GURPS - Basic Set 3rd Edition.pdf
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basicset
INTRODUCTION.....................5
How to Learn
GURPS .............................5
Materials Needed for Play .......................6
About the Author......................................
6
MORE FOR GURPS...................7
WHAT IS ROLEPLAYING?........8
QUICK START...........................9
A Note on Dice.........................................9
CREATING A CHARACTER ..10
Character Types...................................
..10
Individualizing Your Character...................11
Beginning Point Levels
..........................11
Game-World Adaptations and
Nonhuman Races..............................
11
Sample Character Sheet .........................12
1. BASIC ATTRIBUTES...........13
Beginning Attribute Levels and
Their Meanings.................................13
How to Select Basic Attributes...............
13
Handedness............................................13
Your Speed Score...................................14
Children.......................................................14
Example of Character Creation............
.14
Listing Attributes on Your
Character Sheet..........................
......14
2. PHYSICAL APPEARANCE ..15
Height and Weight.................................15
Height/Weight Tables.............................
15
3. WEALTH AND STATUS......16
Wealth..........................................................16
Starting Wealth.................
......................16
Reputation.................................................... 17
Literacy
.................................................. 17
Status ........................................................... 18
Example of Character Creation
(Continued).......................................
18
4. ADVANTAGES.....................19
Advantages ..................................................19
Allies............................................................23
Patrons.........................................................24
New Advantages..........................................25
Example of Advantage Selection ................25
5. DISADVANTAGES…..............26
Social Disadvantages...................................26
Physical Disadvantages ...............................27
Mental Disadvantages .................................30
Dependents ..................................................38
Duties...........................................................39
Enemies .......................................................39
Notes on Disadvantages ..............................40
New Disadvantages .....................................40
Example of Disadvantage Selection............40
6. QUIRKS................................41
Example of Character Creation
(Continued)......................................41
7. SKILLS..................................42
Index of Skills......................................
...42
Learning Skills.............................................42
Improving Your Skills............................
.42
Free Increases in Skills.....................
.....42
Choosing Your Beginning Skills ...........43
Prerequisites...........................................43
Specializing...........................................
.43
Familiarity.............................................
.43
Point Costs for Skills...................................43
Physical Skills ........................................44
Mental Skills ..........................................44
Skill Defaults: Using Skills
You Don't Know..........................
......44
Defaulting to Other Skills......................
.44
Improving Skills with Defaults...............45
Meaning of Skill Levels ..............................45
List of Skills ................................................46
New Skills ..............................................46
Animal Skills...............................................46
Artistic Skills...............................................47
Athletic Skills..............................................48
Combat/Weapon Skills................................49
Craft Skills...................................................53
Hobby Skills ................................................54
Language Skills ...........................................54
Magical Skills..............................................55
Medical Skills..............................................56
Outdoor Skills..............................................57
Professional Skills .......................................58
Psionic Skills...............................................59
Scientific Skills............................................59
Social Skills.................................................62
Thief/Spy Skills...........................................65
Vehicle Skills...............................................68
Example of Skill Selection ..........................70
8. EQUIPMENT AND
ENCUMBRANCE ................71
Money..........................................................71
Buying Equipment.......................................71
Clothing and Armor ...............................71
Do You Need Armor?..........................
...71
Listing Armor on Your Character Sheet...12
Layering Armor......................................
72
Choosing Your Weapons .......................73
Weapon Effects.......................................
73
Basic Weapon Damage ..........................74
Weapon Tables.......................................74
Weapon Quality...............................
.......74
Improvised Weapons...........................
...75
Minimum Strength..................................75
Choosing Your Shield ............................75
Drawbacks of Shields.........................
....75
Types of Shield ......................................76
Listing Your Shield on Your
Character Sheet
................................76
Encumbrance...............................................76
Encumbrance Levels ..............................76
Don't Let the Encumbrance Rules
Weigh You Down
..............................76
Recording Encumbrance on Your
Character Sheet .................................77
Example of Equipment and
Encumbrance....................................
77
Your Move Score ........................................77
9. COMPLETING YOUR
CHARACTER......................78
Dai Blackthorn's Story......................
