Attachment 42178
What does this error mean? I am receiving it while using the most up-to-date ruleset for GURPS, FGU, no extensions loaded and it is coming from a personal Module I have for the Skills from the Basic Characters Set.
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Attachment 42178
What does this error mean? I am receiving it while using the most up-to-date ruleset for GURPS, FGU, no extensions loaded and it is coming from a personal Module I have for the Skills from the Basic Characters Set.
At a guess your module has an error somewhere in its XML format. Could be something within the xml tags like an:
"&" when it should be "&" or
">" which should be ">" or
"<" which should be "<" or
An apostrophe ' which should be "'" or
A quote " which should be """
Thanks ronnke. I'll give it a look to see what I can find out.
Hi,
Does the System support GURPS 3e and Man-to-Man? If not is it possible to get access to the code so that I can modify it for 3e? Is it possible to get in as a player using the exiting 4e system so I can see how it works? Does the VTT system work well for Space or Autoduel setting or is primarily Fantasy/low tech oriented?
thanks,
Fantasy Grounds can support GURPS 3e, however I don't think there is a current 3e ruleset available. 3e and 4e GURPS are near enough that you could probably just use the current GURPS 4e ruleset for games. Alternatively, you could with a little work utilise the CoreRPG or MoreCore rulesets for pretty much any RPG system. As for setting, this VTT, is not geared to any particular genre. Our group, for example, uses GURPS and Fantasy Grounds to play several campaigns such as, Traveller (space scifi), cyberpunk, fantasy, historical age of sail, post apocalyptic, and a modern special forces game. The Fantasy Grounds platform works well.
Accessing the GURPS 4e code is easy. Rename the ruleset file to a .zip and you can get the files that way.
If you want to see how the ruleset all works in practice, then you can check out my groups YouTube channel. We livestream all our weekly game sessions on Twitch and then make them available on YouTube afterwards.
OlympusRPG Group YouTube: https://www.youtube.com/c/OlympusRPGGroup
OlympusRPG Group Twitch: https://www.twitch.tv/olympusrpg/
Hope this helps.
Me and my group play 3e. Just ignore the fields that are not relevant to you or play around them (for example, a plain character has WILL = PER = INT)
It's available here: https://www.fantasygrounds.com/forum...e-Fantasy-Trip
Hi,
Thanks, would it be possible to play in one of your games so I could try it out?
regards,
Any plans to add these improvements and what is listed in the Idea Informer? The improvements I refer to are these:
Upcoming Features|Wishlist:
- Add GURPS Character and Racial templates
- Mini Sheets
- Allow the adding of vehicles|mounts to the Combat Tracker
- Hit Points by location (torso, arms, legs, shield, etc)
- Heath status and effects to show in token mouseover (tooltip)
They will all be implemented at some point, however, I can't give a definitive date on when that will happen. I, and those who have offered to help, we work on the ruleset when time and motivation permits, so it's impossible to say when these things will be ready.
A GURPS specific party sheet, some combat tracker improvements, skill list improvements, and FGU fixes will be out before those wishlist items...at least that much I can confirm.
I understand you and I know that you do it as you have time and motivation and that you now have one more concern that is adjusting for FGU, and I was already happy to know that the project has not died and that we will have new implementations and I apologize for my charges but I am anxious for the improvements and I am grateful for always being helpful and answering my questions.
No insult intended here, because it looks pretty good and I know you've put in years of hard work. However...
This is basically unusable. The big problem is that most of the rules in GURPS are unbelievably complicated, especially for someone just starting out. If there is any hope of running a 1 hour session without 5 hours of page flipping and rule searching, the rules have to be on screen.
You can do this in Roll20, but I don't see any real way to do it here.
One of the primary problems seems to me to be that you have weapons instead of attacks. Many attacks don't involve weapons or damage. But they may involve multiple layers.
For example, the Martial Arts Arm lock rules with Pressure Points. The attack isn't a single attack roll but a Parry, an Attack, and a few Quick Contests. Most of the grappling rules are similar often with no damage but rather an effect applied. Roll 20 makes this possible because you can setup a parry including page number reference and text to add into the roll where you can include the rules. Then the attack can link to a technique that links to a skill for the attack role with all modifiers applied at each level. And you can also setup the quick contests as an attack as well.
My main point is that you can have an attack with several layers of rules and have the text of the rules show up right there in the chat window when you make your roll. (Would have been nice if you could toggle that on and off since if you get to know the rule you probably don't need to see it.) Considering there are thousands of techniques with unique rules combining with hundreds of weapons and such, GURPS is almost unplayable without something like this for new players. I think I'm going to have to use Roll20 until something like this is implemented.
