷骰17也是大失败,除非与角色相关的技能等级为 16以上)。在这种情况下,游戏主持者可能会做出以下决定:在第一种情况下(超过修改后的技能水平18分,或10+分),角色惨败并造成了灾难性的后果,或者在另一情况下,他或她取得了令人难以置信的成功,并因此获得了一些好处。
战斗
Combat in GURPS is organized in personal turns: i.e., every character gets a turn each second, and during his or her character's turn he or she may take an action, such as attack or move. After all characters have taken their action, one second has elapsed. Free actions are simple actions that can be done at any time. Characters in a party have a set initiative that is entirely based upon their Basic Speed characteristic.[13]
There are two kinds of attacks: Melee (possibly with hand-to-hand weapons, or unarmed combat) and Ranged (bows, guns, thrown weapons, some Innate Attacks, etc.). Attacks made by a character are checked against their skill with the particular weapon they carry. For instance, if a character is using a pistol, as with any other skill, it is beneficial to have a high level in the Guns skill. Like any other skill check, a player must roll equal to or less than the level of the skill to succeed. Failure means a miss, success scores a hit. Similarly, critical hits mean that the blow might inflict significantly more damage to its target; critical misses may lead to a rather unpleasant and unexpected event (such as dropping the weapon or hitting the wrong target). Attack modifiers are set by the GM when factoring in things like distance, speed and cover that make a successful strike more difficult.
After a successful attack, except in the case of a critical hit, the defender usually gets a chance to avoid the blow. This is called an Active Defense, and takes the form of a Dodge (deliberate movement out of the perceived path of the attack), Parry (attempt to deflect or intercept the attack with a limb or weapon), or Block (effort to interpose a shield or similar object between the attack and the defender's body). Unlike many RPG systems, an Active Defense is an unopposed check, meaning that in most cases, the success of an attack has no effect on the difficulty of the defense. Dodge is based on the Basic Speed characteristic, while Parry and Block are each based on individual combat skills, such as Fencing, Karate, or Staff for Parry, and Shield or Cloak for Block. A common criticism is that characters can achieve a relatively high Active Defense value, drawing out fights considerably. The only mechanic within the system to address this is the Feint action, which if successful will place the adversary in an unfavorable position, reducing their active defense against that character only, on the subsequent turn.
Certain skills, attributes and equipment, when strung together, can be used to great effect. Let us say a gunslinger from the Old West is facing a foe; he can use the Combat Reflexes ability to react before his enemy, the Fast-Draw(Pistol) skill to get his two guns out, the Gunslinger ability to allow him to skip the aiming step, and the Dual-Weapon Attack(Pistol) skill to fire both his guns at once. This would have taken around 6 turns, if he had none of these skills.
攻击和防御
Damage from muscle-powered weapons, (clubs, swords, bows, etc.) is calculated based on the character's ST rating. The weaker a character is physically, the less damage he or she is capable of inflicting with such a weapon. Purely mechanical weapons (guns, beam sabers, bombs, etc.) have a set damage value.
When damage is inflicted upon characters, it is deducted from their Hit Points, which are calculated with the Strength stat (prior to GURPS 4th Edition, Hit Points were derived from the Health stat). Like most other RPGs, a loss of hit points indicates physical harm being inflicted upon a character, which can potentially lead to death. GURPS calculates shock penalties when someone is hit, representing the impact it causes and the rush of pain that interferes with concentration. Different weapons can cause different 'types' of damage, ranging from crushing (a club or mace), impaling (a spear or arrow), cutting (most swords and axes), piercing (bullets), and so on.
One peculiarity about loss of Hit Points is that in GURPS, death is not certain. While a very high amount of total HP loss will cause certain death, there are also several points at which a player must successfully roll HT, with different grades of failure indicating character death or a mortal injury.
Depending on the nature of the attack, there will sometimes be additional effects.
升级
Character advancement follows the same system as character creation. Characters are awarded character points to improve themselves at regular intervals (usually at the end of a game session or story).
GMs are free to distribute experience as they see fit. This contrasts with some traditional RPGs where players receive a predictable amount of experience for defeating foes. The book recommends providing 1-3 points for completing objectives and 1-3 points for good role-playing per game session.
Advancement can also come through study, work, or other activities, either during game play or between sessions. In general, 200 hours of study equals one character point which can be applied for the area being studied. Self-study and on the job experience take more time per character point while high tech teaching aids can reduce the time required.