.....79
The Character Illustration............................80
Things Not Shown on the Character Sheet ...80
Character Stories .........................................80
Jobs..............................................................80
10. CHARACTER
DEVELOPMENT .................81
Unspent Points....................................
...81
Improvement Through Adventure............... 81
Disadvantages Gained During Play
......81
Improvement Through Study..................
82
Age and Aging.............................................83
11. RANDOM
CHARACTERS.....................84
Skin, Hair and Eyes......................
..........84
Instant NPCs........................................
..85
12. SUCCESS ROLLS .…..............86
Default Rolls ..........................................86
Critical Success and Failure..................
86
Automatic Success .................................87
When the GM Rolls
................................87
Contest of Skills ..........................................87
Examples of Contests of Skills.
............... 87
Physical Feats ..............................................88
Running..................................................88
Jumping..................................................88
Jumping During Combat.......................
.88
Jumping with Encumbrance
................... 88
Climbing.................................................89
Lifting and Moving Things ....................89
Shoving Things and Knocking
Them Over......................................
...89
Throwing Things....................................90
Throwing Distance Table..................
.....90
Examples of Throwing Things.......
.........90
Digging...................................................90
Digging: Some Comparative Holes
.......91
Swimming ..............................................91
Holding Your Breath.........................
.....91
Sense Rolls..................................................92
Vision.....................................................92
Hearing...................................................92
Smelling and Tasting..............................92
Repeated Attempts on Success Rolls
......92
Influence Rolls........................................93
Long Tasks
.............................................93
WillRolls.....................................................93
Fright Checks...............................................93
Fright Check Table.................................94
13. BASIC COMBAT................95
Combat Turn Sequence ...............................95
Turn Sequence........................................95
Maneuvers..............................................95
Move ......................................................95
Change Position .....................................95
Ready......................................................95
Aim.........................................................95
Flails ................................................
......95
Attack.....................................................96
Ail-Out Attack........................................96
Feint........................................................96
Reloading Time ......................................96
"My Weapon's Stuck!" -
The Problem with Picks....................96
Wait........................................................97
Ail-Out Defense ...................... ...............97
Concentrate ............................................97
Long Action ...........................................97
Free Actions ...........................................97
Making an Attack ........................................97
Example of Combat................................97
Adverse Combat Conditions:
Hit Penalties
.....................................98
Critical Hits.........................................
...98
Defense........................................................98
Active Defense.......................................98
Dodging..................................................98
Blocking.................................................98
Parrying..................................................99
Passive Defense... ...................................99
Basic Weapon Effects.............................99
Effects of Injury......................................99
Damage and Injury ....................................100
Ranged Weapons.......................................100
Thrown Weapons .................................100
Special Ranged Attacks.......................
.100
Missile Weapons ..................................101
Unarmed Combat....................................... 101
Carrying Weapons
(and Other Things)..........................
101
Animals in Combat...............................
101
14. ADVANCED COMBAT ...102
MOVEMENT ...........................................102
The Combat Map.......................................102
"Reach" of a
Weapon.......................... 102
Facing........................................................102
Forward Movement and Facing..........
.103
Maneuvers .................................................103
Change Position ...................................103
Changing Position in Armor:
An Optional Rule ...........................
.103
Aim.......................................................103
Step and Ready.....................................104
Step and Attack ....................................104
When is a Weapon Ready?...................
104
The Fast-Draw Skill.............................
105
Ail-Out Attack...................................
....105
Wild Swings.........................................105
Step and Feint.......................................105
Knockback............................................
106
Step and Concentrate............................106
Step and Wait....................................... 106
"Wait" Maneuver Strategy..............
....106
All-Out Defense ...................................106
Long Action .........................................106
Move .................................................... 107
Costs for Movement..............................
107
Free Actions .........................................107
Attacks.......... .............................................108
Quicker Combats..................................108
Defense......................................................108
Passive Defense in the Advanced
Combat System............................ ....I08
Dodging................................................108
Blocking...............................................108
Parrying................................................108
"Runaround" Attacks ...........................108
Retreating......................... .....................109
HIT LOCATION .....................................109
Hit Penalties for Different Body Parts... 109
Deciding Where To Attack..................