Unfortunately, as there is no official support for VTTs from SJG. It is not permitted to build in rules text and such into the ruleset, as that's breach of copyright. You can however add this information manually to your campaigns and set it up as additional information/notes within all of the skills, attacks, spells, abilities, traits, etc on the character sheet. This does not appear when you make a roll, but there is an icon you can click to easily access this information or link in chat for others to reference. There is also facility for any modifiers you need for all those things as well. Not all attacks in the combat tab of the character sheet need be weapons either. You can setup all your hand to hand attacks, range attacks (spells, guns, powers, or whatever) all with reference info, modifiers, modes of attack, parries, etc. Pretty much any roll you need to make in GURPS has a facility for it somewhere in the character sheet. There is a link in the OP which demos how to set all this stuff up. Not sure how current it is since that was done a while ago, but it does cover the basics.
I would be happy to help to get your feet with the FG GURPS ruleset, jump onto my groups discord (https://discord.gg/8dXSZkg) and we can try work out a time. Alternatively, all VTTs are just different tools for you to play your games, if Roll20 is working for you, then keep using that. If it ain't broke, don't fix it. :)
And yet thousands of sessions of GURPs are played on Fantasy Grounds.
You start with saying its unbelievably complex and the rules have to be onscreen and then finish saying you need to be able to turn this off when you learn the rules...
All RPGs are complex and require people to learn rules. If a player wants to use Martial Arts Arm Lock rules they should learn Martial Arts Arm Lock rules. They dont have to know the rules for using a Short Bow on Horseback.
Ronnke hits the nail on the head: SJG doesn't endorse VTT, so until that happens we can do precisely what he outlines in his reply above.
My experience has been positive with the existing ruleset. All of my players are new to GURPS as a system. I've had to do a lot of work: inputting modifier values, and effects. In the end, it works. Do I wish it were fully automated? Absolutely.
We have been playing a home brewed campaign complete with using maps on a hex-based grid.
The worst that players comment on: so many modifiers to track and input. The work-around: build in mods on weapons and skills or just calculate them and drop the total in the mod box. The worst as a GM: the players not knowing the rules, but they are learning. And I've encouraged them to purchase the PDF rule sets from SJG.
The best: the players appreciate the fidelity of the game system as a whole and this has nothing to do with the mechanics of the VTT.
So it is totally useable. With new players, keep it simple: start with the basics, and build complexity once the players have mastered the basics. For instance, because my new players aren't comfortable with tactical movement rules at this time, we are just simplifying them for our use: step and attack is intuitive; as for change of facing costs, we don't use them.
My experience with my players is that they complain about this with every system.
With Fate, we had modifier cards on the table and my players complained about sorting through them
With Cypher, they fussed about going up and down as they tacked on modifiers.
YMMV
I have to disagree. I actually just bought an unlimited FG license specifically to use the GURPS ruleset here, even though I've got a Pro Roll20 account. The inability to import character sheets, to me, makes Roll20 a no-go for GURPS. And I haven't touched GURPS since 3rd edition in high school, so sort of a new player in that regard, especially to 4E.
I've just spent twenty minutes adding spell descriptions to some DF pre-gens in GCS, which imported right into FGU.
TIP:
I have got into the habit of rarely using the modifiers in FG. While they are very useful to have on hand, they do slow down things a little. I roll the dice and then based on the result you can usually see if adding the modifiers would have made a difference. If the result is a borderline case, only then I will add up modifiers to see if the roll result was a success or failure...as you would if you were playing at the table with real dice. The only time I reliably add the modifiers to my FG roll is when making ranged attacks with RoF more than 1, because the ruleset conveniently totals the number of shots that hit.
Thanks for the reply! I might take you up on that Discord offer this weekend. And I really like the "If it ain't broke, don't fix it." comment.
I totally understand the copyright issues. In Roll20, you have to type the rules in yourself (or copy paste from PDF) as well. I usually then edit the text to make it as concise as possible with a page reference and indications where the text has been altered such as using an ellipse. It would be nice to have it all there for you; maybe SJG could produce something so that it doesn't infringe on their copyrights. Regardless, I want SJG to get their royalties so that they can afford to keep putting out GURPS material.
