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Old 01-22-2013, 06:05 PM   #6
ericthered
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Default Re: GURPS Essential core books

I see Gurps books in five levels:

Basic Set: This is actually quite a lot, and is completely capable of giving you a full, rich experience.

Activity Crunch:Rules that expand the basic set in certain areas. You can do without them, but they tend to be absorbed into your game permenantly once you touch them. If you're not working in the area they're about though, you don't need them: Powers, Martial arts, Tactical Shooting, Mass Combat, Social Engineering. All can be applied most every where, but make a much larger difference in some campaigns. For a "full" experience where money isn't an object, get all of them, but you can get 95% of your bang with one or two, just know what you'll be doing.

Setting Crunch: Rules that get heavily used in certain types of settings: Magic, High, Low, Ultra and Bio-Tech, Thaumology, Psionic Powers, and perhaps Spaceships. These books tend to have lots of equipment and "magic systems" (yes, psi counts). You will want at least one of these. Ritual Path Magic will be a member of this list, but isn't out yet, forcing RPM users to pick up a MH book to go in this slot.

Fluff Books: Actually quite good, these books tell you how to build a genre: Fantasy, Space, Horror, Supers, and so forth. While not heavy on crunch, these books tend to be rich in templates, great ideas for building worlds, and lots of good warning signs. I'd suggest one of these, If only for the templates, but you can get the full experience without one.

Setting Books: Acutal settings: Banestorm, Infinite Worlds, Rome, Greece, Reign of Steel, and so on.

For a compiled version of setting and fluff, buy the DF or MH series instead.
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