Description

Book Synopsis
This is it-the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play.

Table of Contents

Introduction 1

Part I: Getting Started with GURPS 7

Chapter 1: Introducing GURPS — The Generic Universal RolePlaying System 9

Chapter 2: Determining Your Role 15

Chapter 3: Laying the Attribute Foundation 27

Chapter 4: Taking Advantages 35

Chapter 5: Finding Your Hero’s Flaws 51

Chapter 6: Finalizing Your Character with Skills 77

Part II: Enhancing Your Character 97

Chapter 7: So You Want to Be a Wizard — Magic 99

Chapter 8: Powering Your Character 113

Chapter 9: Tackling Tech Level 133

Chapter 10: Playing Races Outside the Norm 145

Part III: Playing with Your Character 163

Chapter 11: Doing Unto Others: Combat 165

Chapter 12: Tracking the Details 189

Chapter 13: Playing the Role 199

Part IV: Running Your Own Adventure 207

Chapter 14: Playing the GM 209

Chapter 15: Building a Simple Adventure 233

Chapter 16: Motivating Players 245

Part V: Building Your Own World 251

Chapter 17: Creating a Complete Campaign 253

Chapter 18: Setting the Stage for Your World 275

Chapter 19: Mapping, Planning, and Plotting 295

Chapter 20: Creating Memorable NPCs 321

Chapter 21: Flavoring Your Campaign 347

Part VI: The Part of Tens 371

Chapter 22: Ten Rules for Spending Points 373

Chapter 23: Ten Advantages We Like 377

Chapter 24: Ten Disadvantages That Aren’t Too Painful 381

Glossary 385

Index 391

GURPS For Dummies

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A Paperback / softback by Adam Griffith, Bjoern-Erik Hartsfvang, Stuart J. Stuple

15 in stock


    View other formats and editions of GURPS For Dummies by Adam Griffith

    Publisher: John Wiley & Sons Inc
    Publication Date: 17/03/2006
    ISBN13: 9780471783299, 978-0471783299
    ISBN10: 0471783293

    Description

    Book Synopsis
    This is it-the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play.

    Table of Contents

    Introduction 1

    Part I: Getting Started with GURPS 7

    Chapter 1: Introducing GURPS — The Generic Universal RolePlaying System 9

    Chapter 2: Determining Your Role 15

    Chapter 3: Laying the Attribute Foundation 27

    Chapter 4: Taking Advantages 35

    Chapter 5: Finding Your Hero’s Flaws 51

    Chapter 6: Finalizing Your Character with Skills 77

    Part II: Enhancing Your Character 97

    Chapter 7: So You Want to Be a Wizard — Magic 99

    Chapter 8: Powering Your Character 113

    Chapter 9: Tackling Tech Level 133

    Chapter 10: Playing Races Outside the Norm 145

    Part III: Playing with Your Character 163

    Chapter 11: Doing Unto Others: Combat 165

    Chapter 12: Tracking the Details 189

    Chapter 13: Playing the Role 199

    Part IV: Running Your Own Adventure 207

    Chapter 14: Playing the GM 209

    Chapter 15: Building a Simple Adventure 233

    Chapter 16: Motivating Players 245

    Part V: Building Your Own World 251

    Chapter 17: Creating a Complete Campaign 253

    Chapter 18: Setting the Stage for Your World 275

    Chapter 19: Mapping, Planning, and Plotting 295

    Chapter 20: Creating Memorable NPCs 321

    Chapter 21: Flavoring Your Campaign 347

    Part VI: The Part of Tens 371

    Chapter 22: Ten Rules for Spending Points 373

    Chapter 23: Ten Advantages We Like 377

    Chapter 24: Ten Disadvantages That Aren’t Too Painful 381

    Glossary 385

    Index 391

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