|
|
|
#11 | ||
|
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Quote:
Moral: Know your players before investing in these items.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
||
|
|
|
|
|
#12 |
|
Join Date: Feb 2005
Location: Virginia, US
|
I don't know about required, but some of the books that I find myself consulting beyond the Basic Set include:
Call out to books that work with my general style include:
Other books get consulted on an as-needed basis, but the above are the ones that in recent history seem always to be open in front of me (as it were). |
|
|
|
|
|
#13 |
|
Join Date: Nov 2005
Location: Yelm, WA
|
Powers
Magic Thaumatology Martial Arts I think these expand on the core enough to give you a customized tool set that would cover 90% of any setting you could conjure. Toss in Space, Fantasy and Horror for genre treatments and I think that rises to 97%. :-)
__________________
Trentin C Bergeron (trechriron) |
|
|
|
|
|
#14 | |
|
Join Date: May 2005
Location: Oz
|
Quote:
|
|
|
|
|
|
|
#15 |
|
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
Played my first GURPS campaign with just the Basic Set. Never want to do fantasy again without at least the price and effect for healing potions (found in Magic and Dungeon Fantasy 1). Trying to use the drug rules in Basic to make them is painful on my brain; other than that, most things worked fine.
I'd say Magic is your essential core book if you want to run any kind of fantasy, unless you don't like how magic works in the Magic chapter of the Basic Set (in which case you might want Thaumatology).
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
|
|
|
|
|
#16 |
|
Join Date: Sep 2004
Location: Medford, MA
|
The first campaign I ever ran was a low magic Fantasy game...only with the Basic Set.
Then the second was a modern Scanners type Psionic thriller...also only with the Basic Set. It all worked really well. The other books are really nice--but you get a complete experience without. |
|
|
|
|
|
#17 | |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
|
|
|
|
|
|
|
#18 |
|
Banned
Join Date: Jan 2013
|
Initially, I'm using GURPS for survival horror online game and I'm planning a Transhuman Space game in the near future. After that I'd like to use it for variety of settings when my usual go to (Hero) feels too cinematic.
|
|
|
|
|
|
#19 | |
|
Join Date: Nov 2008
Location: Yukon, OK
|
Quote:
For Survival Horror I would go with High Tech, Low Tech (possibly, especailly if they do a lot of low tech scrounging) and Horror not only has monsters and such but a lot of ideas on running different kinds of Horror games. Martial Arts is also a strong candidate. For the next one... The Transhuman series is worth a look. Cyberpunk, couple of Pyramids and possibly Ultra Tech.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
|
|
|
|
|
#20 | |
|
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Quote:
And despite what all the other forumites are saying, you really only need the core books. The supplements help a lot, but they're not essential to running the game. I've run combat-heavy games without Martial Arts, power-heavy games without Powers, low-tech games without Low-Tech, and so on. I do highly recommend them, but it's one thing to say "This supplement is great!" and "This supplement is essential."
__________________
My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
|
|
|
|
![]() |
|
|