.109
Massive Damage: "Blow-Through
".... 109
Critical Hits ...............................................109
Stunning...............................................110
Advanced Injury Rules .........................110
Striking at Weapons.............................
110
Critical Misses...........................................110
Critical Misses on Defense Rolls .........110
Choosing Your Armor - Advanced Rules... 110
CLOSE COMBAT...................................111
Maneuvers in Close Combat .....................111
Step and Attack Maneuver...................111
Weapons for Close Combat..................
112
Step and Ready Maneuver ................... 112
Change Position Maneuver.................. 112
Move Maneuver................................... 112
Evading ................................................ 113
Free Actions......................................... 113
Other Maneuvers.................................. 113
Dropped Weapons................................
113
Broken Weapons...................................
113
Defense in Close Combat.......................... 113
Multiple Close Combat.............................. 114
Striking Into a Close Combat...............
114
Shields in Close Combat......................
114
Modifying Dice + Adds:
An Optional Rule ............................
114
RANGED WEAPONS.............................114
Thrown Hand Weapons........................ 114
Scatter...................................................119
Guns...........................................................119
Single-Shot Weapons...........................119
Automatic Weapons.............................119
Counting Shots: An Optional Rule.......
119
Stunners................................................
119
Shotguns...............................................
119
Power Supplies.....................................
119
Damage to Shields: An Optional Rule
... 120
Area Effect...........................................121
Explosions .................................................121
Concussion Damage............................. 121
Molotov Cocktails and Oil Flasks.......
.121
SPECIAL SITUATIONS ........................122
Suffocation..
.......................................... 122
Subduing a Foe..........................................122
Surprise Attacks and Initiative ..................122
Mass Combat.......................................
.123
Dirty Tricks
.......................................... 123
Attacking with a Shield.............................123
Combat at Different Levels .......................123
Attack from Above....................................124
Torches and Flashlights.......................
124
Attacking Inanimate Objects.....................125
Damage Resistance and Hit Points
for Some Typical Objects ...............125
15. INJURIES, ILLNESS
AND FATIGUE..................126
Injuries....................................................... 126
General Damage (Lost Hit Points).......126
Example of Injury.................................126
Instant Death........................................126
Effects of Crippling Injuries.................
127
First Aid ...............................................127
First Aid Table .....................................128
Starvation and Dehydration..
............... 128
Natural Recovery .................................128
Medical Care........................................ 128
Medical HelpTable..............................128
Accumulated Wounds:
An Optional Rule
............................ 129
Last Wounds: An Optional Rule...........
129
Dying Actions....................................
...129
Assorted Hazards .................................129
Bleeding: An Optional Rule
.................130
Hit Location from a Fall......................
131
Poisoned Weapons...............................
132
Examples of Poison
Gas....................... 132
Illness.........................................................133
Disease .................................................133
Contagion.........
....................................133
Immunity and Susceptibility
.................133
Infection...............................................133
Fatigue.......................................................134
Fatigue Costs
....................................... 134
Recovering from Fatigue......................134
16. MOUNTED AND
VEHICLE COMBAT ..........135
Mounted Combat.......................................135
Movement ............................................135
Losing Control of Your Mount
and Other Equestrian Disasters
..... 135
Cavalry Weapons .................................136
Lance Combat: Thrusting Damage
for ST
21-50....................................136
Weapon Fire from a Moving Vehicle or
Howdah
...................................... 136
Vehicle Weapon Mountings..
................137
Defense................................................. 137
Combat Results ....................................137
Vehicular Combat......................................138
The Human Target...............................138
Shots Penetrating an Automobile........
.137
Thrown Objects....................................114
Missile Weapons..................................114
Ranged Weapon Stats ..........................115
Arc of Vision.........................................
115
Fast-Draw for Archers.........................
115
Shooting Blind......................................
115
Ranged Attacks on Human Targets.....
.115
Attacking with a Ranged Weapon.............116
Pop-Up Attacks....................................
116
Aiming..................................................
116
Thrown Weapons..................................
116
Firing on the Move............................... 117
Firing Through an Occupied Hex ........ 117
Hitting the Wrong Target..................... 117
Cover and Concealment....................... 118
Opportunity Fire..................................