Hopefully, this image will paste. It's a screen shot of some of what I'm talking about. There's actually a lot more rolls than I could get on one page with the text, including defense rolls. If I recall correctly, it starts with your Judo Parry defense vs. a bare handed attack and if you succeed then your next attack can be an attack to grapple the arm for no damage, which the defender gets defense rolls against (this gets bonuses for Combat Reflexes which should be figured in and noted). If that succeeds, then I believe on your next turn you can do the lock attack, which finally can inflict damage (and is a technique which can add bonuses on top of the skill involved - I have to reread the rules to remember if they get a defense roll and if they can use any of the 3 or if some are off limits). And then IF you actually inflict damage past the opponents DR, you can do a Pressure Points attack to cripple the limb which is an entirely different skill roll.
Trying to remember how they link together is important. (I have to do this attack, then next turn I can do that attack, and if that succeeds I can do that attack. None of which inflict damage until the end.)
But one of the key elements here is how you can link skills and techniques and attacks. The Technique involved can link to the underlying skill so that if you raise that skill, your technique roll is automatically recalculated and your attack for that technique is automatically recalculated as well, rather than trying to remember to individually change EVERY technique and every attack roll because your Judo skill went up by 1 point. And at every level, you've got the rules text right there so the GM doesn't have to remember every single word of the rules across 8 pages of rules and 3 different books. And if a question DOES arise there are page number references to go straight there instead of trying to desperately flip through the books.
Again, thank you for the reply! Things have been hectic here as I've been in the middle of a natural disaster (literally) this week. But I may try to get ahold of you on Discord this weekend and take you up on the generous offer.
Cheers!
Attachment 43954
You know, after I hit "send" I realized you were right before you even replied.
But "thousands" is probably pushing it a bit. I've been looking for a GURPS game since 4th edition came out. I've managed to find I think 4. Just recently found one, but they haven't had a session yet that I was able to attend. And I found that one on the SJG forum rather than on FG.
I've specifically been looking for GURPS game on FG for a couple of years now with no luck whatsoever. But admittedly, I haven't looked very hard; I usually just pop in a couple times a year to see if there is a GURPS looking for players and inevitably there isn't or if there was it filled up a week or two ago. I wish there were a lot more GURPS games. I really love the system although I have found the rules difficult to understand without getting in a group and actually playing.
I'm working on trying to put together a game myself and GM, partially for lack of games to play in and partially because I have some vague story ideas. But it's even worse not knowing the rules as a GM. It's a viscous cycle of "Can't find a game to practice and learn the rules and can't run a game because I don't know the rules". None the less, I'm still working on putting together a game right now.
So, as far as having the rules right there where you can see the exact rule on screen rather than having to page flip to a page you're not even sure what the number of is - I'm looking at that both as a player and a GM. As a player, I'm mostly wanting to be quick on my turn rather than having the players wait or expecting the GM to look up the rules for me. (Or just know all the details of a 4 paragraph rule off the top of his head.) As a GM, I'm wanting the same from my players or at least if I have to do the work for them I want a handy reference.
As a player, I started to do this in Microsoft OneNote where I clipped the rules from screen shots and had a page for each defense and attack. Then I realized I could put most of the info right there into each roll in Roll20.
And using a short bow on horse back is quite complicated as well. ;-) At least if you use the Martial Arts book. There's at least a few penalties that apply depending on the speed the horse is moving at and you're riding with no hands which is a penalty which of course can be bought off if you have the right techniques, etc...
All of this is more than a bit intimidating for a beginning GM, which I think is why you see so few GURPS games. I love the system, but haven't really had much opportunity to actually play it. I'm actually starting to learn it after a decade of reading the rule books. But, beyond just a very complex rules system (which in all fairness most of the better RPGS are just as complex -- some of them might even have more rule books) and the fear of being a page flipping GM, and the fact that you often still have to invent your own game if you want the game to match the story you have in your imagination, it's rough getting started as a GM and any little help possible is nice to have.
I spent 20 hours entering a character into Roll20 before i found out you can easily import a character from GURPS Character Assistant by exporting to XML, converting to Json, and then importing. I tried it and it worked very well. Although they said you can't re-import it. Not sure if that meant you had to start all over and wipe the existing sheet, or if it meant you can't even do that. Probably you have to delete and recreate the existing sheet, which is a bit of a problem because all of attacks and defenses that I'm talking about aren't in the GCA data and thus would be lost. But still, it would have saved me about 19 hours out of 20 if I had of known you can import GCA to Roll20. It even did a better job than I did by doing it manually in some places. Even all the page number references were brought in automatically from CGA.
