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GURPS BOOKS
Posted in GURPS (Friday, September 5, 2008)
Written by Allen Varney. By Steve Jackson Games.
There are some available for $7.50.
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No comments about Son of TOON.
Posted in GURPS (Friday, September 5, 2008)
By Amarillo Design Bureau, Inc..
Sells new for $37.68.
There are some available for $22.99.
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No comments about Gurps Prime Directive: Roleplaying in the Star Fleet Universe.
Posted in GURPS (Friday, September 5, 2008)
By Steve Jackson Games.
There are some available for $14.52.
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No comments about Roleplayer (The GURPS Magazine, Number 27).
Posted in GURPS (Friday, September 5, 2008)
Written by Michele Armellini. By Steve Jackson Games.
The regular list price is $11.95.
Sells new for $6.15.
There are some available for $5.50.
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No comments about GURPS WWII: Grim Legions.
Posted in GURPS (Friday, September 5, 2008)
Written by Ken Walton. By Steve Jackson Games.
The regular list price is $19.95.
Sells new for $19.00.
There are some available for $5.13.
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1 comments about GURPS Celtic Myth.
- The standard of roleplaying products based in a Celtic background has been poor at best. The majority have been either sloppily written and/or have missed the point entirely, opting for half-baked New Age speculation. However, Ken and Jo Walton have come through with GURPS Celtic Myth. The setting mainly concerns its self with the British Isles, and floats in that wondeful Celtic Dreamtime belonging to Lugh, Fionn and Arthur. That said, the material remains true to its sources and can be used for historical gaming too. It is a refreshing change from previous attempts, which tended to hammer the Celtic round peg into a Game System square hole. A sign of this is the magic system, which harkens back to Druidic Tree Magic. The book itself shouldn't be taken as set in stone, rather, it is a springboard for those who always wanted to play Celts, but were daunted by the challange of codifying such an amorphous and oral culture. The sourcebook is easily converted to other systems, and should be in the Library of any serious gamer- particularly those interested in European Culture and History. Another product worth checking out is Fasa's Tir Na Og, for Shadowrun, for something of similar tone, but in a Cyberpunk setting.
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Posted in GURPS (Friday, September 5, 2008)
Written by David Pulver. By Steve Jackson Games.
There are some available for $25.00.
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No comments about GURPS Vehicles: From Chariots to Cybertanks and Beyond.
Posted in GURPS (Friday, September 5, 2008)
Written by Russell Goodwin. By Steve Jackson Games.
There are some available for $35.95.
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2 comments about GURPS Swashbucklers (GURPS: Generic Universal Role Playing System).
- This new edition of Gurps Swashbucklers not only gives all the information about the age of pirates and musketeers you will need, it also contains various sword-fighting styles of the era - all of course in the detailed format of Gurps Martial Arts. The new maneuvers and optional rules for fencing alone are worth the price of this book. If you are a GM or play a fighter, who uses blade weapons of any kind - from knife to vibro-katana - believe me: you want this book!
- Not only does this book have expanded fencing rules, a plethora of new maneuvers, and templates for historical buccanears, but it also explains pre-industrial ship to ship combat and ship generation rules. Great for any fantasy campaign setting as well as historical.
I've adapted the D&D world of Mystara (The Basic,not AD&D, campaign setting. i.e. Isle of Dread, Gazateers, etc...) for this system. The Players love it and it's nostalgic for me since I started RPGing in this setting back in '82.
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Posted in GURPS (Friday, September 5, 2008)
Written by Martha and David Ladyman. By Steve Jackson Games Inc..
Sells new for $29.99.
There are some available for $6.75.
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No comments about Gurps Autoduel Car Warriors.
Posted in GURPS (Friday, September 5, 2008)
Written by Thomas Kane. By Steve Jackson Games.
The regular list price is $24.95.
Sells new for $14.92.
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1 comments about GURPS Egypt: Tombs, Temples, Trouble (GURPS: Generic Universal Role Playing System).
- This is another comprehensive worldbook from SJ Games. It's designed for GURPS, but it could be used by ANYONE wanting to design an Egypt-based RPG. In fact, it should be useful to fiction writers wishing to set fiction in ancient Egypt--just throw out the game statistics and use the chapters on history and culture.
It's in chapters such as these that SJGames supplements shine. A richness of detail backed by solid research put at the fingertips of any GM the basic and not-so-basic knowledge that turn a generic adventure into a vivid, fulfilling story set against a rich backdrop. Egypt is more than pyramids and mummies, and this book proves it. You want to know about the historical rulers? The details of the religion--and how it changed over time? The technologies we understand (and those we don't)? It's all here. An egyptologist might find this book lacking; a gamer will probably find more than she needs. Worth every penny.
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Posted in GURPS (Friday, September 5, 2008)
By Steve Jackson Games.
There are some available for $6.00.
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No comments about Autoduel Quarterly Vol. 3 No. 4.
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Son of TOON
Gurps Prime Directive: Roleplaying in the Star Fleet Universe
Roleplayer (The GURPS Magazine, Number 27)
GURPS WWII: Grim Legions
GURPS Celtic Myth
GURPS Vehicles: From Chariots to Cybertanks and Beyond
GURPS Swashbucklers (GURPS: Generic Universal Role Playing System)
Gurps Autoduel Car Warriors
GURPS Egypt: Tombs, Temples, Trouble (GURPS: Generic Universal Role Playing System)
Autoduel Quarterly Vol. 3 No. 4
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