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Gurps Basic Set: Campaigns (GURPS: Generic Universal Role Playing System)

Gurps Basic Set: Campaigns (GURPS: Generic Universal Role Playing System)

List Price: $34.95
Your Price: $23.07
Product Info Reviews

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Rating: 5 stars
Summary: GURPS is the best role-playing system available
Review: Generic Universal Role Playing System truly is what the title says. It covers everything and still is manageable, clear and easy to learn. This system fits to most of the peaple as you can adjust the complexity of the rules. It can be very realistic, or very easy, or both.

The heart of the GURPS is it's character creation system, which is most flexible of the ones I have seen. It encourages good roleplaying as it is easy to create characters that have their unique features - not just cathegorized achitypes as in some other games.

As you probably have some favourite game-system already, you do not necessarily believe me. If so, download mini-version of the GURPS, read it and then you believe me. And buy the book. Mini version of GURPS and more information about it can be found in

Rating: 5 stars
Summary: Before "D20" there was GURPS
Review: GURPS is an unbelievably adaptable set of role-playing game rules. "GURPS: Basic" is a book of the core rules which are used by a massive number of other GURPS books. Whether you want to play modern day intensely realistic spy adventures, wild futuristic space opera, heroic sword and sorcery fantasy, four-color super heroes, tales from the Wild West, or anything in between, GURPS will let you do it. GURPS features one of the most flexible, open ended character generation systems ever developed.

Yet despite its universal adaptability, it's still easy to learn to play and run. The basics of GURPS can be explained in about 15 minutes. There's even a "GURPS: Lite" available =free= online that has an even simpler version of the basic system. The entire system lets you design and build whatever and whenever and whomever you want. There are no classes or levels - you create exactly the type of character you want. You use character points to decide what you want to build. The only limitation is in how many points you want to spend.

GURPS uses only standard six-sided dice that anyone can get almost anywhere. What's even better, you only need three to play. You roll three dice to hit - if you roll low, you generally hit, and if you roll high, you generally miss. What could be simpler?

Then, to add to your enjoyment of your new RPG system, GURPS Worldbooks are something that describes a specific universe to adventure in, such as "GURPS: Discworld" or "GURPS: Lensmen". GURPS Sourcebooks are something that helps you build a specific genre, such as "GURPS: Old West", "GURPS: Fantasy", or "GURPS: Space". There are enough Worldbooks and Sourcebooks for GURPS for anyone to build just about any universe their hearts desire, and, what's even better, you only buy what you need. Not planning a fantasy adventure? Then you won't need "GURPS: Fantasy". Not adventuring in the Final Frontier? Don't buy a copy of "GURPS: Space". Hate Super Hero campaigns? Forget the "GURPS: Supers" book. But if you do need additional background material, it's there. Many of the Sourcebooks have a related Worldbook. For example, the recently released "GURPS: Castle Falkenstein" already has a world building supplement - "GURPS: Castle Falkenstein: The Ottoman Empire". Even more player and game master support is available online thru the "Pyramid" newsletter - which also covers other gaming systems besides GURPS.

Steve Jackson Games continues to licence popular games and worlds for use in their system, including the currently available "GURPS: Traveller", (based on Marc Miller's original game) which already has many supplements, "GURPS: Myth" (based on the popular computer game), "GURPS: Alpha Centauri" (another computer game to RPG conversion), GURPS: Planet Krishna (based on some of L Sprague DeCamp's SF books), "GURPS: New Sun" (based on Gene Wolfe's SF series), and others are coming. Older books have covered such diverse material as Philip Jose Farmer's "Riverworld", and White Wolf's very popular "Vampire", "Werewolf", and "Mage".

Other companies are jumping on the bandwagon. The "Powered By GURPS" line started with a new game from Steve Jackson Games called "Transhuman Space". Eden Studios released a GURPS version of their popular "Conspiracy X" game. Amarillo Design Bureau has satisfied one of my dreams by using GURPS for RPG's set in their "Star Fleet Battles" universe (which basically gives us "GURPS: Star Trek") and is promising more role-playing supplements for the Final Frontier.

