GURPS Basic Set Characters With GURPS you can be anyone you want an elf hero fighting for the forces of good a shadowy femme fatale on a deep cover mission a futuristic swashbuckler carving up foes with a force sword in his

  • Title: GURPS Basic Set: Characters
  • Author: Steve Jackson David L. Pulver Sean Punch Andrew Hackard
  • ISBN: 9781556347290
  • Page: 193
  • Format: Hardcover
  • With GURPS, you can be anyone you want an elf hero fighting for the forces of good, a shadowy femme fatale on a deep cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side or literally anything else GURPS has been the premiere universal roleplaying game for almost two decades The new Fourth EditionWith GURPS, you can be anyone you want an elf hero fighting for the forces of good, a shadowy femme fatale on a deep cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side or literally anything else GURPS has been the premiere universal roleplaying game for almost two decades The new Fourth Edition makes it even better GURPS Basic Set Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules This 336 page, full color hardcover contains everything you need to create and play a GURPS Fourth Edition character.

    • [PDF] ↠ Free Read ☆ GURPS Basic Set: Characters : by Steve Jackson David L. Pulver Sean Punch Andrew Hackard Å
      193 Steve Jackson David L. Pulver Sean Punch Andrew Hackard
    • thumbnail Title: [PDF] ↠ Free Read ☆ GURPS Basic Set: Characters : by Steve Jackson David L. Pulver Sean Punch Andrew Hackard Å
      Posted by:Steve Jackson David L. Pulver Sean Punch Andrew Hackard
      Published :2019-03-02T17:12:59+00:00

    One thought on “GURPS Basic Set: Characters”

    1. GURPS is probably my favorite tabletop RPG system. It has all the complexity you'd want for a detailed, simulationist game, but it's granular enough that you can essentially use the rules you want. Too many people are turned off by how complicated it seems, and it's true that character creation can often take hours where for other games it would take minutes. But it's a very front-loaded system, and it's very easy to play after character creation is done (provided that the GM knows what they're [...]

    2. Great system, very flexible. If I had to choose one system to rule them all, it might very well be this one. As you might expect, since it can do almost everything, it can come up short compared to other systems designed to do one thing well. For instance, if I were doing a fantasy game I'd go with Hackmaster 5th edition instead. However, if I wanted to run a gritty, post apocalyptic zombie survival game? GURPs can handle that.As long as you keep the point amounts reasonable, this system is fair [...]

    3. A definite must have for gaming groups!I have ran tabletop roleplaying games for decades (since approximately 1984). Everything from Dungeons and Dragons Basic set (in the box), Battletech, Shadowrun, White Wolf, and a dozen other systems (that maybe I will do reviews on someday).I have recently reread the book this year for a new campaign I am running and I am reminded why I use it. Because you can recreate any world you want with these rules. The fact that you can modify the setting, genre, re [...]

    4. I have had so much fun with this book just creating–and thinking about creating–characters, never mind actually "playing the game." When I first got a hold of this, I didn't have GURPS Basic Set: Campaigns. Now I have both. Excellent cross-referencing throughout and almost every rule or game concept that needs an example has one. I am glad the Basic Set books were split in two, rather than published as one volume.

    5. GURPS by Steve Jackson is by far the best role-play oriented table-top gaming system out there; I have been playing for twenty years, and have tried all the major ones (and quite a few minor ones) and none is as all-encompassing, inclusive, and oriented towards role-play than GURPS. The amount of role-play never has to do with the willingness of the GM or the other players to play that way, it is simply the way it is made, with focus on character personalities rather than abilities.

    6. GURPS is my favorite role playing manual. I've read (or, tried to read) a few and only the GURPS system combines a vast array of options to encourage some seriously intimate and complex character creation with easy rules and readability. It's fun to make characters using this system, when other times it can feel like a chore, and that prompts the user to have a real connection to their characters.

    7. This is a great example of game writinga really mature, well-written, carefully thought out and very sensible rpg. It's miles from the high-fantasy stuff I'm more used to, but it has a ton of useful crunch--crunch that I think doesn't have to get in the way of play that way it sometimes can. I think it will be ideal for the gritty, more realistic stuff I'm working on now. Looking forward to trying it out soon.

    8. A very good set of rules, even if a bit dry to read. that expands the 3rd edition. Whereas the latter was an almost universal system (complemented by worldbooks and sourcebooks), the 4th edition is a complete universal system. You really don't need anything else to run whatever you want. Mostly focused on low-power, gritty settings.

    9. Update to one of my favorite RPGs. SJ Games tried to fix some of the flaws with 3rd edition here by they introduced a major one IMO, they split the Basic book in to 2 volumes. This now increases the initial investment t o get new players into the system and playing. If you can look beyond that, it is a good update.

    10. Note: I just looked over things with the book so I could get an idea of the system. It seems fun, but this is not the kind of book you read cover-to-cover; it's more a reference during the game or before hand, yet the core understanding was picked up. Seems like a perfectly fine Universal Role-playing system. I want to try it out before I commit to anything, but it seems perfectly good.

    11. A large departure from previous editions, but more internally consistent on the point-costs of powers and other advantages. It distilled the wisdom of experience of years of play and design of 1st through 3rd edition.

    12. This is the perfect thing for making your own character for literally any setting, I don't know why this roleplay system isn't more common.

    13. Fantastic system if you have the most patient group of players ever, lol. I can't ever see myself running this with my current players, but I can't help but admire the grand scope of this game.

    14. If not for the pompous bragging in the front matter, the craptacular layout would only be painful to read. The game system is highly flexible, but if you don't find math problems fun and exciting, this is not the system for you. Also, don't try following all the cross referencing on the first read through. It's painful and highly frustrating.

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