118
Other "Opportunity" Actions ..............
119
Overshooting........................................119
17. FLIGHT............................139
Movement ............................................139
Combat Maneuvers ..............................139
Attacks and Defenses...........................139
18. ANIMALS.........................140
Combat................................................. 140
Biting Damage
..................................... 140
Animal Descriptions.............................
141
Multi-Hex Creatures............................. 141
Pets and Trained Animals ....................143
Riding and Draft Animals ....................144
Individualizing Animals....................... 145
Fantasy Creatures................................
145
19. MAGIC.............................146
Learning Magic .........................................146
Prerequisites......................................... 146
Finding a Teacher................................146
Hiring a Wizard..................................
..146
Casting Spells............................................146
Caster and Subject................................147
Time Required to Cast Spells............... 147
Mana ....................................................
147
The Ethics of Magic ...........................
..147
Magical Terms.....................................
148
Distraction and Injury ..........................148
Energy Cost for Casting Spells ............148
Duration of Spells and
Maintaining Spells ..........................148
Casting Spells While Maintaining
Other Spells.....................................149
The Mage's Touch................................
149
Wand and Staff..................................
...149
Magic in the Basic Combat System......
149
Different Kinds of Magic ..........................149
Colleges of Magic ................................149
Spell Classes.........................................149
The Area of Effect................................
.150
Hints for Spellcasting............... ............
150
Ranged Attack Modifiers......................150
Limits on Protection.............................
150
Long-Distance Modifiers.....................
151
Ceremonial and Group Magic ...................151
Alternate Systems of Magic........... .......
151
Magic Items............................................... 152
Enchanting: Creating a Magic Item...........152
Value of Magic Items
........................... 152
Power of a Magic Item......................... 152
Success Rolls when Creating
M agic Items ....................................152
Quick and Dirty Enchantment..............152
Slow and Sure Enchantment ................153
Using a Magic Item ...................................153
"Always On" Items ..............................153
Making Magic Items in a Campaign....
154
Controlling PC Enchantment...............
154
Magical Entities........................................
.154
Spell List....................................................
154
Animal Spells ............................... .............155
Communication and Empathy Spells ........155
Elemental Spells........................................ 156
Earth Spells................................................ 156
Elemental Spirit Spells.........................156
Air Spells...................................................157
Fire Spells..................................................158
Water Spells...............................................159
Enchantment Spells ...................................160
Weapon Enchantments.........................160
Armor Enchantments ...........................161
Spells for Wizardly Tools ....................161
Healing Spells............................................162
Knowledge Spells......................................162
Light and Darkness Spells......................... 163
Making and Breaking Spells .....................164
Mind Control Spells ..................................164
20. PSIONICS .........................165
Notes for the
GM.................................. 165
Power and Skill..........................................165
Using Psi Abilities.....................................165
Fatigue Cost.........................................
165
Concentration and Time Required .......166
Repeated Attempts..............................
..166
Default Use...........................................166
Latent Powers.......................................166
Critical Success and Failure with Psi
... 166
Extra Effort...........................................166
Telepathy................................................... 166
Active and Passive Skills......................
167
Multiple Feats ......................................161
Glossary...............................................168
Two-Way Communication....................
169
Three-Way Communication
.................169
Psionics and Magic...........................
...170
So Which Is Better?.............................170
Using Psi with Other Skills.................
.171
Psychokinesis ............................................172
Telekinetic Attacks
...............................172
Telekinetic Throwing............................
173
Pside Effects....................................
.....174
ESP............................................................174
Teleportation..............................................175
Healing......................................................175
Antipsi .......................................................176
Limitations................................................. 176
21. GAME MASTERING .......177
Starting a Game Session............................177
Advance Preparation ..........................177
Campaign Style.................................... 177
Maps.....................................................177
Player -Made Maps.. .............................
178
Mapping Overland Journeys................
179
Running the Game.....................................179
Settling Rules Questions......................
.179
Playing the NPCs .................................179
Playing the Adversary ..........................180
Reaction Rolls......................................180
Predetermined Reactions
.....................180
Second Reaction Rolls..........................
180
Special Skills........................................
180
Knowledge...........................................181
Keeping the Characters Alive ..............181
When in Doubt, Roll and Shout.....
