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GURPS vs M-SPACE

Compare GURPS and M-SPACE side by side. See differences in complexity, dice, genre, and more.

GURPSM-SPACE
GenreUniversalSci-Fi
TagsCrunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM SupportToolkit, Modular, Skill-Based, Classless, Ship-Based, Tactical, Social Combat, Character-Driven, Faction Play, Random Tables
Core MechanicRoll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure.Roll d100 without adding a modifier to the roll and succeed at or below the skill's percentage after difficulty adjusts that target. Critical successes fall within one tenth of the adjusted skill, rounded up. Opposed tests compare success levels and break successful ties with the higher roll.
Dice3d6d100
ComplexityVery HighHigh
AvailabilityFree quickstartPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseSJ Games Online PolicyAll Rights Reserved
Third-Party PublishingNoncommercial only — SJ Games Online PolicyNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherSteve Jackson GamesFrostByte Books
Year20042020
LanguagesEnglish, Japanese, Korean, PortugueseEnglish, French, Spanish
Best ForGroups who want detailed character customization and consistent simulation across different genres.Groups who want to build a science-fiction campaign around a starship crew and competing organizations. Optional extended conflicts give negotiations and chases the same round-by-round attention as fights.
HighlightsPoint budgets let players build characters around chosen strengths and limitations. Optional rules let the GM tune the level of detail for a campaign. Maneuver choices give combatants trade-offs between attacking, moving and defending.Modular ship construction connects crew space and equipment choices to handling and damage in combat. Extended Conflicts use depleting pools to make withdrawal a meaningful choice during negotiations and chases. Passions turn personal loyalties into skill bonuses and conflicts between competing commitments.
ConsiderationsSelecting and modifying character traits takes time during character creation. Detailed combat can require several rolls to resolve one attack. The GM must establish which abilities and optional rules fit the campaign.The core supplies creation tools rather than a ready-made campaign setting or playable adventure. Default combat tracks hit points by body location, and a Major Wound incapacitates immediately and can kill outright on a failed Endurance roll. Starship motion uses an abstract Speed value that mostly ignores conservation of momentum.