Steve Jackson Games currently makes over 150 different supplements for GURPS, and over 70 of those are currently in print, making it one of the most comprehensive sets of rules for role-playing available. GURPS has my highest recommendation for anyone interested in trying a system that has the flexibility of the new "D20" rules, and yet has been out longer and has a wider range of possibilities. I've been playing RPG's and game mastering for over 20 years and there's no system I've ever been more fond of, and I've used virtually all of them. Try it. You will not be disappointed. GURPS is truly the "Generic Universal Role Playing System".

Rating: 5 stars
Summary: Before "D20" there was GURPS
Review: GURPS is an unbelievably adaptable set of role-playing game rules. "GURPS: Basic" is a book of the core rules which are used by a massive number of other GURPS books. Whether you want to play modern day intensely realistic spy adventures, wild futuristic space opera, heroic sword and sorcery fantasy, four-color super heroes, tales from the Wild West, or anything in between, GURPS will let you do it. GURPS features one of the most flexible, open ended character generation systems ever developed.

Yet despite its universal adaptability, it's still easy to learn to play and run. The basics of GURPS can be explained in about 15 minutes. There's even a "GURPS: Lite" available =free= online that has an even simpler version of the basic system. The entire system lets you design and build whatever and whenever and whomever you want. There are no classes or levels - you create exactly the type of character you want. You use character points to decide what you want to build. The only limitation is in how many points you want to spend.

GURPS uses only standard six-sided dice that anyone can get almost anywhere. What's even better, you only need three to play. You roll three dice to hit - if you roll low, you generally hit, and if you roll high, you generally miss. What could be simpler?

Then, to add to your enjoyment of your new RPG system, GURPS Worldbooks are something that describes a specific universe to adventure in, such as "GURPS: Discworld" or "GURPS: Lensmen". GURPS Sourcebooks are something that helps you build a specific genre, such as "GURPS: Old West", "GURPS: Fantasy", or "GURPS: Space". There are enough Worldbooks and Sourcebooks for GURPS for anyone to build just about any universe their hearts desire, and, what's even better, you only buy what you need. Not planning a fantasy adventure? Then you won't need "GURPS: Fantasy". Not adventuring in the Final Frontier? Don't buy a copy of "GURPS: Space". Hate Super Hero campaigns? Forget the "GURPS: Supers" book. But if you do need additional background material, it's there. Many of the Sourcebooks have a related Worldbook. For example, the recently released "GURPS: Castle Falkenstein" already has a world building supplement - "GURPS: Castle Falkenstein: The Ottoman Empire". Even more player and game master support is available online thru the "Pyramid" newsletter - which also covers other gaming systems besides GURPS.

Steve Jackson Games continues to licence popular games and worlds for use in their system, including the currently available "GURPS: Traveller", (based on Marc Miller's original game) which already has many supplements, "GURPS: Myth" (based on the popular computer game), "GURPS: Alpha Centauri" (another computer game to RPG conversion), GURPS: Planet Krishna (based on some of L Sprague DeCamp's SF books), "GURPS: New Sun" (based on Gene Wolfe's SF series), and others are coming. Older books have covered such diverse material as Philip Jose Farmer's "Riverworld", and White Wolf's very popular "Vampire", "Werewolf", and "Mage".

Other companies are jumping on the bandwagon. The "Powered By GURPS" line started with a new game from Steve Jackson Games called "Transhuman Space". Eden Studios released a GURPS version of their popular "Conspiracy X" game. Amarillo Design Bureau has satisfied one of my dreams by using GURPS for RPG's set in their "Star Fleet Battles" universe (which basically gives us "GURPS: Star Trek") and is promising more role-playing supplements for the Final Frontier.

Steve Jackson Games currently makes over 150 different supplements for GURPS, and over 70 of those are currently in print, making it one of the most comprehensive sets of rules for role-playing available. GURPS has my highest recommendation for anyone interested in trying a system that has the flexibility of the new "D20" rules, and yet has been out longer and has a wider range of possibilities. I've been playing RPG's and game mastering for over 20 years and there's no system I've ever been more fond of, and I've used virtually all of them. Try it. You will not be disappointed. GURPS is truly the "Generic Universal Role Playing System".