......181
Dealing with the Players......................
182
The Cinematic Campaign.....................
183
Game Time........................................... 183
Ending a Play Session ...............................183
Awarding Character Points........................184
Time Use Sheets
...................................184
22. GAME WORLDS .............185
Tech Levels ...............................................185
Tech Levels - General Historical
Comparison.....................................
185
Transportation......................................
185
Weapons and Armor............................
.186
Power................................................... 186
Medicine...............................................186
Travel.........................................................187
Improving Skills in Alternate
Tech Levels....................................
.187
Terrain and Travel................................187
Weather................................................
187
Laws and Customs.....................................188
Travel Etiquette....................................
189
Law Enforcement and Jail....................189
Trials ....................................................189
Criminal Punishment.......................... 189
Economics .................................................189
Gold and Silver
.................................... 190
Controlling Inflation...........................190
Buying
and Selling...............................190
Social Level and Cost of Living........... 191
Moving Money Between Worlds.
.......... 191
Making Your Own Goods.....................
191
Jobs.......................................................192
Income from Jobs.................................192
Defining New Jobs
............................... 192
Slavery................................................193
Sample Job Table (Fantasy/Medieval)... 194
Hirelings....................................................194
Finding a Hireling ................................194
Loyalty Checks.....................................
195
Religion and Politics..................................195
23. WRITING YOUR
OWN AD VENTURES........196
Where Do You Get Your Ideas? ...............196
Adventure Design......................................196
Dungeons..............................................196
Level of Difficulty................................196
Background.......................................... 196
Plot.......................................................197
Introduction.......................................... 197
Traps....................................................
197
Maps.....................................................198
Characters (NPCs and Adversaries).....198
Encounters............................................198
Features of a Good Adventure...........
..198
Sample Encounter Table......................
198
Finale.................................................... 199
Organizing a Continuing Campaign..........199
Shared Campaigns and Travel
Between Campaigns.....................
...199
Travel Between Game Worlds ..................200
World-Building..................................
...200
We 're Professionals (Don't Try
This at Home)..................................200
CHARTS AND TABLES.........201
Ranged Weapon Attacks ...........................201
Ranged Attack Modifiers ..........................201
Size and Speed/Range Table .....................201
Critical Hits Table .....................................202
Critical Success and Failure ......................202
Critical Head Blow Table..........................202
Firearm Critical Miss Table.......................202
Maneuvers .................................................203
Parts of the Body .......................................203
Table of Positions ......................................203
NPC Reactions...........................................204
Reaction Table...........................................205
Ancient/Medieval Hand Weapon Table ....206
Ancient/Medieval Ranged Weapon Table...207
Modern and Ultra-Tech Weapons .............208
Ancient/Medieval Armor...........................210
Modern and Ultra-Tech Armor .................211
Areas for Parts of the Body..................211
Fantasy/Medieval Equipment....................212
Modern Equipment....................................213
Sample Characters ..................................214
ALL IN A NIGHT'S WORK...218
APPENDIX.............................232
ADVANTAGES .......................................232
DISADVANTAGES ................................238
SKILLS.....................................................242
OTHER RULES ......................................247
Power Cells ..........................................247
Vital Organs .........................................248
Super-Strength......................................248
Society Control Ratings .......................249
Weapon Legality ..................................249
GLOSSARY.............................250
INDEX....................................252
GURPS
stands for "Generic Universal Roleplaying System." The name was originally
a joke ... a code-word to describe the game while we looked for a "real" name. Years
went by - literally! - as the game developed. We never found a better name.
GURPS
may sound strange, but it really fits.
"Generic."
Some people like quick, fast-moving games, where the referee makes
lots of decisions to keep things moving. Others want ultimate detail, with rules for every
contingency. Most of us fall somewhere in between.
GURPS
starts with simple rules,
and - especially in the combat system - builds up to as much
optional
detail as you like.
But it's still the same game. You may all use it differently, but your campaigns will all be
compatible.
"Universal."
The basic rule system emphasizes realism. Therefore, it can fit
any
situation - fantasy or historical, past, present or future. I've always thought it was silly for
game companies to publish one set of rules for fantasy, another one for Old West,
another one for science fiction and another one for super-powers.
