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#1 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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What books and supplements do you find yourself returning to? What do you consider to be the essential GURPS Toolkit needed to run the kind of games you like to run?
For me, Minimal equipment (-2) is the Basic Set: Characters and Basic Set: Campaign. Adding GURPS Powers, and Power-Ups 2&3 (Perks and Talents) makes it Basic equipment (+/-0). And if there's magic, I use Sorcery from Pyramid. And Low-Tech. Anything beyond that is gravy.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! Last edited by Anders; 04-17-2014 at 11:01 AM. Reason: forgot one other thing |
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#2 |
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Join Date: Feb 2011
Location: Cambridge, MA
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I find myself using Magic and Martial Arts more often than Powers, but that's probably because I tend to play fantasy games with lots of combat. Basic + Magic is really just fine for me (Martial Arts is there because I like having a lot more detail in combat); I don't consider it an equipment penalty.
After those three or four books, I would add Fantasy, then the DF books (which are useful for any fantasy game, not only hack-and-slash, although that's primarily how they're geared). I've heard people here refer to Powers as "the third Basic book," but I haven't found that to be the case at all. Powers is a fantastic book, well worth having, but it's really only needed for certain kinds of games IMO (such as superhero games or games in which you're trying to model a specific ability from another rpg, a novel, a movie, etc.). |
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#3 |
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Character and Campaigns, obviously. And Powers. Everything else is nice, but not crucial to what I play.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#4 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Basic, of course. Action 2 for modern-ish games, Magic, DF 1, 2, 3, 8, and 13 and DFM1 for fantasy games these days. I've referred to it a time or two while writing, but I've never once used Powers for actual play.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#5 |
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Join Date: Feb 2006
Location: St-Basile-Le-Grand, Qc
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It's really unique to each campaigns but the common books are:
Basic set Martial Art Magic After that is campaign flavor; DF series, Banestorm, Ritual Magic Path, Psi, Power, Super, Low Tech, High Tech, Ultra Tech, some pyramid stuffs, ect... |
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#6 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I've run two long-term campaigns since GURPS Fourth Edition came into being:
The Company: The "kit" for my current secret-agents campaign is the Basic Set (both volumes), High-Tech (for the gear), and Martial Arts (for the fighting) – with occasional use of Power-Ups 2: Perks, Power-Ups 3: Talents, and Tactical Shooting. I keep Social Engineering on standby, but so much of what goes on is deeply clandestine and completely avoids humans that this fine work has yet to become a core tool. This campaign inspired the Action series, but those supplements are really more "my interpretation of the above stuff, put into writing"; I'm not using them per se.Analyzing that, I guess it would be fair to say that my most basic tools are the Basic Set, Martial Arts, and the Power-Ups series, and that I'm highly prone to using the -Tech books and genre quick-starts.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#7 |
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Join Date: Dec 2013
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I think it would be helpful to post what kind of campaign you normally run, or run with the books you list (if it's not obvious). (Using "you" in the general sense)
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#8 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I play a few types of games:
Fantasy: Basic Set Powers or Thaumology I might use Low Tech or martial arts, but not likely Space: Basic Set Space Ships Space I might use Powers World-Hopping: Basic Powers I will usually have a couple of books as 'inspiration' Notably missing from this list are most of the Tech books (though I use LTC3 fairly often) and Magic.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! Last edited by ericthered; 04-17-2014 at 02:45 PM. |
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#9 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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The 4e campaigns I have run were:
Laundry: stopping the Cthulhoid horrors that lurk below the surface of mathematics: Basic Set, High-Tech, Magic, Thaumatology and Power-Ups 2 and 3, with the odd smidgen of Martial Arts. Infinite Cabal: Sir Isaac Newton's Royal Society set out to understand the Infinite Worlds: Basic, Infinite Worlds, Magic, Thaumatology, High-Tech, Low-Tech, Power-Ups 2 and 3 and occasional Powers and Martial Arts. |
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#10 |
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Join Date: Mar 2012
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I have run a short campaign using only GURPS Lite.
In general, I consider the Basic Set and the appropriate Tech book required, and if there are going to be lots of powers, Powers and Thaumatology. Other books are added as needed, for instance in a Transhuman Space or Eclipse Phase game, Space and Bio-tech are certainly needed |
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