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#11 |
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Join Date: Jun 2006
Location: On the road again...
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My typical GURPS Toolkit includes the following for all campaigns:
Basic Set: Characters Basic Set: Campaigns Power-Ups 2: Perks Power-Ups 3: Talents Martial Arts and my homebrew Power-Downs 1: Quirks, usually for reference From there, it breaks down by genre: Fantasy settings: Low-Tech Magic Thaumatology Dungeon Fantasy 1: Adventurers (for the templates; I don't dungeon-crawl) Dungeon Fantasy 5: Allies Dungeon Fantasy 9: Summoners Low-Tech: Instant Armor Space Opera: Ultra-Tech Powers Psionic Powers Space Spaceships Spaceships 4: Fighters, Carriers, and Mecha Spaceships 7: Divergent and Paranormal Tech Gun-Fu Power-Ups 5: Impulse Buys Bio-Tech Super-Hero: (in no real order) Powers Supers Psionic Powers Thaumatology Low-Tech High-Tech Ultra-Tech Bio-Tech Gun-Fu Power-Ups 1: Imbuements Power-Ups 4: Enhancements Power-Ups 5: Impulse Buys Psi-Tech Spaceships Spaceships 4: Fighters, Carriers, and Mecha Spaceships 7: Divergent and Paranormal Tech Pyramid 3/34: Alternate GURPS Monster/Vampire Hunters: High-Tech Ultra-Tech (for the occasional TL9 hardware) Thaumatology Thaumatology: Ritual Path Magic I also keep Social Engineering and Social Engineering: Pulling Rank on hand for a lot of stuff, but wouldn't count them as part of my usual "toolkit".
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 05-12-2014 at 06:05 AM. |
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#12 |
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Join Date: Aug 2010
Location: Odense, Denmark (Northern Europe)
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All campaigns
Basic Set, both books Relevant Tech-book Martial Arts Horror Sci-Fi/Space Traveller: Interstellar Wars, which I adore for it's spaceship system (the Spaceship series never appealed to me) Space Fantasy Low-Tech Companions 1-3 (mostly just the 3rd, actually) Magic Thaumatology It's always nice to have Powers near for when I need those extra modifiers, as well as the Power-Ups series. Bio-Tech is on my wishlist, and Social Engineering is always lurking in the back of my head, even though I rarely refer to it.
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Fnugus |
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#13 |
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Join Date: Apr 2005
Location: France
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GURPS Lite: most of the rules I need are inside!
GURPS GM's screen: a very useful tool to find what is not in GURPS Lite during the game (Hit location table, Fright Check table, Critical Success and Failure tables...) but also during character generation, thanks to the booklet Character Creation sold with the GM's Screen (a complete list of advantages, disadvantages and skills - with all the required data for skills). GURPS Basic Set: for all what I cannot found in GURPS Lite or GURPS GM's Screen. That's all what I need on my GM's table... During preparation or player character generation, I sometimes glance at High Tech, Magic or Martial Arts. But, for me, these are add-on, not basic toolkit. |
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#14 |
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Join Date: Nov 2010
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For me it's
Basic set Gm screen Skill categories (to ease character generation) I just became aware of and am loving rpm so if magic is involved then the rpm book I can't honestly think of anything I couldn't do with that combo. Genre specific books make stuff allot easier/faster, add flavor, and generally help fully flesh out the world in a way that can be hard to do from scratch, but aren't necessary so long as you have the genre/setting already firmly in mind. |
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#15 |
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Join Date: Dec 2007
Location: Shropshire, uk
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Aside from the basic set I think that the tech books have probably seen the most use in my campaigns.
Aside from acting as a source of gear I find that they actually help me to visualise the worlds that I am building Not to mention inspiring a number of plots. Other than the tech books, the most useful books for the kind of campaigns that I run these days (mostly low fantasy or space opera-ish) have been fantasy, thaumaturgy, space and (oddly given that I hate the setting) infinite worlds. Aside from thaumaturgy which mostly just there to give me the magic system I want rather than the one inherited from earlier editions this is as much for their 'off label' uses. These books contain a number of good general world/setting building tools. IW for example offers an improved treatment of the basic list of government types, an annotated list of cultures and the 'social gageteering' rules. Ok a lot of this stuff is probably redundant post social engineering (which I have to admit that I still don't own) but I was using these first and I am more than happy with the results. |
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#16 |
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Banned
Join Date: Apr 2008
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Characters
Campaigns Powers Martial Arts Whatever Tech book applies to my campaign. My homebrew magic system drew heavily from Thaumatology but I don't actively use the book. Spaceships 1-? are part of the backbone of my Space theatre. I encourage use of PU2 and PU4 and the Skill categories hand-out in character creation. And, I requently use Action 2 and the GM screen as resources. |
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#17 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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GURPS Lite, GURPS DF 1-3, GURPS Magic, GURPS Skill Categories, and GURPS Basic Set (lightly used when called upon).
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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