GURPS
is
one
set of
rules that's comprehensive enough to let you use
any
background. There are world-
books and supplements that "fine-tune" the generic system for any game-world you
want. But they
are
still compatible. If you want to take your Wild West gunslinger and
your WWII commando and go fortune-hunting in Renaissance Italy ... go for it!
"Roleplaying."
This is not just a hack-and-slash game. The rules are written to
make true roleplaying possible - and. in fact, to encourage it.
GURPS
is a game in
which you take on the persona of another character - and pretend, for a little while, to
be
that character.
"System."
It really is. Most other RPGs are
not
"systems" - they started out as a
simple set of rules, and then were patched and modified, ad infinitum. That makes them
hard to play.
GURPS
is a unified whole. We've gone to a great deal of effort to make
sure that it all works together, and it all
works.
GURPS
will let you create any character
you can imagine, and do anything you can think of... and it all makes sense.
How to Learn GURPS
Most of you have some experience with
roleplaying games already. You should find
GURPS
easy to pick up. But if this is your
first RPG, you'll have a little more to learn.
Relax; if you got this far, you'll be fine.
Don't be alarmed by the thickness of
the book. There's a lot of material here -
250,000 words, more or less - but we've
done our best to make it easy to use. Both
the Table of Contents and the Index are as
detailed as we could manage.
Several features have been designed
specifically to make the rules easier to
learn. These include:
The Quick-Start
section (p. 9). This is a
one-page description of the basic
GURPS
game mechanics.
The Glossary
(p. 250). This is a listing
of definitions of the terms used in the
game, along with page references.
"All In A Night's Work, "
the introductory
solo adventure, which starts on p. 218. This
adventure is designed for one player (no
Game Master is needed). You can play it as
one of the pre-generated characters (pp.
214-217). even if you don't yet know the
rules. It's written to help you learn as you
go; it can also be used by an experienced
GM to teach the game to friends.
Here's a good way to learn
GURPS:
Start by skimming through this book, just to
get the flavor of the game. Don't worry about
the details yet.
Then read the
Quick -Start
section to
understand the basic game mechanics.
After that, read through the
Characters
section, just to get an idea of the different
things characters can do.
Then play
All In A Night's Work.
Any
time something is unclear, use the
Glossary
or
Index
to find the rule sections you
need.
Then try creating your own character, and
play again. Try to design a 100-point
character that can best survive the adventure.
Finally, read the rest of the rules in
detail, including Chapter 21,
Game
Mastering.
Now you can be the GM and
run a few of your friends through the solo
adventure . . . either one at a time, or all
cooperating at once to play the thief! You'll find
that you already know enough to get along,
and you'll learn fast. These rules were
designed to fade into the background and let
you play the way
you
want to.
Now you're ready to invent your own
advent ures - see Chapter 23. You can do
whatever you want . . . that's the whole
point of the system. Have fun!
I've wanted to do this game for a long, long time. Several years ago, I designed my
first fantasy roleplaying system.* It was good, but it had flaws. For one thing, like other
RPGs, it "grew" from a simple set of rules, and had many inconsistencies. And, though it
had the potential to be a universal system, it was never developed past the basic "fantasy"
game-world. When the publisher went out of business, the game went out of print. I was
disappointed ... but it motivated me to start on a new and better system.
I've never tried to design in a vacuum; every game builds on the ones that came
before. We learn from our successes - and from the successes of others. I think the best
games are those that are simple, clear and easy to read, and I've tried hard to make
GURPS
"friendly." One important influence was Hero Games'
Champions,
for the
flexibility of its character -creation system. Another was Flying Buffalo's
Tunnels &
Trolls,
for its appeal to solitaire gamers. Finally. M.A.R. Barker's
Empire of the Petal
Throne
is noteworthy for the detail and richness of its alien game world.
But there's more to
GURPS
than trying to repeat past success. The failures of earlier
game systems are important, too. In
GURPS.
I've tried to achieve several things I think
earlier designs missed.
*The Fantasy Trip
(Metagaming). comprising several products released from 19" to 1980.
