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Old 11-12-2007, 04:10 PM   #4
Anaraxes
 
Join Date: Sep 2007
Default Re: GURPS Fantasy Question

The new GURPS Fantasy book is like GURPS Space -- it's a survey of most of the field. I like this approach, and this particular book as well. It's good for sparking ideas.

What it doesn't do (and what people used to complain about with Space) is that it doesn't hand you a ready-to-go campaign with adventures, maps, stats for all the NPCs, etc. Actually, Fantasy does have a pre-done background (Rome with magic), but it's a small part of the book. The old GURPS Fantasy world (Yrth) got moved into the Banestorm book.

The main magic system in GURPS Magic is the same as the one in the Basic Set Characters book. Buy the Magery advantage, then buy spells as skills. Magic has many (many) more spells, of course. It also has at least some rules for various other magic systems: verb-noun magic (e.g., "Create Fire", which also covers rune magic), ritual magic, magic via commanding spirits, and so on.

GURPS Powers focuses on building, well, powers out of advantages, enhancements, and limitations, and has a lot of new advantages and modifiers, as well as examples, suggestions, and tips on achieving popular effects. Building spells as powers is another popular alternate magic system.
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