

Most of GURPS is "3d6, roll and shout." One you have a character, play is as quick or as detailed as you and your group wants it to be. Or 120 issues of Pyramid Magazine, guaranteed to find something you can use there, from adventures, to rules tweaks and modifications.
#Gurps 3rd edition pdfs series
Or the "-Tech" series which can serve as a gear catalog. Not including the huge variety of historical sourcebooks and technical works from third and fourth edition. With the structure provided by these (which totally aren't class-and-level, really) you get a faster time-to-start, some niche protection for those that want it, and the hand of many fine authors in helping build effective characters while still preserving the open, near-limitless growth options inherent to GURPS. Pre-worked building blocks for easing the part of GURPS with some activation energy to it: character generation.

have the advantage of providing Templates.
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plus the even more streamlined Dungeon Fantasy RPG (which is different than the Dungeon Fantasy sub-line). but you can play Sidekicks (MH4) at a lower point value for more challenge.Īll of these. Monster Hunters explores some very powerful characters (400 points!). I review that on my blog as well (much more briefly than action). All of the Action books and many of the Dungeon Fantasy books can be mined for monsters, mayhem, and us Ken Hite's truly outstanding Horror book.
#Gurps 3rd edition pdfs pdf
You get an outstanding primer and guide on Ritual Path Magic, the embedded magic system, as part of your PDF haul. The Monster Hunters sub-line can be completed for $54. Perhaps you want secret magic, in a world where monsters are real? Monster Hunters takes it over the top, for those whose tastes run to Buffy, Angel, or Monster Hunters International. Want to play Fast and the Furious? James Bond? The Expendables? Jason Bourne? Six Underground? This is your entry point.

Three of the PDFs you'll get (all unlocked at this time) fit right in to an Action game. $44 gets you the entire five-volume set (I review the first four here, and I maintain Action 2 is one of the least appreciated, most useful book in the GURPS body of work for ANY genre). Then you need to take your $70 and check out the Action line. Pay particular attention, if you want a quick start, to Pyramid #3/72 and #3/113, both of which offer tools to make the on-ramp from "let's think about playing" to "dice hit the table" shorter and faster.and both penned by Kromm himself. Any rumors that GURPS isn't a supported system die on the vine on this page. Want to go dungeon crawling? Pick up Dungeon Fantasy 1 and 2 ($8 each) and still have $54 to drop on more than 20 other books in the Dungeon Fantasy line. You can do a LOT of happy damage with that. Even if I say so as a booster and author for the system, this is a hell of a deal if you're new to the system.) (You get $125 credit, plus all 11 or 12 PDFs, for your $99 pledge. If you JUST wanted to start off, this is your huckleberry.to borrow a phrase.īut consider that with the $99 pledge tier, you can get all 12 titles (included in pledge), the Basic Set (about $55 for both PDFs), and an additional $70 in credit to spend on PDFs in the Backerkit phase. The four pledge levels include the base $3 tier, and a $30 tier that effectively gets you the 11 or 12 PDFs for free, plus $30 credit in Backerkit to spend on any PDF that is published by SJGames (there may be limits to that, but they intend to make as much of their self-owned PDF collection as possible available).įor $49, you get what is increasingly looking like all 12 new PDFs PLUS a copy of the Characters and Campaigns books: The Basic Set. The Steve Jackson Games 2020 GURPS PDF Challenge

Only one more left, and things look very good for that. You get as many PDFs as are unlocked of the 12 for that $3.and right now we've already unlocked 11 of them.