Materials Needed for Play
The
GURPS Basic Set
is a 256-page
book; its major sections,
after the
introduc-
tory material, are
Characters, Adventuring,
Game Mastering
and
Charts and Tables,
plus the adventure.
Also included is a 16-page perfor ated
section in the back of the book. It is
intended to be removed from the book.
First is the "Instant Characters" play aid, a
reference for you to use in creating charac-
ters. Also supplied are two blank character
sheets.
There is a two-sided 11"xl7" map with a
hex grid (you'll have to tape two pages
together to form the map). One side of the
completed map represents a building inte-
rior; the other side shows an outdoor area.
Each hex on the map is a yard across.
Blank hex paper-is also provided in two
sizes.
Three forms for the GM to use are also
provided. They are explained in more
detail in the chapter on
Game Mastering.
You will also need:
Photocopies of the Character Record
Sheet, and the other planning and record
sheets, for player use. Make as many
copies as you need (for your own use only-
not for resale) before you start to play.
Likewise, you may copy the various charts
and tables, and the
Random Characters
section, for your own use.
Three six-sided dice.
Pencils and scratch paper.
Removable tape - to hold the maps
down on the table (optional).
The GM will need his maps, notes, etc.,
for the adventure you're going to play.
Second, and almost as important, is
organization.
Any realistic RPG has a lot of
detail. After all,
life
has a lot of detail! So RPGs should be well-organized. But few are.
Even, gamer has had the experience of hunting frantically through one book after another,
looking for a rule . . . and not finding it.
GURPS
is extensively cross-referenced, with Table
of Contents. Index and a Glossary of terms used in the game. I hope this helps.
Third is
ease of play.
In
GURPS,
most of the detailed calculations are done before
you start play . . . they are entered on the character sheet, and saved until you need them.
Once play actually begins, it should not be complex. I've tried to make
GURPS
as fast-
moving yet realistic as possible. It's up to you to decide whether I succeeded.
Most roleplaying systems depend for their success on a continual flow of "official"
supplements and adventures.
GURPS
is different. True, we've released a lot of material
already, and we plan to do much more: a totally universal system offers great leeway,
and we've got a supplement list as long as your arm. See the next page for details.
But
GURPS
is designed to be as compatible as possible with supplements written
for
different
games. The reason? Simple. Suppose that you're a
GURPS
player. You're at
the hobby shop, and you see a really interesting supplement package. But it's by another
publisher, for another game.
So what?
The
GURPS
system breaks everything down into plain English and simple numbers.
Distances are given in feet and miles, rather than arbitrary units; times are given in minutes
and seconds. That's what makes it generic. That also makes it easy to translate. If you see
an interesting supplement for another game, go right ahead and get it. You can use it as a
sourcebook for
GURPS.
Likewise, if you really insist on playing another game once in a while (sigh). . . you
can still use your
GURPS
adventures. As long as that other game uses units that you can
translate into feet, minutes and other plain-English terms, you can use your
GURPS
;
adventures in that system.
To be honest, we hope
GURPS
will become the "standard" roleplaying system. But
we don't expect to do that by driving everyone else out of the market, or even by forcing
them to conform to us. Instead,
we
are conforming to
them -
by producing a system that
will work with
any
clearly-written adventure.
At any rate, here it is. I'm satisfied that
GURPS
is the most realistic, flexible and
"universal" system ever developed. It was five years in the making, and this Third
Edition is the product of another two years of development and player comment after the
initial release. I hope you like it.
About the Author
Steve Jackson has been playing games
for entirely too many years, and designing
professionally since 1977. His other game
design credits include
Ogre
and
G.E.V.,
the award- winning
Illuminati,
the best-
selling
Car Wars
and many others. He has
served as secretary of the Game
Manufacturers Association, and is the
youngest person ever inducted into the
Origins "Hall of Fame."
He is the founder of Steve Jackson
Games, in Austin, Texas.
Steve is an active member of the
Science Fiction Writers of America. He is
also an active science fiction
fan,
and
wastes a great deal of time writing for various
zines and attending (or helping to run)
conventions.
When he's not at a game or science fic-
tion convention, his hobbies include
BBSing, beekeeping, gardening (especially
water lilies) and tropical fish.
—
Steve Jackson
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