
And yet - it's hugely versatile. (Well: "Generic Universal..." What would you expect?) Steve Jackson and his team have done a heap of work so that you can just get on with your game. It's such a gift to a harassed referee just trying to get the work's adventure ready. Do you want to figure out the relative damage of a Wogdon Dueller or Nock's Volley Gun? Thought not.
For years, the big flaw at the heart of the system was the way it is built on just four stats. This is an evolution from Jackson's earlier Fantasy Trip system, which had its origins in tabletop games. It's simple - but it's a fake simplicity, given the baroque detail layered onto that narrow base. In a nutshell: if you are a great archer, chances are you'll also be a great swordsman and great sneak thief. If you are a great scholar, chances are you'll be sharp-eyed, strong-willed and exceptionally empathic. That's because dexterity (DX) and intelligence (IQ) pretty much drive everything else.
I figured that a little bit of extra detail in the roots of the system would make for more interesting variety between characters without adding any complexity to the game. And so leapt forth 7URPS, a set of quick notes that lets you alter GURPS into a 7-attribute system with the addition of agility (AG), empathy (EQ) and willpower (WL). Take a look for yourself here, and if you think it could be your cup of tea, you can get Frazer Payne's almost magically self-calculating 7URPS character sheet here. A caveat: it will mean nothing to you unless you already have the GURPS rulebook, so go and get that here.
Oh, and the pronunciation? We say "zurps".