FOR IMMEDIATE RELEASE – March 16, 2004
In August 2004, at GenCon, Steve Jackson Games will release GURPS Fourth Edition, starting with the two-volume Basic Set. Fans have been asking about a new edition for years, and we.ve always said it wouldn't happen until we could justify the change in terms of both rules and presentation. Well, we're there.
Sean Punch, GURPS Line Editor for the past nine years, and David Pulver, a key contributor responsible for many of the core GURPS supplements, took two years to break the system down and rebuild it, guided by a decade and a half of gamer feedback. The new rules are designed to enhance the key strengths of GURPS: compatibility with all genres and flexibility for the GM. You'll still recognize it, but a lot of little things – and a few big ones! – are different.
The physical quality of the line will take a big jump with the Fourth Edition. All books now on the schedule (and we're scheduling three years ahead) will be hardcover, with full-color interiors. And we won't accept any art that's not gorgeous. The two Basic Set books, for instance, will have cover art by John Zeleznik, who has done a lot of our best covers over the years.
The new-style GURPS books will be bigger – most of them over 200 pages – because fans continue to ask for more depth, and tell us "Get it all into one book." So after the Basic Set and GURPS GM's Screen are out, we'll release one BIG book per month, every month, like clockwork.
We know that our fans have a significant investment in the current edition of GURPS. One of our goals in the Fourth Edition design process was to make sure that your entire library would not become obsolete overnight.
While the new edition is different, it's still GURPS. Many Third Edition books will be good to go for Fourth Edition play with a minimum of conversion – and a conversion guide will be one of the first things we'll release. Most of the information in our typical worldbook or sourcebook – the thorough historical research, the detailed setting descriptions, the roleplaying advice for both players and referees – is usable with any other game system. That's still true now that the "other game system" we're talking about is GURPS Fourth Edition.
Of course, the very "crunchy" rulebooks, such as the old Basic Set itself, the two Compendium volumes, and GURPS Vehicles, are outdated. There's no way around that; that's the point of a new edition.
But most of the collection will still be completely useful. We'll keep a lot of them in print for at least the next couple of years; in fact, even as you read this, some older Third Edition books, like GURPS Greece, are going for reprint.
Here's our schedule for the rest of 2004. We have books planned all the way through 2006, and our best writers have been working on them for months. We will be announcing upcoming GURPS books farther in advance than we do most of our products.
And we've got answers, we hope. For the rest of the afternoon (that's Tuesday the 16th; if you're reading this on some later day, you missed it), Andrew Hackard will be in Pyramid Chat to discuss the Fourth Edition. If you're not a Pyramid subscriber, the new GURPS pages have a lot of information, and we'll be adding more . . . lots more . . .
Steve Jackson Games was founded in 1980 by Steve Jackson, and is currently one of the top five publishers of roleplaying, strategy, and card games and metal miniatures. The company is best known for the INWO trading card game, for the GURPS roleplaying system, for Car Wars, for Illuminati, for Ogre and its sequels, and for the current card game hits Munchkin and Chez Geek. It also publishes an online magazine, Pyramid, which covers "The Best In Gaming" in all genres and from all companies.
Steve Jackson Games:
Scott Haring: firstname.lastname@example.org