GURPS makes an intentional design decision to frontload the game rules. Once you have a character sheet, game play can proceed quickly because most of the things you need to know are either precalculated on the sheet or require a simple modifier.
However, a consequence of this design decision is that character creation can feel overwhelming, especially for new players. Most of their substantive decisions have to occur before they start the adventure, which means that character creation can seem like a barrier to playing. The problem is worse for GURPS than other systems because GURPS is a generic and universal system. GURPS has options for dozens of advantages, skills, and other character elements that simply won’t be relevant to the campaign at hand—yet beginners have to sort through that material (or have the GM’s help) to make their character choices.
To be fair, there are lots of resources to help through this process. Hopefully the GM can provide a streamlined list of traits to help the players make their choices. Templates and sample characters in various genre books can give players a model to emulate. And, there are ways to make character creation part of the gaming fun rather than a task to slog through before gaming.
But, it’s worth stepping back for a minute and taking a more simplified perspective. Most of GURPS’ game play is based around success rolls. So, is there a way to streamline the character creation process in order to get the focal point of the game play down, without getting lost in details? For new players and groups that prefer streamlined games, focusing character creation on attributes and skill levels will do most of the work for you.
This is a minimalist model of character creation. It follows the rules as written, but it leaves off a lot of options that GURPS offers. It’s up to you and your game group whether this is a helpful way to streamline your character creation or whether it’s unduly restrictive. If nothing else, treat this method as a thought experiment—what’s the least work you could do to create a playable character?
Start With Attributes
The basic attributes of Strength, Dexterity, Intelligence, and Health do most of the heavy lifting for character creation. The attribute levels of the characters determine their general competencies. Since skill levels are based off of the level of the controlling attribute, attributes also set the foundation for character skills. Advantages and disadvantages frequently modify attributes in specific ways—for instance, Fit gives a bonus to HT rolls, Perfect Balance gives a situational DX bonus, and Slave Mentality penalizes your IQ- and Will-based rolls. Whether directly or indirectly, most aspects of character creation eventually relate back to attribute levels.
Because the basic attributes set the foundation for characters, they tend to take up at least half of the character’s point total. The sample characters in Basic Set, as well as the templates in Action 1, Dungeon Fantasy 1, and Monster Hunters 1, almost all follow this guideline. It’s common enough that a character with well below 50% of its point value allocated to basic attributes stands out as a very unusual build.
To streamline the character creation process, you can let attributes play a larger role. As a guideline, between half and 75% of the character points should be spent on attributes. Anything less than half requires a lot of detail to determine where the remaining points go. On the other hand, the characters need a budget to customize their character, so trying to force more points into attributes may feel restrictive.
These numbers are guidelines, not absolutes. For a 150 point character, you probably want to leave 50 points for skills. But, a 400 point character could get away with spending 325 points on attributes and “only” 75 on skills. The key is to think about spending points on attributes as a way to speed up character creation—not to make your characters into carbon copies of each other. If you realize that you need more points for skills in order to make your character feel right, you can always drop an attribute or two before finalizing the character sheet.
Use Skills to Finalize
To reiterate: our overall goal is to find an approach to character creation that gives the best result for game play with the least effort. We’ve decided to focus on getting success rolls to feel right since they make up the majority of play mechanics. So far, you’ve made four decisions—what each of your character’s basic attributes will be—and those four decisions have spent over half of your character points. Now it’s time to refine those characters with skills so that the foundation of the character’s attribute levels gets translated into “feels right”-level skills.
Skill lists are one of the most diverse parts of character sheets because every character is so different. A generalist character will have a lot of skills at lower levels; a specialist will have a couple of core skills at relatively high levels and a smattering of secondary skills at lower levels. Some characters may have dozens of skills; others may only have a five or ten. If the character has wildcard skills, the list may be even smaller! The spectrum ranges from an action hero build that has two or three wildcard skills to a learned wizard with a massive grimore that has over 50 skills.
For our simplified version of character creation, start by picking ten skills that are central to your character’s abilities. You can use the skill list in GURPS Lite as a shortlist, or refer to the list of suggested adventurer skills from Kromm (the GURPS line editor) as a starting point.
Ten is an arbitrary number; it is broad enough to have a reasonable variety in your character’s skills, but it narrow enough to be manageable. Put a point into each of these skills.
Once you have bought your ten core skills, use the rest of your points to either buy up your core skills or add additional skills to the character sheet. Keep your character concept in mind to determine what makes sense for your character.
There Are Always Exceptions
Of course, no shortcut is perfect. This approach to character creation glosses over advantages and disadvantages, so games that rely highly on those traits will not work as well with this method.
- Exotic characters: GURPS attributes are based on human norms and the default character “body” is a bipedal humanoid. The more that the player characters depart from those assumptions, the more that advantages and disadvantages come into play. If your game has a mix of elvish pixies, robots, birds of prey, and bionically-enhanced zombies among the player characters, you will need a more rigorous character creation process.
- Superheros: Although extremely high attributes are part of most super games, superheroes tend to be defined in terms of their advantages. Even heroes without paranormal abilities, like super-strong characters, tend to rely more on advantages than super-level attributes (e.g., Damage Resistance instead of 20+ ST).
- Magic, psionics, and the supernatural: With the GM’s help, these kinds of characters can fit into the simplified attributes+skills approach. The key is to focus on skills rather than advantages. The spell-based magic system in Basic Set is a good model for this. In that magic system, players buy a single advantage that enables their character to learn spells and then they buy the spells they want as skills. It’s relatively straightforward to change the flavor so that the magical source for those spells is actually psionic and to allow a similar process for psionic character creation. It’s more difficult to build psionic abilities as advantages, which is what Basic Set recommends. If changing the power source for magic skills doesn’t capture what the players envision for their characters, then this abbreviated creation process won’t work.
- Cinematic characters: Wuxia-style martial artists, gunslingers that can survive a shootout at point-blank range, spies that can escape from the mad scientists’ lair while destroying the doomsday device and saving the hostages, and the like tend to rely on advantages that enable their larger-than-life escapades. A skilled GM can simulate these effects during gameplay by adjusting how he or she handles encounters. But if these abilities are part of the character concept, then the players may benefit from a more elaborate character creation process.