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GURPS BOOKS

Posted in GURPS (Tuesday, October 7, 2008)

Written by Brian J. Underhill. By Steve Jackson Games. There are some available for $21.12.
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No comments about GURPS Cliffhangers.



Posted in GURPS (Tuesday, October 7, 2008)

Written by William H. Stoddard. By Steve Jackson Games. The regular list price is $34.95. Sells new for $91.96. There are some available for $58.10.
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4 comments about GURPS Steampunk Hardcover.
  1. I've been dying for this book for months, and let me tell you... it lives up to the expectations. It doesn't matter if you want to play a Jules Verne-esque Romantic Fiction romp or a James Blaylock Steam meets Spells dark comedy, this book will help it come true.

    Essentially, this book makes the assumption that Victorian-era culture, morality, and society would not change much had the technological marvels been possible, and I tend to agree. The setting gives players and GMs a terrific overview of a mis-understood culture that is chock-a-block with gaming possibilities.

    As an example, my playing group is using this book to re-create the Battle of Rourke's Drift... but the Prussian government has secretly armed the Zulus with advanced weaponry, in order to win an ally in the region. Is it plausible? Probably not. But is it fun? HECK, YEAH!

    Never mind those "more-anarchist-than-thou" cyberpunks or "more-gothic-than-thou" Vampire gamers. Pick up GURPS Steampunk. Pick it up NOW. Trust me.



  2. Ever since the demise of the Game Design Work Shop. I have been looking for a conversion for my Victorian roleplaying. This book fills the gap. I, being an old fart roleplayer, have little time to do conversions. The original rules for 1889 where very simplistic. I wanted more meat. GURPS gives me that extra detail that I crave. The history and color supplied is very good, but of little use to me. The characters and tables were what I needed. Very well written, and to the point. many of these suppliments tend to lean to generalities, but this one focuses on the salient points.


  3. I highly recommend this book, even if you don't find the genre compelling. I may never run a victorian game, but I read the book from cover to cover. The writing is excellent and really captured my imagination. Stoddard evokes a marvelous setting, chock full of gaming potential.


  4. Do you love the novels of Jules Verne and H.G. Wells? Have you ever dreamt of becoming the hero of one of their novels? This is a source book for the GURPS roleplaying system which will allow you to do exactly that. It provides lots of information on building a world, characters, and a story for your campaign. Actually this book has a lot of background information on the age and I really enjoyed reading it. This is my favorite GURPS source book and I recommend you pick it up.


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Posted in GURPS (Tuesday, October 7, 2008)

Written by Michael Suileabhain-Wilson. By Steve Jackson Games. The regular list price is $13.95. Sells new for $4.82. There are some available for $6.50.
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No comments about GURPS Deadlands: Hexes.



Posted in GURPS (Tuesday, October 7, 2008)

Written by Loyd Blankenship. By Steve Jackson Games. The regular list price is $19.95. Sells new for $8.99. There are some available for $6.75.
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3 comments about GURPS: Supers Second Edition (Superhero Roleplaying).
  1. As a long time RPG gamer and a long time comic book freak, this game really came as a life-saver to me. My GURPS group figured out how to work Supers into EVERYHING we did. The powers, modifiers, advantages, and disadvantages all work together to make nearly limitless possibilities. Do you want a telepathic, death-crazed, cybernetic monkey who can create clouds of foul smelling, poison gas? Or a night-stalking, brooding, anti-hero with blades a-plenty springing from every orifice? GURPS Supers will do it. Any hero you can imagine can be built with this system.

    The only thing that kept me from giving it a five-star rating is that it is very rules-heavy. Normally, I like that... but it is hard to create the full, off-the-wall, goofy flavor of the Jack Kirby/ Stan Lee comic books when you're constantly trying to remember that you only do 38% damage in a full moon... say, how do we keep track of moon-phases anyway?

    Other than that one complaint, GURPS Supers has been a terrific addition to our gaming group.



  2. Of all the superhero RPG's on the market, this is one of the best. Thanks to the flexibility of the GURPS system, you have more options than you do with many of the other games. The only other super hero game that I have found which surpasses this one is HERO, but its complexity tends to steal from its playability, so I still prefer this one.

    Also, because it is GURPS, you are free to put your heroes into other settings. Combining world settings is one of the most fun aspects of the game. Combine GURPS Supers with GURPS Space and now you can have your four-color costume heroes battling it out with enemy battle cruisers. Sounds fun, doesn't it?


  3. This is a well written book that covers super powers in great depth. It does have problems relating to other point based systems in GURPS such as racial abilities, normal advantages, and so forth. In addition, you can forget about creating characters like the Green Lantern or Quicksilver... those abilities just are not in the game.