Some intensive situations let a character advance quickly, as most waking hours are considered study. For instance, characters travelling through the Amazon may count every waking moment as study of jungle survival, while living in a foreign country could count as eight hours per day of language study or more.
授权作品
The computer game publisher Interplay licensed GURPS as the basis for a post–nuclear war role-playing video game (Fallout) in 1995. Late in development, Interplay replaced the GURPS character-building system with their own SPECIAL System. According to Steve Jackson, "The statement on the Interplay web site, to the effect that this was a mutual decision of SJ Games and Interplay, is not true. ... We are not clear what their proposal to finish and release the game without the [GURPS] license entails, for us or for the game, and have absolutely not agreed to it."[14] Brian Fargo, one of the executive producers of Fallout, stated during an interview that Interplay dropped out of the licensing deal, following fundamental disagreements on the game's content. "[Steve Jackson] was offended by the nature of the content and where it was going. ... He saw [the opening cinematic], and he just wouldn't approve it."[15]
GURPS For Dummies (ISBN 0-471-78329-3), a guidebook by Stuart J. Stuple, Bjoern-Erik Hartsfvang, and Adam Griffith, was published in 2006.
评价
GURPS was ranked 14th in the 1996 reader poll of Arcane magazine to determine the 50 most popular roleplaying games of all time. The UK magazine's editor Paul Pettengale commented: "Based around a points system and six-sided dice, GURPS succeeds better than most 'generic' games. The rules are flexible and it's well supported – regardless of what you want to do with it, you'll probably find a supplement with some advice and background. The game suffers from being a little too detailed at times, and can get bogged down in numbers. Still, it's an adaptable system with some superb supplements."[16]
参考文献
- ^ Shannon Appelcline. A Brief History of Game #3: Chaosium: 1975–Present. September 4, 2006 [July 4, 2012].
They published a cut-down version of the RQ rules called Basic Role-Playing. By extracting their core game engine they created the first generic roleplaying system, two years before the Hero System expanded beyond Champions and six years before The Fantasy Trip became GURPS.
- ^ 2.0 2.1 McMillan, Brad. The Dragon's Augury. Dragon (TSR, Inc.). January 1980, (33): 53.
- ^ Rowland, Marcus L. Open Box - GURPS: Generic Universal Roleplaying System Basic Set. White Dwarf (review) (Games Workshop). Nov 1986, (83): 4.
- ^ Hite, Ken. Nightmares of Mine 1st. Iron Crown Enterprises. 1999: 171. ISBN 1-55806-367-6.
- ^ Pen & Paper RPG Database: C. J. Carella. Pen & Paper. [2012-04-19]. (原始内容存档于2007-10-05).
- ^ Pen & Paper RPG Database: Robin D. Laws. Pen & Paper. [2008-04-19]. (原始内容存档于2007-09-30).
- ^ Pen & Paper RPG Database: S. John Ross. Pen & Paper. [2012-04-19]. (原始内容存档于2007-09-30).
- ^ Pen & Paper RPG Database: Steffan O'Sullivan. Pen & Paper. [2012-04-19]. (原始内容存档于2005-08-30).
- ^ Sterling, Bruce. The Hacker Crackdown. Bantam Books. November 1, 1993.
- ^ SJ Games vs. the Secret Service.
- ^ Muadib, Rob. GURPS Fourth Edition Characters & Campaigns Review. website (review). RPGNet.com. 2004-11-22 [2008-12-08].
- ^ Smith, Eli. GURPS Fourth Edition Basic Set Review (review). RPGNet.com. 2004-10-11 [2008-12-08].
- ^ Chu-Carroll, Mark. GURPS Fourth Edition Characters Review. website (review). RPGNet.com. 2004-11-17 [2008-12-08].
- ^ Jackson, Steve. Rumor Control about Interplay. The Daily Illuminator. Steve Jackson Games. 12 February 1997 [29 November 2009].
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被忽略 (帮助) - ^ Pettengale, Paul. Arcane Presents the Top 50 Roleplaying Games 1996. Arcane (Future Publishing). Christmas 1996, (14): 25–35.
- Lejoyeux, Pierre. GURPS. Casus Belli. July–August 1992, (70): 17. Review of the French translation (法文)