Anon03/11/26, 21:43No.97693392
GURPS has lots of rules for lots of things, but they're generally quite specific - there's A spellcasting system, A psi system, etc, that you staple on.Universal systems tend to either be:
- Crunchy, but you create your own crunch, where there's a respectable underlying chassis to create rules with. I found Valor: the Heroic Role-Playing System a pretty good set up for this; Hero System is the classic example.
- Quite light, and you create your own crunch, where there's a functional underlying chassis and also some superstructures to hook stuff into. I like Technoir the most of all these, though it's very weighted towards investigative games; Fate is the classic, and functional.
- Extremely light, and the rules are just "lol, make it up," so you just make up whatever you need. There are so many of these it'd take forever to list. You just roll some dice and add whatever bonuses the GM feels like.GURPS, unfortunately, is none of these. If you wanted to do (say) Avatar: The Last Airbender, you'd have to beat it into shape.