    The sample setting is a lot of fun, an alternate Earth where super-powers reign and super-teams support the benevolence of a powerful United Nations. Unfortunately, it is marred by characters that delve into thoughtless or even insulting stereotypes: Flamin' Jane (hot, lecherous lawyer with red hair), Black Pearl (Aquaman, only black and female), Pouka (Scottish), Argurous Astraph (Greek who throws thunderbolts), Mount Fuji (you get the idea), a Russian who is depressed and alcoholic, a dwarf with dwarf star powers, Rebel Yell (Southern bigot), and so forth. Whether a deliberate homage to tasteless 70s style exploitation and gag characters, or simply stereotyping gone awry, I just cannot fathom how these characters saw print in this form.


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Posted in GURPS (Tuesday, October 7, 2008)

Written by S. Ross. By Steve Jackson Games. The regular list price is $19.95. Sells new for $11.99. There are some available for $7.99.
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4 comments about GURPS Warehouse 23 (GURPS: Generic Universal Role Playing System).
  1. There's some great stuff for your campaign in here. I've already used it in mine (a government conspiracy / Bigfoot sort of thing). Some of the artifacts could have had a better basis in history (but then again, maybe they do :-)


  2. You only thought you knew conspiracies. But in this book, it all comes to light! WAREHOUSE 13 is a light-hearted look at the paranoid that lurks inside all of us. The premise is that somewhere, hidden away in a secluded mountainside, is a darkened storage facility that contains a myriad of things that THEY don't want you to know exist!

    And what a collection!

    Clones of current and past presidents, androids, mind-control devices, the Ark of the Covenant, the Spear of Logenes, even up-to-date files on YOU! It's all in here! If you have ever imagined that our beloved and benign government might be hiding something from us, this book will put you onto cloud nine!

    A wonderfully delightful addition to any conspiracy-based game, or just a rollicking good read!



  3. Do you believe? Whether you are a fringe researcher or you subscribe to Conspiracies Monthly, this book is for you! It is chock full of conspiracies and artifacts from history. More than a simple game product, the book is also a fantastic read.

    Packed with gaming information in the GURPS style, Warehouse 23 is also full of behind-the-scenes conspiracy information. S. John Ross is obviously a man-in-black and knows far too much for his own good. From the legendary Ark of the Covenant to clones of world leaders, the warehouse has it all.



  4. This book is awesome, I am a huge conspiracy nut and this book showed me just some of the stuff that our government might be hiding from us. Even if you are not a fan of roleplaying games, I sincerely recommend this book if you are a fan of conspiracies, or are just too damned paranoid for your own good.


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Posted in GURPS (Tuesday, October 7, 2008)

Written by Scott Maykrantz. By Steve Jackson Games. The regular list price is $19.95. Sells new for $11.15. There are some available for $7.75.
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2 comments about GURPS Creatures of the Night *OP (GURPS: Generic Universal Role Playing System).
  1. I read this book at night and was so scared that I didn't want to get out of bed to pee. It brought back some wonderful memories of my childhood but cleaning it up was a pain. Also, my wife was pretty upset. I was almost successful blaming it on her but the center of the stain gave me away.

    I have used a lot of these creatures in my space/fantasy/old west campaign. The creatures are very creative and the outstanding artwork alone is reason enough to buy this book.

    I didn't really wet my bed. But I thought about it. Maybe tonight...



  2. Many people have complained that GURPS is too generic. That the GM and players have to work to breath life into a campaign. This wonderful little book addresses that issue quite nicely. The author has created 67 detailed nasty critters; their characteristics, their goals, their methods, and their environments. Then he provides 2-3 "adventure seeds" for each monster that the GM can flesh out quickly and easily to create adventures of varying degrees of complexity and challenge. These "adventure seeds" are extremely well done and GMs might want to buy the book just for all the adventuring ideas put forth there.

    The creatures span all manner of time and space and could be used in a science fiction, fantasy, historical, or even a super-hero campaign with little effort.

    My only complaint is that there's no way to index the creatures power against the strength of the party. It might well take some experience and possibly some GM intervention to avoid accidentally killing the party. There is an index in the back that provides a thumbnail sketch of all the critters but some sort of power rating would have made the book perfect instead of extremely good.

    The descriptions are wonderfully macabre and the artwork does a great job of further setting the tone. There's no question that the author really enjoyed creating this book. There's still some lingering questions about the type of personality that would come up with some of these monsters, but that's not your problem. Just go out and buy the book and enjoy how it pumps up your campaign without any extra effort on your part.


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Posted in GURPS (Tuesday, October 7, 2008)

Written by Thomas M. Kane. By Steve Jackson Games. The regular list price is $16.95. Sells new for $220.98. There are some available for $12.00.
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No comments about GURPS Espionage: The Secret World of Assassins, Spies and Counterspies.