Attachment 43962
Here is another screen shot with some more details of what I was talking about. Notice that these attacks can link to a technique or a skill. The technique itself links back to a skill. So, all the numbers are added up into the roll. Plus, there's a modifier allowed at every level so that if a modifier applies to that level, it can be baked into the roll.
There may be a way to do this in FG and I just haven't figured it out. But it's really nice to have it all linked so that if the underlying skill increases everything across the whole character sheet is automatically recalculated.
Unfortunately they havent posted any newer figures:
https://www.fantasygrounds.com/forum...1&d=1591120187
Your point is also fair - it doesnt seem like many games are available because most games are between existing groups. When people find a good group they tend to stick together as long as they can.
I used to run a weekly Tuesday night GURPS Fantasy and a Friday night GURPS Traveller campaign for a couple of years, but the sheer amount of prep work due to absolutely NO support from SJG forced me to switch to Pathfinder and Starfinder. It's a pity because I really do prefer GURPS. And the ironic thing is, I was buying up GURPS products from SJG regularly when I was running those campaigns, and I haven't bought a GURPS product since. SJG is missing out a quite a significant revenue stream IMO.
Although I am spectacularly inexperienced, I am prepping a Hall of Judgement game and will be recruiting in the next couple of weeks. So there's that. :)
Hi,
I have been missing playing GURPS online because I cannot find a place to run it. I have seen this thread where do I go to get all the files I need to run GURPS on fantasy grounds?
How much prep do I have to do myself to make it viable? HELP!
The amount of prep is very dependent on your GM style. From my years of playing GURPS in Fantasy Grounds, I am confident in saying the amount of prep you need is no more than that which you would do if you were prepping for a face to face game. With one exception. In FG you need to import your characters. The GCA and GCS character import scripts even makes that process painless.
You don't need to enter stuff into FG if you don't want to, again it comes down to GM style. I often play with all my GM notes and such in the same notebook I use for face to face games, very little of that gets entered into FG. If you plan to do map based combat then you will need some battle maps ready and literally 1000s of those can be found with a google search. Things like monsters and NPCs can mostly be entered on the fly, but it does pay to have a bunch of standard "templates" ready. I have a bunch of Generic Bad Dudes setup which get rebranded to thug, bandit, orc, or whatever as they are moved into the combat tracker. If you want to add extra fluff like location images, landscapes, people and places, then again google search those images and drop them into your campaign images folder. Even those can be done on the fly if your players go off script. Voice comms like Discord or Teamspeak is nearly a must in my opinion.
Online play is not as intimidating as people first believe it to be and I'd like to think the GURPS ruleset for FG goes a long way to making the barrier to entry small. It has at least been that way for my group and we've played weekly for 10+ years.
I think you miss understand me, I use FG for D&D 5e and understand how the interface works (I hope), but I was referring to creating things in the game online - is all the character prep, vehicle prep etc. done via GCA then uploaded? It seems to me that All NPC's would be made on GCA then uploaded is that right? 5e has a lot of the creation built into the interface. Is there any extensions or modules that I can get beyond the GURPS basic rules?
Only characters (and major NPCs) are made in CGA/GCS. Minor NPCs and Monsters are simple stat blocks, as RevenantBob pointed out. Things like vehicles and equipment must be either created manually within FG, or made into extensions via some of the various tools people have created (can find those in this GURPS forum). Granted, official SJG support would make all that sort of content readily available, but until then, there are tools to help make prep easier.
I'm an advocate for only as much as you need. I don't build stats for most NPCs. I have a physical and personality description and that's about it. I don't expect my PC to beat up my NPCs.
When I get to foes, I only define what's relevant. Weapon skill, defenses, maybe one or two skills depending on what they are. Herbal Lore for witches, Stealth for goblins.
Those can be on your sheet of paper. Most stats I don't bother to put in the VTT app. Icon and name are what makes it in the VTT app.
GURPS 4E Core Ruleset
Download latest release from here: https://bit.ly/GURPS4ECore
(Updated: 17th Mar 2021)
(This update will make irreversible changes to the campaign database. As a precaution, backup your campaign folder before applying)
- Added: Abilities and Traits properly reflect information contained in Library data. Accessible via the "Info/Detail" section.
- Added: Skill and spell point values will now calculate the appropriate levels. Bonus points or levels are adjusted via the abilities "Info/Detail" section.
- Fixed: Some issues with FGU.
- Some other changes not worth mentioning.