Recently SJGames released
GURPS Power-Ups 9: Attributes and my Patrons asked me to review it, so here's my review: Never have I seen a bigger
mea culpa from a company, except perhaps White Wolf republishing their old versions of the World of Darkness. But this should not be a mark of shame on SJGames; instead, the fact that this book exists should make you
proud of SJGames. They have heard your endless complaining about attributes, listened, and offered up an entire
smorgasbord of options you can use to fix them.
That might seem like an odd review, but upon reading it, that was the unshakeable feeling I had. It felt like reading someone's commentary on a collection of threads about the problems with attributes. "IQ is underpriced once you buy back Per and Will," "Nobody would ever buy a 15 point talent when an attribute is so much better," "There are too many skills!" "It doesn't even make sense that Basic Speed would be attached to HT!" "I liked how HP was handled back in 3e better" and so on. In the past these sorts of things would have been addressed, typically by GURPS fans, as "Well, it makes sense because X" or "You're not allowed to buy that back because there's a hard disad limit" and other such defenses. This offers no such defenses, though it does sometimes offer the context as to why a decision was made. Instead, if anyone ever even thought of an objection to an attribute, this book attempts to address it, and other issues beside. It rips open the entire foundation beneath attributes and exposes them, sometimes more than I would have ever thought necessary.
This gave me mixed feelings about the book. On the one hand, kudos to Sean Punch. Seriously. In my experience, the RPG world is full of egotistical authors that bristle at anyone questioning their genius, while Punch says "Oh, YOU DON'T LIKE HOW WE HANDLED ATTRIBUTES? That's cool, here's why we did it, and here's 50 ideas about how you could do it differently, and some tips on how to integrate those changes into the rest of the system." Amazing. On the other hand, this claws at the thin tissue of lies that suggests GURPS is a "universal" system. If I start making changes this substantial to my game, is it GURPS anymore? Can you pick up your character from your GURPS game and come play in mine? On the other hand, could you ever? I know some people tried that, with mixed results, with D&D games, but I don't think GURPS every
really pretended to be universal in the sense of total compatibility between games, just total support for all genres. In that sense, this makes it a great supplement.
I will say that unlike the other Power-Up books, this isn't something you'll reference. It reads more like a discussion, like an extended forum thread or a pyramid article, a guide on how to hack your GURPS game. Once you've gone through it, you should have a pretty good idea of what it's about, and if you're putting together a new campaign, you might revisit it once and see if it has any ideas on how to handle an attribute in your game or if you find you've run into a trait problem.
I immediately began using it in the context of Psi-Wars, and it removed the last mental block I had to lowering the cost to ST. It also generated quite some discussion as to whether we should change IQ and DX too, and this sort of underlines one of my core complaints about this book, though it's not the book's fault: a lot of what it suggests are so sweeping that if you implement them, you'll have to throw everything you've built so far out the window and start from scratch; worse, the book is persuasive, which left me feeling like I was running a sub-optimal game for running GURPS-as-written, which is probably the biggest... what's a word for an advantage that's also a disadvantage? In any case, by unflinchingly ripping open the guts to GURPS, it reveals a lot of problems you probably hadn't considered, and once it's been seen, it can't be unseen. You'll be a lot more aware of the warts of GURPS after this book. It's a book for the brave and for the game designer, not for the guy who just wants to run some campaign and doesn't care how good the rules are and he quite likes GURPS.