GURPS For Dummies
G**N
A Real RPG "How To"
After having read the lackluster reviews of D&D for Dummies, I was a bit hesitant to purchase this title sans any exisiting reviews, however, I took the leap anyway, and was not dissapointed.The first thing you notice when you open the book is the great three-panel double sided pullout cheat sheet containing a ton of information that is invaluable to have at your fingertips during play! This alone is worth almost the cost of the book, and for new players gives them their options in a succint little package.The book basically appeals to two audiences: Players and Game Masters and the six sections of the book are divided amongst the two.PART ONE introduces GURPS and gives a player tips on how to come up with the foundation of a character, that is the concept and role the character will play in the story. This information is applicable to any role playing game, and the advice is clear and uncomplicated. This section continues on to describe how to use the GURPS rules as the building blocks of the character, not by teaching the rules or by repeating the rules (you need the GURPS books for that) but by telling you how the different elements work in the game and interact together. In other words, they tell you how to use the game mechanics to recreate what is in your imagination. Its almost like having an experienced player actually helping you through the process step by step, explaining what each thing in the rulebook REALLY MEANS and how it will REALLY WORK (or not work). You are told how high is high, and how low is low.PART TWO builds on Part One by going into more detail on magic, powers, technology, and non-humans. This section is basically a much deeper exploration of all the different ways the elements of the game (advantages, perks, talents, skills, etc) can be put together, and how each one works. The authors also provide insight on how to use the different game mechanics to achieve the vision you have for your character, and the possible ways to get there (as there is usually more than one).PART THREE gives solid advice on role playing, again, relevant to any RPG. Combat is explained, with very detailed information given to how different elements works together in combat and how combat flows in GURPS (which can be much different than other RPG's). I would have liked to have seen more information regarding the various reach ranges, because they can have a major affect on swords and sorcery type games. The combat chapter teaches you how to choose armor, what choices there are in combat and more importantly, why you would want to choose certain options, when and how to defend yourself, and how to make wise weapon choices. In fact, there is an excellent chart describing what the solid weapopn choices are for each character strength level. This is perfect for those countless times I have heard players say "What weapon should I choose?". There is a great section on how to solve common combat problems (too many opponents, can't penetrate armor, etc) and a section on how best to use healing magic. This section also describes good ways to keep track of all the information used in GURPS.PART FOUR is where the Game Mastering (GMing) section begins. This section and the next should be read by every GM, no matter what the game they run. I've been GMing and playing for almost 30 years, and I found the advice in this section and the next to be invaluable. Part Four describes how to be a GM, gives an EXCELLENT chapter on how to design an adventure with an example of how that would play out.PART FIVE describes how to build the campaign, that is the world, or epic, or whatever that will be the focus of why the story is, what the story is, and why are the players even creating characters to begin with. The advice is once again solid, and while there are references on how to use GURPS, as in Part Four, the information is applicable to any Role Playing Game/GM.PART SIX are three short chapters containing the authors' preferences for spending points, their top ten favorite advantages, and top ten favorite disadvantages. There was to be a chapter on the "10 skills no PC should be without" but it was apparently cut. Seeing the chapter released in electronic format would be a great addition to the book.Overall, this book is a "must have" for anyone even contemplating playing or running a GURPS game. New players will find the answers and help they need to bring their imagination to life, and old veterans will find an angle they hadn't thought of. The GMing section really could have been "Game Mastering for Dummies", because the tips and advice here go beyond what do do in GURPS. I wish I had seen this advice when I first started GMing oh-so-long-ago. This book should be considered the third of the core books (Characters and Campaigns being the first two) and is a book no gaming library should be without.
J**S
Essential for GURPS newbies
Absolutely full of good advice for GURPS games on either side of the screen, and written very simply and plainly for maximum ease of use. Indexing is very well done. If you have a hard time understanding GURPS, this book demystifies it (Though the suggestion to use a spreadsheet for things in GURPS is unnecessary once you have a grasp of the rules).
S**H
new to GURPS and have questions? This is an invaluable resource
I'm an old hand at your typical d20 based RPGs, but the idea of 3d6 based GURPS was foreign to me. I was having a very hard time grasping the entire concept of completely building a PC before game begins, knowing he was going to pretty much be at his strongest from the get go. I also felt timid about combat. With these two major concerns defined, I was looking for an aide-de-camp.GURPS for Dummies helped out in the former regard tremendously through the first six chapters. Note I have been reading GFD from front to back, and so far have digested the first 6 chapters.As stated, the latter issue that has me flummoxed is combat. Chapter 11 (I skipped to it for this review) was helpful, but I would also have preferred an example combat written out (I know there is a post by Mook on his blog, but would like to have seen one here as well).Over-all, you can't go wrong on this kindle version. I really like the author's recommendations as well - perfect for my first time character.
C**E
All these systems need a little help at times.
This book helps answer a lot of my questions. I can easily recommend it for anyone wanting to understand the operation and fun of this system better.
A**R
Five Stars
Good.
M**N
How to Gurp better
I never played since the pre-Gurps Fantasy Trip, so needed a guide for the more elaborate and potentially confusing present edition. They not only do that but give lots of advice for how to make better character creation choices.
J**N
Great GURPS Library Addition
Valuable resource and companion to all of the GURPS material available from SJ Games.
G**T
Five Stars
this book really makes a complex system easy to manage and use.
S**S
Pretty darned good
I bought the Kindle version of this for speed of delivery & convenience - I've also got the 2 main basic set volumes of the GURPS rules, and there's some great advice in here for both players & GMs. I feel I've slightly gypped myself not buying the hard-copy: there's a tear-out GM's screen with all the handy tables you might need in the dead tree version, so I may end up buying that *as well*, as well as for the ability to lend it to my players so they can absorb some of its wisdom about playing their characters well & convincingly.
K**R
Gurpissime
Nous voici face à un excellent complément aux livres de règles de Gurps aussi bien pour la 3ème que la 4ème édition. ce système de jeu qui reste un grand classique, facilement adaptable à de multiples univers de jeu, est assez peu répandu dans le monde francophone. Il offre un système de jeu universel qui reste très simulationiste (sa base reste un jeu de combat de figurines) mais il contient des mécanismes adaptés à un jeu plus narratif, c'est un des jeux les plus riches à mon sens pour la création de personnages et le jeu en campagne, et peut même être adapté en un jeu collaboratif pour peu qu'on se plonge dans la mécanique du jeu. Ce Gurps pour les nuls offre un bon récapitulatif de règles mais aussi quantité de trucs et astuces pour mieux gérer la motivation et la cohésion du groupe, la création de mondes et de scénarios, et deux des grosses difficultés de Gurps, le suivi de progression des personnages, et les combats (en individuel ou groupe, mais bémol il fait l'impasse sur le combat de masse et pas mal d'options du système). Il y a également quelques idées intéressantes et de bon sens sur les interactions meneur / joueurs et les ambiances/ atmosphères de jeu; au final un livre certes incomplet (on n'a pas l'encyclopédie Gurps entre les mains, il faudra bien acheter quelques autres bouquins pour pouvoir jouer, et on ne sera pas d'accord avec toutes les propositions des auteurs) mais une belle boîte à outils, bien pensée, bien structurée. Chapeau bas messieurs et à vos dés.
S**H
Envío puntual
El libro es más grande de lo esperado, así que estoy muy contento con la compra pues tengo más para leer. El envío ha sido puntual. Muy buena calidad en los materiales.
A**R
Another great book
Awesome very satisfied.
L**R
Five Stars
Great
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