Posted in GURPS (Tuesday, October 7, 2008)

Written by Stephen Beeman. By Steve Jackson Games. Sells new for $24.95. There are some available for $15.99.
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No comments about The AADA Road Atlas and Survival Guide, Volume Six: The Free Oil States (GURPS/Car Wars).



Posted in GURPS (Tuesday, October 7, 2008)

Written by Paul Elliott. By Steve Jackson Games. The regular list price is $22.95. Sells new for $4.88. There are some available for $13.29.
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1 comments about GURPS Atomic Horror: Science Runs Amok in B-Movie Adventures!.
  1. This supplement is for a fantasy role playing game called GURPS which stands for "Generic Universal Role Playing" system. The concept is that GURPS can be used with ANY book, movie or play to create a fantasy role playing game. Some of the GURPS modules have been built around real, sacred places; time travel; noves like Scarlet Pimpernel, War of the Chtorr, Conan the Barbarian, Three Musketeers, etc.; space flight; supernatural horror; and more. GURPS allows extreme customization and modification to allow a balanced system of role playing game.

    This supplement is all about the 1950's paranoia of atom bombs and the horrors that atomic energy can release. Movies such as "The Crawling Eye", "Tarantula", "Invaders From Mars", "Day of the Triffids", and others are right at home in this booklet - and every one of these films are recommended by the book as supplemental material suitable for gaming ideas.

    If you're a fan of the popular PS2 games, "Destroy All Humans" and "Destroy All Humans 2", then you can create that sort of atmosphere with this supplement and the GURPS main sourcebook. Unlike Dungeons & Dragons, you don't need 3 or more core rulebooks to play - just the one GURPS sourcebook and a supplement like this, 3 six sided die, some paper, a pencil and you're off!

    The book is well laid out and easy to follow. The artwork is excellent and the instructions are spot-on. This was a well done gaming supplement that any gaming master can make use of for a trip to the past.

    If you're into Fantasy Role Playing Games as well as 1950's bad sci-fi movies, you'll enjoy the opportunity to make your own game or play a character from a particular movie.

    Other GURPS supplements that go along well with this (at least on the ones I use anyway) are:

    The Illuminati
    Wharehouse 23

    Those two can add a dimension of fun for your group as the Illuminati are the earth's puppet masters and Wharehouse 23 is the ultimate in hoarded, unusual and powerful items.

    Other supplements that could go well with Atomic Horror include:

    Secret Agent
    High Tech
    Space
    Voodoo the Shadow War
    Horror

    Give GURPS a try!


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Posted in GURPS (Tuesday, October 7, 2008)

Written by Steve Jackson and William A. Barton. By Steve Jackson Games. The regular list price is $16.95. Sells new for $71.84. There are some available for $2.30.
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3 comments about GURPS Space: Roleplaying in the Worlds of Tomorrow (GURPS: Generic Universal Role Playing System).
  1. This book does wonders for a far future GURPS campaign. The world and ship generation techniques are excellent. Lots of cool gadgets too. The weak point of Space is it's lack of detail on creating alien races. But if it were more detailed they wouldn't have needed to make GURPS Aliens right?


  2. Ahem ...

    This is one of the best roleplaying books I have ever read and certainly among the best for GURPS. If you want to create a pace-based science fiction campaign, this is the book for you whether you play GURPS or not. Everything is in here: spaceship design, alien races, solar systems, planetary governments ... all organised in a take-it-or-leave-it fashion. If something seems to techy to you - leave it out! If you want hard sci-fi with colony ships and no aliens, GURPS can oblige. If you prefer Flash Gordon to Carl Sagan, GURPS has the reactionless thrusters (scientifically divided into slow and fast) primed and ready for take off. If you are desperate for a REAL hard sci-fi setting, then GURPS Traveller maybe a better purchase but if you're itching to create your own strange new worlds, this is the book.

    Generic in the best possible sense.



  3. GURPS Space is one of the many competent supplements for Steve Jackson's Generic Universal Role Playing system.

    Or, handy when you want to go haring around in spaceships and that sort of fun stuff. Mostly we used it as an adjunct to the other games we were playing at the time, but worth a look.


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Page 17 of 32
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GURPS Cliffhangers
GURPS Steampunk Hardcover
GURPS Deadlands: Hexes
GURPS: Supers Second Edition (Superhero Roleplaying)
GURPS Warehouse 23 (GURPS: Generic Universal Role Playing System)
GURPS Creatures of the Night *OP (GURPS: Generic Universal Role Playing System)
GURPS Espionage: The Secret World of Assassins, Spies and Counterspies
The AADA Road Atlas and Survival Guide, Volume Six: The Free Oil States (GURPS/Car Wars)
GURPS Atomic Horror: Science Runs Amok in B-Movie Adventures!
GURPS Space: Roleplaying in the Worlds of Tomorrow (GURPS: Generic Universal Role Playing System)

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Last updated: Tue Oct 7 08:12:25 EDT 2008