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GURPS BOOKS

Posted in GURPS (Monday, October 6, 2008)

Written by Alison Brooks and Phil Masters. By Steve Jackson Games. There are some available for $72.00.
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1 comments about GURPS Places of Mystery.
  1. I am extremely impressed with "Places of Mystery," and for several reasons.

    First, the writing is excellent. Many GURPS supplements (and supplements for other RPGs for that matter) contain excellent material but are poorly reason. That's not the case here. Phil Masters and Alison Brooks are very good writers, so the text itself is enjoyable to read. The sentences are lucid and entertaining, one paragraph follows the other in reasonable succession, and the arc of each chapter leaves me deeply satisfied.

    Strage thing to say about a book that lists a bunch of weird places.

    But it's true. These writers have applied their skillful pens to elucidating many of the most interesting historail, fantastic, and natural places on Earth.

    Here's my second reason for loving this book: they've clearly done their research. I've read a lot about many of these places, but they've read more, and they've distilled what they've read to provide the reader with that which the gamer will find most useful.

    They've explored the histories and legends of all the places they examine--and similar places. They examine these places as they appear in fiction, new age writing, or wherever they may have shown up. They offer theories in support of rumors, but also provide the skeptic's point of view.

    My third reason for loving this book is the excellent job the authors have done in suggesting game applications for these sites. They offer extensive suggestions for each of the sites, and a lot of the suggestions are really very good.

    This book is useful for any GM of any game in any genre. I'm not kidding. Even if you're running a strictly realistic campaign set on a planet that never had anything to do with Earth, you'll find absolutely terrific inspiration here.

    I'd give it more than five stars if I could.

    (The chapters, by the way, are: Atlantis, Stone Circles, The Pyramids, Desert Cities, The Far East, The Near East, Darkest Africa [a chapter title I do find mildly offensive], The Mediterranean, The British Isles, Europe, Australia & Oceania, The New World, and Using Mysterious Sites. There are more than thirty maps, most of them quite useful. To list the actual places they examine would make this review too long. Do check it out!)



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Posted in GURPS (Monday, October 6, 2008)

Written by Hetty van Gurp. By Portage & Main Press. The regular list price is $28.00. Sells new for $19.90. There are some available for $19.92.
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No comments about The Peaceful School: Models That Work.



Posted in GURPS (Monday, October 6, 2008)

By Steve Jackson Games. There are some available for $7.00.
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No comments about Zombietown U. S. A (GURPS Horror/Autoduel).



Posted in GURPS (Monday, October 6, 2008)

Written by James R. Hurst. By Steve Jackson Games. Sells new for $15.00. There are some available for $9.95.
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No comments about Chaos In Kansas (Gurps Horror/Cliffhangers).



Posted in GURPS (Monday, October 6, 2008)

By Steve Jackson Games. Sells new for $10.00. There are some available for $7.99.
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No comments about Supertemps (GURPS Supers).



Posted in GURPS (Monday, October 6, 2008)

Written by Don Rapp. By Steve Jackson Games. Sells new for $29.95. There are some available for $11.74.
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No comments about Gurps Horror: The Old Stone Fort - Battle Against Cherokee Spirits in '20s Tennessee.



Posted in GURPS (Monday, October 6, 2008)

By Steve Jackson Games. Sells new for $22.95. There are some available for $19.00.
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No comments about GURPS Covert Ops.



Posted in GURPS (Monday, October 6, 2008)

By Steve Jackson. There are some available for $49.95.
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No comments about GURPS Restock Bundle 2 Historical SJG 3904.



Posted in GURPS (Monday, October 6, 2008)

Written by Stephen Dedman. By Steve Jackson Games. The regular list price is $19.95. Sells new for $49.95. There are some available for $18.57.
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2 comments about GURPS Dinosaurs and Other Prehistoric Creatures.
  1. GURPS Dinosaurs is a great resource, weather you use it for a running game, or just love big scaly animals. It is full of well thought out dinosaurs, and is full of interesting facts for the Paleontologicaly inclined.


  2. GURPS Dinosaurs -- the ultimate sourcebook for introducing the "terrible lizards" of eons past to your roleplaying game! Hundreds of dinosaurs, described with complete scientific accuracy (the book has been approved by The Dinosaur Society!). Take a trip back to a time when the toughest player-characters went by another name -- Lunch.


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Posted in GURPS (Monday, October 6, 2008)

Written by Jon F. Zeigler. The artist is Artist is Andrew Hackard. By Steve Jackson Games. The regular list price is $29.95. Sells new for $16.99. There are some available for $16.48.
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3 comments about GURPS Sid Meier's Alpha Centauri.
  1. GURPS: Alpha Centauri is the best crossover from a computer game to a Role Playing Game available.

