Most Helpful Customer Reviews
9 of 9 people found the following review helpful:
5.0 out of 5 stars
Fantastic. If you buy one RPG, make it this one!, 4 Jan 2001
By A Customer
This review is from: GURPS: Basic Set (Paperback)
I have played a fair few systems and this one is easily the best. With character creation there is no more complaining that someone else got better die rolls than you, no more restrictive character classes. You can play anyone (or anything) you want. The rest of the rules are easy to follow. Combat can be Basic or Advanced. Basic is easier and faster, while Advanced allows more detail. Also, it does not fall into the trap of allowing high level characters to sustain endless wounds without dying. Combat is lethal, and a good sword thrust will hurt anyone. All the rules from drowning (sorry, swimming) to bargaining for favours follow the same logical procedures. You advance gradually, not 'Oh look, all my abilities have suddenly shot up'. My only criticism is that because the rules are so generic, you need to either create your own world, or buy a world supplement. Most other RPGs (because they are designed for a certain world) come with a milleu to play in. Just use your imagination (or there are loads of supplements out there)
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4 of 4 people found the following review helpful:
5.0 out of 5 stars
A breath of fresh air, 14 Sep 2000
This review is from: GURPS: Basic Set (Paperback)
As a fan of AD&D, I read this book with some reluctance, not really ready to try another rule system, but my concerns soon evaporated. This system is superior in many ways to AD&D, in particular when it comes to character creation, gone are the ridiculous class restrictions and cryptic dice roles. There is virtually no limit to what your character can be, the only limit is your imagination. As the title suggests, it can be adapted to any world setting or time period, and you don't need to buy endless accessories, though there are plenty on the market. Combat can be as simple or complex as you want it to be. Thumbs up, can't wait to try it out.
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18 of 18 people found the following review helpful:
5.0 out of 5 stars
Best role-playing system. Period., 12 Aug 1998
By A Customer - Published on Amazon.com
This review is from: GURPS: Basic Set (Paperback)
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!
32 of 37 people found the following review helpful:
5.0 out of 5 stars
Before "D20" there was GURPS, 18 Sep 2002
By Bruce Gray "gurpsgm" - Published on Amazon.com
This review is from: GURPS: Basic Set (Paperback)
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".
10 of 10 people found the following review helpful:
4.0 out of 5 stars
My Favorite System, 15 Mar 2002
By clint - Published on Amazon.com
This review is from: GURPS: Basic Set (Paperback)
Some of you might remember a game called "The Fantasy Trip". This fantasy game was my first introduction to what would evolve into Gurps. I loved TFT, and I love Gurps even more so. I've been playing Gurps so long, I've had to replace my rule book twice from use. My current copy's spine is being held together by duct tape and is due to be replaced (here's a tip, if you buy this book, buy the hardcover. It will last longer than the soft) I love it for what it is meant to be: at its best, a flexible engine that can be applied to any genre. At its worst, it can be heavily munchkinized. Gurps has a point based character creation system. Players assign points to basic attributes (Strength, Intelligence, Dexterity and Health)which have a base line of 10. The lower the score, the worse the attribute and vice versa. These four "building blocks" serve as the basis for all skills. Skills are neatly arranged in an easy to use format. Aside from skills and attributes, points are assigned for advantages. Advantages are just what they sound like, those things which give a character an edge. Disadvantages and quirks can be taken to give the player more points to spend on attributes, skills and advantages. It is disadvantages and quirks which give personality to the characters. The list of skills, advantages and disadvantages in the basic book isn't exhaustive, but comes close. Quirks are left to the player's imagination. Skill resolution is easy. Roll three d6. Matching the skill level or lower indicates a success. Going over will result in a failure. Rolling exceptionaly well (low) or exceptionaly bad (high) could result in either a critical success or critical failure. Crits add to the enjoyment of the game. Rules for combat are easy in their simplest format; however, there is an advanced combat system to supplement the basic combat system. If the advanced combat system is used, expect long, drawn out battles. Steve Jackson has a rule for just about anything, and if used, they will slow down play. Another word of caution. Munchkins will take forever making a character as they min/max everything and tweak their points to get every last possible advantage. Gurps offers a workable system for psionics (Gurps: Psionics is a worthy expansion to the "basic" system in the main rulebook) but magic is one of the game's weak points. Magic is built on the concept that easier spells must be learned before harder spells (with this I agree) and that casting spells is physically exhaustive. Spells cost fatigue points and this score is derived from the character's strength. Now this I have a problem with. I realize that there must be a controlling factor, but unless your mage is Arnold or has a butt load of mana stones (mana is the energy for spells)she isn't going to last long in a battle. Gurps: Magic and Gurps: Grimoire do not offer much to fix this problem. Most players of Gurps end up tweaking the magic system to suite their taste. There isn't too much genre information in the main rulebook; however, the self-sufficient geek with plenty of time on his hands could get by with just the main rulebook. I'd recommend purchasing at least Compendium I & II along with Vehicles and Martial Arts (just because MA kicks butt). Gurps is well supported. There are rules expansion books (Compendiums I & II, Vehicles, Psionics, Martial Arts, Magic). Gurps does offer world books ranging from Space, Horror, Supers and Fantasy. Some of these I like (Space is good, Horror isn't bad) some I do not (I've never been an IST or Yrrth fan) but all of them give enough information that the GM can adapt his or her favorite genre settings for play (most DnD worlds convert easily). In some cases this has been done for the GM. Gurps: Discworld for instance is based upon Terry Pratchett's Discworld novels. Gurps also has a number of their own world's (such as Cabal). Steve Jackson games have put out a number of "period" books such as Greece, Aztecs and Russia. Overall, there is a wealth of supplementary material offered. The Skinny: The rules are usuable in any genre. There is very little genre information in the main rulebook. That is left to the creativity of the GM, or can be obtained by purchasing some of the vast supplementary books offered. Gurps offers a highly detailed character generation system. This can be bad, if you do not like long character creation. Skills resolution is simple. Combat comes in two forms: quick and dirty with no attention paid to realism, and long and detailed with lots of realism. The Magic system bites and is the only reason I won't give Gurps 5 stars. Overall, something for everyone.
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