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Overview
- Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health)
- Figure out your character’s secondary characteristics
- Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier)
- Optimize your points by using talents
- Select your skills based on functional area or the campaign setting
- Enhance your character with spells, magic items, magic staves, and powerstones
- Strategically purchase equipment for different characters, tech levels, and campaign types
- Create and manage a character sheet, write a character background, keep a character log, and more—all with samples
- Choose good combat techniques and play with your character
If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to:
- Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type
- Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations
- Create an electronic combat grid, a battle log, a tactical map, and more—with samples
- Do mapping, planning, and plotting
- Create memorable NPC (nonplayer characters), both good guys and bad guys
GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
Product Details
ISBN-13: | 9780471783299 |
---|---|
Publisher: | Wiley |
Publication date: | 03/21/2006 |
Series: | For Dummies Books |
Pages: | 432 |
Product dimensions: | 7.30(w) x 9.10(h) x 1.10(d) |
About the Author
Bjoern-Erik Hartsfvang has 24 years of experience crafting and running game worlds.
Stuart J. Stuple has 15 years of gaming experience with a focus on technology and alien races.
Table of Contents
Introduction 1Part I: Getting Started with GURPS 7
Chapter 1: Introducing GURPS — The Generic Universal RolePlaying System 9
Chapter 2: Determining Your Role 15
Chapter 3: Laying the Attribute Foundation 27
Chapter 4: Taking Advantages 35
Chapter 5: Finding Your Hero’s Flaws 51
Chapter 6: Finalizing Your Character with Skills 77
Part II: Enhancing Your Character 97
Chapter 7: So You Want to Be a Wizard — Magic 99
Chapter 8: Powering Your Character 113
Chapter 9: Tackling Tech Level 133
Chapter 10: Playing Races Outside the Norm 145
Part III: Playing with Your Character 163
Chapter 11: Doing Unto Others: Combat 165
Chapter 12: Tracking the Details 189
Chapter 13: Playing the Role 199
Part IV: Running Your Own Adventure 207
Chapter 14: Playing the GM 209
Chapter 15: Building a Simple Adventure 233
Chapter 16: Motivating Players 245
Part V: Building Your Own World 251
Chapter 17: Creating a Complete Campaign 253
Chapter 18: Setting the Stage for Your World 275
Chapter 19: Mapping, Planning, and Plotting 295
Chapter 20: Creating Memorable NPCs 321
Chapter 21: Flavoring Your Campaign 347
Part VI: The Part of Tens 371
Chapter 22: Ten Rules for Spending Points 373
Chapter 23: Ten Advantages We Like 377
Chapter 24: Ten Disadvantages That Aren’t Too Painful 381
Glossary 385
Index 391