Quote:
Originally Posted by whswhs
I don't consider Powers a core book. To my mind, there are several books that are major extensions of the core books: GURPS Martial Arts, GURPS Powers, GURPS Social Engineering, and GURPS Thaumatology, at a minimum (and I suppose GURPS Magic, but it really needs to be cleaned up). But I wouldn't pick any one of them out as THE third core book. And having six or seven core books seems a bit much.
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I'd call those the expanded core. Not necessary for all campaigns, but almost any campaign will sort of need at least one of them.
I think I'd say almost any GURPS campaign will gain a huge benefit from (but not necessarily requires) one or more of those extended core books depending on the focus of the campaign, and the relevant Tech book.