TheQuestionMan Posted February 17, 2004 Report Share Posted February 17, 2004 GURPS Sourcebooks and Fan Conversions Hello Herophiles , I am a Fan of GURPS and their Sourcebooks . Their Fan base produces more Conversions than even HERO . The comeback of HERO System and the quality of their work has changed that . I am a born again HEROphile and I'm look forward to all future releases . The Top Ten GURPS Books ( 150 Sourcebooks ) are out of ; 1. Japan - Most read and useful for running the setting 2. Russia - Much read and used for resource material 3. Faerie - Check it out yourself with great artwork 4. Spirits - Interesting read and classifications 5. Cliffhangers - Excellent resource and useful GM tips 6. Bestiary - Finally rules for training beasts and playing them 7. Deadlands - Great setting and well thought out conversion 8. Steampunk - Excellent for running Victorian setting 9. Traveller - Awsome setting and Conversion 10. Martial Arts - Most used and abused by players and GMs The Worst Ten GURPS Books ( 150 Sourcebooks ) are out of ; 1. Supers - The GURPS sytem just doesn't do it well 2. Biotech - Read once now gathering dust 3. Magic Items 1,2 & 3 - Read once now gathering dust 4. Vehicle - Math BA required and too few examples 5. Myth - It's just wrong in so many ways 6. Cops - It's just wrong in so many ways 7. Covert Ops - Bad layout and art 8. Napoleon - Bad layout and art 9. SWAT - Bad layout and art 10. Authentic Thaumaturgy - Not sure this one applies Quote Link to comment Share on other sites More sharing options...
lemming Posted February 17, 2004 Report Share Posted February 17, 2004 Re: GURPS Sourcebooks and Fan Conversions Originally posted by TheQuestionMan 3. Magic Items 1,2 & 3 - Read once now gathering dust These were great for the style of FH game I was running. The semi-goofy items were mixed in with the actually useful items. Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted February 18, 2004 Report Share Posted February 18, 2004 I won't bother with a "worst" list, but here are my top ten GURPS books in alphabetical order... Atomic Horror Black Ops Cabal Fantasy II Horror Illuminati Religion Space Time Travel Warehouse 23 Quote Link to comment Share on other sites More sharing options...
UltraRob Posted February 19, 2004 Report Share Posted February 19, 2004 Actually, I generally don't recommend GURPS:China too much...it's way too dry and doesn't cover the material from a gaming aspect very well...Just kinda gives a very limited overview of Chinese history and a little culture....you'd be better off reading real books about the subject and using GURPS:China as extra reference at best....but the books everyone should own are: GURPS: Japan Imperial Rome Aztecs Celtic Myth (basically any real-world book but China) Supporting Cast Martial Arts Space and Ultra-Tech (which I get a huge amount of use out of) Rob Quote Link to comment Share on other sites More sharing options...
Darren Watts Posted February 19, 2004 Report Share Posted February 19, 2004 Originally posted by Derek Hiemforth I won't bother with a "worst" list, but here are my top ten GURPS books in alphabetical order... Atomic Horror Black Ops Cabal Fantasy II Horror Illuminati Religion Space Time Travel Warehouse 23 Derek and I are apparently on the same GURPS wavelength here, which isn't really much of a surprise. I'd replace Religion, which is good, with Cliffhangers, which is better. Anybody interested in the art and science of GM-ing should own these ten books. Each will do a part in making you better. dw Quote Link to comment Share on other sites More sharing options...
FenrisUlf Posted February 19, 2004 Report Share Posted February 19, 2004 Originally posted by Peregrine My GURPS favorites: Black Ops (#1 with a bullet) Cabal (dare I say it - a better treatment of the subject than the original Ultimate Supermage) Technomancer (most of it - as was mentioned in IST above, some of the underlying assumptions the author chose are a matter of taste) I'm a big GURPS fan, myself. Personally, I think *anything* by Ken Hite is pure gold (Suppressed TRansmissions 1&2 are great, but they're waaaay overdue for a number 3), and I love the Weird War 2 book (if you want to do Golden Age, you have GOT to get this book). BTW, Peregrine, may I ask what you had troubles with in Technomancer? I only ask because I love it, and I've got my own share of troubles with it (like the author's idea that the modern-day US has never socially progressed beyond the 50's). Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted February 19, 2004 Report Share Posted February 19, 2004 Originally posted by Darren Watts Derek and I are apparently on the same GURPS wavelength here, which isn't really much of a surprise. I'd replace Religion, which is good, with Cliffhangers, which is better. I really waffled over Cliffhangers.. it's an excellent book too. I should've done a top eleven. I was also tempted to include GURPS The Prisoner, but realized that ultimately the "specialness" resides in The Prisoner itself, rather than GURPS The Prisoner specifically. (Though I don't mean to knock it... GURPS The Prisoner is a very cool book too.) Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted February 19, 2004 Report Share Posted February 19, 2004 Originally posted by FenrisUlf Personally, I think *anything* by Ken Hite is pure gold (Suppressed TRansmissions 1&2 are great, but they're waaaay overdue for a number 3) Hear, hear! Ken's one of the best in the biz. Ya' can't go wrong with his stuff. I fine the Star Trek Next Generation Narrator's Guide to be one of my most useful GM resources, even though I do not now nor have I ever run a Star Trek game in any system. The advice is just that useful and adaptable to other games & genres. And of course, the Suppressed Transmission books are the ultimate adventure idea-spawning tools. Quote Link to comment Share on other sites More sharing options...
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