GURPS Info needed.

Flexor the Mighty!

18/100 Strength!
Can any resident GURPS players answer me a few questions.

1. Do you really need the compediums of errata to run most of the worldbooks like the ads say? So the main question is can I run a game with no problems if I bought the hardback core book and a few world books?

2. Is it feasible to run a game with just GURPS light and a worldbook?
 

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not a guru, but...

1. the two compendia (compeniums? compendii?) are not necessary to run the game. They are compillations of various optional rules and such. I ran quite a few games before they were ever even published. You really should have no problem running a game with just the hardback and world books.

Official errata, on the other hand, would probably be something you would find handy. Check the SJ Games website for online stuff for that... (www.sjgames.com)

2. I have no experience with GURPS Lite, but I would imagine that, as long as you were willing to wing it when needed, you would be able to use those rules with the worldbooks and be fine. but then again, what do I know?
 

Once I learned the GURPS basic rules, I could effecively just make up rules on the fly.

You don't need the compendiums (though they are nice resources), in fact I might go so far as to say you don't need anything but the basic rules.

The worldbooks just save you the trouble of doing the "grunt work" for a setting.

except the total gearhead stuff like GURPS Vehicles. Overly complex and useless in my opinion.

I don't know GURPS lite, but if you can learn the Basic Rules, you should do just fine.
 

Flexor the Mighty! said:
1. Do you really need the compediums of errata to run most of the worldbooks like the ads say? So the main question is can I run a game with no problems if I bought the hardback core book and a few world books?

the two Compendium books aren't really errata -- they are full of optional rules collected together from various sources. they aren't required to run a successful campaign. like yongi, i was running GURPS for a good 6 or 7 years before the compendia came out...

2. Is it feasible to run a game with just GURPS light and a worldbook?

sure! in fact, a couple of GURPS lines are designed with that in mind -- both GURPS Discworld and GURPS World War II were published with the GURPS Lite rules included. it is totally possible to run an effective campaign with just the Lite rules and a single sourcebook.

it's much like 3e -- it's totally possible to have a campaign with only the 3 core rule books. everything else is gravy.
 

You should be fine.

I, too, am not too certain what all is in GURPS lite, but GURPS basic set 3e should handle just about everything you need for a fantasy campaign, or a modern campaign without need for massive detail on equpiment.

The Compendia are just useful collections of additional rules + information.
 

Gurps lite is a great freebie. It contains the character generation rules, a slew of skills and advantages and disadvantages and a complete set of DM must need rules.

It has far fewer spells than the basic set or Gurps magic. It is enough for a single wizard character but not much for varieties of wizards. I also do not remember if it has psionics in it.

The compendiums just collect the new background and rule stuff from worldbooks so that it is all in one place, all the celtic specific stuff will still be in the Mythic Celtic sourcebook, even stuff that is in other sourcebooks (there are many with mass combat rules, for instance).

I think it would even be feasible to run a game with just Gurps lite.
 

noooooooooo

You could get by with gurps lite, i have it, but wizard characters kinda get the shaft. Invest in the core book. There is also a staggering quantity of GURPS books avaliable in the peer-to-peer file sharing world, if you're hard up for both a setting and cash. I'm not going to get into the morality of download books online that game designers spent their hard earned money on, because, frankly, to each his own. It's an option.
 


I haven't played GURPS in years, but I still can answer your questions. Most of the posts above got it right. Quite frankly, you can skip GURPS Compendium 2, as there is little of real use there. GURPS Compendium 1 is more useful. I am sure you can go with only GURPS Lite. If magic or paranormal powers are needed go to GURPS Magic or Psionics. However, if you're planning to use one of SJG published setting books, then it is very likely that GURPS Compendium 1 will be needed.

About the rules. I think that GURPS Lite is superior to GURPS. It has almost the same feeling with less of the burden of rules heavy game.
 

Ron said:
About the rules. I think that GURPS Lite is superior to GURPS. It has almost the same feeling with less of the burden of rules heavy game.

i agree with you. if i ever GM GURPS again, i'll probably just use GURPS Lite. there's something about the full breadth and depth of the "complete" GURPS rules set that i find intimidating...
 

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