Rating: 4 stars
Summary: Buy GURPS, but don't live by it.
Review: GURPS, surprisingly, does what it sets out to do. It provides a way to make a thousand characters for a thousand worlds. The sourcebooks and supplements that SJGames makes for GURPS is without peer. My only complaint is that character generation is unbalanced. Increasing your skills and attributes above 14 is statistically stupid; with an above average trait like that, you're almost as likely to succeed as someone with a 17, the gap of diminishing rewards is a double whammy against characters. Also, DX and IN (dexterity and intelligence) are two attributes that are emphasized much more than ST and HT (strength and health). High DX and IN are invaluable to any character, whereas HT and ST levels are pretty much the charisma of other games. How does having a high IN give you a varied knowledge of history, make you better able to resist torture, and make you less fearful of zombies? Don't think I'm down on the system, though. I really do like it, and you will, too. If you're looking for a system you can use to pilot an X-Wing one night, hack orcs another, and fight off a Vampire horde the third, GURPS will happily bend to your whims.

Rating: 5 stars
Summary: Expand your roleplaying...
Review: I have been playing in the GURPS system for about 10 years now, and I really enjoy it for the flexibity the system offers. Granted, the combat system can be a bit more cumbersome in comparison to easier RPG systems like D20. BUT, the way you can personalize your characters more than makes up for this. When you get tired of total hack'n slash and want to work more on roleplaying and character development, then you are ready for GURPS. The adventures you can have are totally up to your imagination. I have played/GM'd space adventures, swashbuckling, fantasy, WWII, and even post apocalypic style adventures.

Rating: 5 stars
Summary: Best role-playing system. Period.
Review: I have played nearly every major role-playing game there is, from D&D to Rolemaster. One of the things that I find so frustrating about other games is their ridgidity. You must adhere to defined character classes. You must use these occupations and skill groups. Not so with GURPS. You can create any character, with any set of abilities and skills, from any setting or time period. If you want to make a concert pianist from Germany in the 18th century, or if a techno-soldier from the future is more to your liking, this is the system for you. The game also excels in its simplicity. Gone are the cryptic dice-rolls like 2d4 and 5d8, or the strange systems found in Shadowrun and Star Wars. All your rolls are done with 3d6. Combat is simple and realistic, but can easily be altered to a much more involved format if that is your taste. Skills are realistic, easy to use, and interesting. You can play with just the basic set, or you can purchase any one of the many! excellent supplements for more detailed play. If that wasn't good enough, you can also get a computer program for character creation that makes it even easier. Stop reading this review and BUY THE BOOK!

Rating: 5 stars
Summary: Very Impressive RPG System
Review: I must confess that I am fairly new to GURPS, but I am an enthusiastic convert. I have played, or experimented with, numerous RPG systems over the years, such as Dungeons and Dragons, Rolemaster, Spacemaster, Chivalry and Sorcery, and others. While all these systems have their strengths, and certainly their weaknesses, I must say that I think GURPS is the best overall RPG (Role Playing Game) system that I have ever seen. What makes it so great is the brilliant way in which it manages to combine simplicity with great depth, realism and flexibility. Once a character is created almost everything you will need to play that character is on the character sheet. There is not much need for constant reference to dozens of different tables and charts, as in some other systems. GURPS also allows you to simulate any gaming environment you can imagine, from traditional medieval fantasy to futuristic sci-fi or space opera. The book is well organized, and the material is presented in a clear readable format. I find that I can quickly and easily find most of the information I am looking for. The artwork is consistently decent; apparently almost all of it comes from the same artist. Also, unlike many RPG books, the typos are refreshingly kept at a minimum. As are all of the GURPS books I have seen, this is a professionally put together product.

