
GURPS is the system for everything so its no surprise that a supplement came out for China. GURPS isn’t that well-known a system anymore so I’ll start with the basics. GURPS stands for Generic Universal RolePlaying System. In theory GURPS is designed to be played for any setting or genre. In practice GURPS is a bad choice for nearly any setting or genre and there is probably a more specific RPG system for whatever you are trying to do that will work better than GURPS.
GURPS is a point buy system with four stats for characters, strength, dexterity, intelligence, and health. The default stat is 10. When your character attempts to do something, you roll 3d6 and the added result must be below the appropriate stat to succeed. You can increase your chances in specific situations by putting points into skills to increase your target number for those specific skills. Additionally, situational modifiers can increase or decrease your target number as appropriate. Finally, characters can take disadvantages to gain more build points and advantages to get special bonuses. Character generation in GURPS is fun since you can make nearly any type of character.
The basic GURPS game is made for roleplaying as a normal human on Earth in a Medieval or modern setting. Expansions include rules for magic, super heroes, vampires, martial arts, science fiction, etc. It goes on and on. Theoretically you can use the system for any type of game. But without mechanics to actually encourage the play that you’re trying to emulate, it becomes really flat in how games proceed. The GM has to provide an immense amount of guidance during character generation so players don’t waste their building points on something that will never come up in the game. Additionally, there are enormous number of rules that cover all those situational modifiers for skill checks and they are really easy to forget. Finally, the resources for DMs are pitiful. You’d think the fantasy rules would come with a lot of stat blocks for goblins, elves, orcs, etc, but they don’t. You just have to make up those rules yourself.
GURPS China offers a few things beyond the base game. Characters can take an advantage for being in balance with the Tao or a disadvantage for being out of balance. These opposite traits are the high point for character generation with some fascinating rules. The book’s new skills allow your character to master the arts of gardening, kite flying, or meditation. I’d be shocked if the type of game where those skills were useful was simultaneously interesting to play in. There are a number of new items from Chinese culture and folk tales, both mundane and magical. There a few new spells and the magic chapter briefly acknowledges the wuxing five element system, but doesn’t do anything to incorporate it into the magic system. Fortunately, the writer for GURPs China apparently learned the lesson of including stat blocks and there are plenty of stats for NPCs, animals, and monsters.
The majority of the book is an overview of Chinese culture and history with an RPG lens. The book is actually about China instead of a stand-in fantasy version. In that sense, its a very useful resource and actually has a bibliography backing up the knowledge presented. But as far as RPG elements, the book offers very little. Most of the rules and character options in a GURPS China game are still going to come from GURPS Basic. Unless you get really into the Chinese monsters and kite flying mechanics, you’re just playing GURPs with Chinese costumes. This especially doesn’t work for the wuxing system. Even if I liked GURPS I wouldn’t consider using the rules in this supplement for the type of game I want to run. It’s just inadequate.
If you are interested in an RPG summary of China’s rich history and traditions, GURPS China is a great pick. If you’re using it for anything else, even running a game of GURPs in China, you can skip it. You can pick up a copy at Steve Jackson Games.






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