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

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      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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