The basic game mechanics are not complex, and once understood allow you fairly easily simulate almost every conceivable situation. For example, there are straightforward rules on determining whether or not an archer's bowstring has snapped when an arrow is loosed, or for determining if a sword breaks on a parry, or how much damage a shield can take before it is no longer any good. Indeed, the combat system can be as simple or as complex as you want it. In the advanced combat system the body is divided up into at least six areas where one must designate what kind of armor is being worn. A character may have on a helmet and a breastplate, but if he has not armored his arms and hands or legs and feet, those areas, while relatively harder to hit, will be more vulnerable to taking serious or critical damage, if they are struck. This combat system can be used to create a more sophisticated tactical environment than any of the other systems I have played, which more often than naught reduce combat to a series of dice rolls where opponents merely stand toe-to-toe with each other swinging back and forth until one is no longer standing. In GURPS different weapons have different advantages and disadvantages depending upon an adversary's armor. Thus in combat you must consider how an opponent is armored and what weapon they are using vs. your armor and weapons, and act accordingly. Also, in each turn you must also decide how best to move. For example, should you try a feint maneuver to fake your opponent out, stand back in an all out defense, or do you make an all out berserker charge heedless of your own defense? The rules also let you decide whether you want to try and merely wound or disarm your opponent, rather than kill them. While my examples above focus on primitive or hand-to-hand combat, the rules for advanced weapons, such as automatic rifles, futuristic beam weapons, and explosive devises are equally detailed, realistic, and playable.

So far, in my admittedly limited experience with GURPS, one of the only areas I can offer any genuine criticism is with the limited number of attributes. To achieve simplicity GURPS uses only four attributes, Strength, Dexterity, Intelligence, and Health. In my mind, the Intelligence attribute is entirely too generic, and tries to cover too many different character traits. In addition to representing raw IQ, the Intelligence attribute also represents such divergent character qualities as willpower, discipline, wisdom, and education. On this one point I think GURPS sacrifices realism for simplicity. Certainly a character's raw IQ is not identical to his or her willpower or mental discipline. Also, intelligence is not identical to wisdom or even education. All is not lost, however, for supplemental rules in "Compendium I" do allow for the addition of a Willpower attribute. Also an individual game master can easily insert additional attributes, as they deem appropriate. This criticism being noted, I should state that it will not stop me from using the system, and tweaking it as I see fit. This is one of the strengths of GURPS in that the rules and basic mechanics are given in such a way that they can be fairly easily adapted to any style or system of play; thus the "G" for "Generic" in GURPS.

Everything you need to play GURPS, with the exception of dice, is contained in this one basic book. The supplements are excellent and add additional rules and details for various types of campaign environments such as futuristic space, fantasy, supers, Feudal Japan, horror, Ancient Rome, or you name it. Whatever your gaming preference, GURPS can accommodate you. I highly recommend this system for anyone interested in RPG adventuring. Steve Jackson Games definitely has their act together!

Rating: 4 stars
Summary: Good, but not the greatest
Review: If you're out and about, lookin for the basic rules and standards of the Role-Playing Game 'GURPS', then this is what you should get. That is, if you have the cash to spend on it. Amazingly enough, this covers more than just the basics, it also allows the player and GM's to go deeper into the game development and rules, the rabbit hole is only as deep as you want to explore in this case.

However, the biggest problem I see is that if you download GURPS Lite from Steve Jackson Games Website, and then simply buy the expansion guides (i.e. GURPS Martial Arts, GURPS Japan, GURPS High Tech) you'll get about the same volume of information for a lot less and posibbly have a better gaming experience.

If you want to go exploring into the world of GURPS, and really want to know your stuff, then this is the book for you.

Rating: 2 stars
Summary: Bogged down in number crunching
Review: It may well be a function of the MTV attention spans and the faster lives we all live, however, I have roleplayed for 20 years now and used and created many systems. Gurps is just too cumbersome to use efficiently and making a character can take several hours if you're particular. The backround info is good though and most people I know buy the Gurps stuff just a source info or background material rather than to actually use them as rulebooks in a GURPS campaign.

Rating: 4 stars
Summary: The 4th Edition is coming !
Review: My playing group has been using GURPS 3rd edtion for nearly 10 years now, and the only little grudge we have with the system is the need to peruse through several books during character generation. Although it has its advantages, like when a player is looking at the Basic set, another one can use the Compendium and so one.

But I disgress. I wanted to inform you that Steve Jacson Games is finally releasing the fourth edition of GURPS, debuting with a two volumes Basic Set. Here's an excerpt from Steve Jackson Games :
"Volume 1 combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 320-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.
GURPS Basic Set, Volume 2 combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 256-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign."

So all GURPS fans, rejoice now !


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