    About the source material: "Sid Meier's Alpha Centauri" is a computer game that lets you build entire civilizations. The most original feature of Alpha Centauri is that it takes place after civilization advances to space flight. In Sid Meier's "Civilization" computer game, one way to win was to be the first to have colonists build a spaceship, leave Earth, and travel into space. Alpha Centauri follows that band of colonists from their start on the new world to their end, centuries later. The expansion, Alien Crossfire, adds more factions to the possible colonists, and also adds two alien races wanting to keep the world for themselves. Although based on his Civilization games, Sid Meier created a fresh way to play colonization computer games with this game.

    GURPS: Alpha Centauri provides an adaptation of that source material to a role playing game. Both Alpha Centauri game info and Alien Crossfire expansion info were used to create this worldbook. Most of the pictures were taken directly from the computer game, although the selection of pictures and the placement of graphics is one of the major reasons this book did not get a perfect five stars from me.

    Chapter 1, the Prologue, gives people unfamiliar with the game a starting point. It contains basic info about the world and what happened to the mission.

    Chapter 2, "Planet", gives a capsule look at the new world, and includes some of the native life forms and the things these creatures do. These creatures give players a hint that all is not well on the planet.

    Chapter 3, "Factions", provides an in depth look at the various political and social agendas that exist among the colonist's leaders. This section includes profiles of the faction leaders, along with the stats necessary to use them as non-player characters in campaigns. You'll have to hunt for pictures of some of the leaders, as they frequently do not appear on the pages that they should be on. An example: Zakharov's stats are on page 49, but his picture does not appear until page 86. This book would have been much better with a full page of info about each faction leader and making sure the picture of that leader was on that page. One of the better features of this section are the adventure seeds given for each faction.

    Chapter 4, "The Road to Transcendence", deals with the advances needed to win the computer game translated into gaming terms. This section is further divided into sub-sections dealing with specific periods of time in the mission. This nice feature gives potential GM's the ability to sort out what they need for campaigns quickly and easily. This is the best section to use when deciding when in planet history you want to set your game.

    Chapter 5, "Colonists", contains the info you will need to create characters. Some of these character types are unique to GURPS Alpha Centauri. In this section are some of the Advantages, Disadvantages, and Skills players will want to give their characters.

    Chapter 6, "Hardware", gives stats for weapons, vehicles, and other tools which characters use to fight the dangers of the new world.

    Chapter 7, "Campaigns", gives GM's a way to decide what to include from this game world in their own campaigns.

    Appendix A gives some standard GURPS items and info to convert those items into this setting if possible. Appendix B allows people who own a copy of the computer game a chance to convert what they know from playing the game into GURPS game stats and terms. This second appendix will see a lot of use from me.

    In 128 pages, Steve Jackson Games manages to convert a great deal of the richness and variety of Sid Meier's Alpha Centauri into a hardcover role playing game book. As a GURPS fan and Alpha Centauri player, I was interested in what this union would produce. If anything, I'd say that those who frequently play the computer game will find that this book does not cover all of the various possibilities from the game. Even the book itself admits this in chapter 7, where it says: "The Alpha Centauri setting is almost too rich for role playing, covering centuries of time and a tremendous range of possible themes". Thus this book suffers from being too short. Much more material could have been added, especially in a hardcover. Some GM's may wish to purchase the computer game and try it before attempting a campaign set in this worldbook. This book does a very admirable job at attempting to give people a chance for role playing in the world of Alpha Centauri. I know I'll use this book.



  2. As a huge fan of both GURPS and Alpha Centari I was really looking forward to this book. I was hoping it would flesh out the world a bit and set up some nice political intrigue. Unfortunately I found the book lacking on all counts. If you've played Alpha Centauri and have the expansion set then you already have all the information you need to set up a great GURPS Alpha Centauri game. If you have the hint book, then you have everything provided in the GURPS book and more. NOTHING is elaborated on and therefore in my opinion nothing is gained in buying this book. Perhaps SJG was bound by contract not to elaborate on anything, and we have Firaxis to blame for this debacle. It's too bad, because this book could have been great, instead of the plagiarized garbage it turned out to be. Don't waste your money.


  3. Great pictures, lots of info, stats, equipment, possible plots, if you love Alpha take a look at this


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Page 19 of 32
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GURPS Places of Mystery
The Peaceful School: Models That Work
Zombietown U. S. A (GURPS Horror/Autoduel)
Chaos In Kansas (Gurps Horror/Cliffhangers)
Supertemps (GURPS Supers)
Gurps Horror: The Old Stone Fort - Battle Against Cherokee Spirits in '20s Tennessee
GURPS Covert Ops
GURPS Restock Bundle 2 Historical SJG 3904
GURPS Dinosaurs and Other Prehistoric Creatures
GURPS Sid Meier's Alpha Centauri

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Last updated: Mon Oct 6 11:51:42 EDT 2008