Series: Gurps
Hardcover: 240 pages
Publisher: Steve Jackson Games; 4th edition (November 28, 2004)
Language: English
ISBN-10: 1556345194
ISBN-13: 978-1556345197
Product Dimensions: 8.7 x 0.6 x 11 inches
Shipping Weight: 1.8 pounds
Average Customer Review: 4.6 out of 5 stars See all reviews (5 customer reviews)
Best Sellers Rank: #1,484,722 in Books (See Top 100 in Books) #75 in Books > Science Fiction & Fantasy > Gaming > GURPS
GUPRS players have long known that its sourcebooks are treasure troves of information and GURPS Fantasy is no exception. It is skillfully crafted to help you either build your own fanasy world or adapt an existing one.GURPS Fantasy is logically broke down into sections beginning with the level and type of fantasy you want. It then by chapter does in how the supernatural can work, how magic and tecnology interreact and even how magic can replace technology, explores using history as a template, goes into the use of localities from isolated hamlets all the way to cities and empires, the different forms, types, and systems of magic, and finally storylines.The final chapter brings it all together but in a different form from the old magical psudo-Middle Ages Europe familar to many people. Instead we are treated to Roma Arcana - a Roman empire filled with magic both archane and divine.Even if you do not play GURPS, GURPS Fantasy will provide some insights to things your campaign may be lacking and provide a breath of fresh air because it goes into things often missed in other Fantasy worldbuilder books.
Well I bought this book to get some rules for GURPS and the fantasy setting. What I really got was not just a set of rules, but the first chapter. It covers so nicely many types of fantasy and how to make them convincing to the players. This book is one you SHOULD! own.
Fantasy is a must have for modifying GURPS to fit any fantasy setting, it even has quite a bit of substance to help with alternate races and magic in any setting.
I love GURPS... the "anything you want do, you may do" RPG game. This book is a must for those who like fantasy campaigns!
Gurps is a horrible system. It is kludgy, it's obnoxious, and it is incredibly fidgety. Every game I've ever played has ended in frustration for everyone, as they realize that they can't, for instance, pick up a stick and hit someone with it, because they don't have the 'hitting people with sticks' skill, and so, despite being an amazing fighter, they turn into a clown.That being said, it is very versatile, for what it is, and it has a zillion ways to use it.
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