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<blockquote data-quote="Jürgen Hubert" data-source="post: 2665130" data-attributes="member: 7177"><p>My top five favorites are:</p><p></p><p>- Transhuman Space - and not just because I am credited as a playtester and later wrote for the line! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This is probably the most realistic SF setting out there - and one of the strangest. It's probably hard to convert to d20 because of all the posthuman character types - how would you stat a <em>sapient software program</em> in d20? - but worth for all the thought-provoking stuff in it alone. Useful if you are running any sort of SF campaign, since it not only introduces new technologies, but also hints how these change societies - something all too often overlooked in RPG settings...</p><p></p><p>- GURPS Horror: Written by none other than Kenneth Hite, who knows this stuff, this is the definite book on RPG horror, as far as I am concerned... Little in the way of rules - most is GMing and campaign advice.</p><p></p><p>- GURPS Cabal: Also written by Ken Hite, this is a brilliant treatment of the "modern horror/supernatural conspiracy" genre. Like the World of Darkness, but without the Angst (though <em>with</em> plenty of horror...). Easily useable with d20 Modern with all the magic options.</p><p></p><p>- GURPS Alternate Earths 2: Another genre that SJG is good at - "Alternate History". Five alternate Earths, where history took a different turn. From a world where the Vikings were wealthy enough to <em>permanently</em> settle the New World (and which makes for a pretty darn nifty fantasy world if you add magic and fantastic beasts to it) to Caliph, a world where Muslims invented the printing press early on and built stargates different stars in our 17th centuries - these are all a great read, and a great inspriation. Since these worlds have little in the way of rules, they should be easily useable with d20. GURPS Alternate Earths 1 was an earlier and (in my opinion) slightly inferior compilation, though it was still good. If you want shorter summaries of these worlds, plus a parallel dimension-spanning war for the Future of the Multiverse (plus psionic Nazis), see the new GURPS Infinite Worlds instead.</p><p></p><p>- GURPS Banestorm: The nifty "standard" fantasy setting for GURPS - medieval Earth humans get stranded on a fantasy world with the usual inhabitants and build Christian and Muslim kingdoms. The standard D&D rules don't <em>quite</em> fit because of different assumptions about magic, but the rules from Midnight make a good fit IMO.</p><p></p><p></p><p>But of course, there are many, <em>many</em> more good GURPS books. <a href="http://www.sjgames.com/gurps/books/" target="_blank">Here</a> is a list...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2665130, member: 7177"] My top five favorites are: - Transhuman Space - and not just because I am credited as a playtester and later wrote for the line! ;) This is probably the most realistic SF setting out there - and one of the strangest. It's probably hard to convert to d20 because of all the posthuman character types - how would you stat a [i]sapient software program[/i] in d20? - but worth for all the thought-provoking stuff in it alone. Useful if you are running any sort of SF campaign, since it not only introduces new technologies, but also hints how these change societies - something all too often overlooked in RPG settings... - GURPS Horror: Written by none other than Kenneth Hite, who knows this stuff, this is the definite book on RPG horror, as far as I am concerned... Little in the way of rules - most is GMing and campaign advice. - GURPS Cabal: Also written by Ken Hite, this is a brilliant treatment of the "modern horror/supernatural conspiracy" genre. Like the World of Darkness, but without the Angst (though [i]with[/i] plenty of horror...). Easily useable with d20 Modern with all the magic options. - GURPS Alternate Earths 2: Another genre that SJG is good at - "Alternate History". Five alternate Earths, where history took a different turn. From a world where the Vikings were wealthy enough to [i]permanently[/i] settle the New World (and which makes for a pretty darn nifty fantasy world if you add magic and fantastic beasts to it) to Caliph, a world where Muslims invented the printing press early on and built stargates different stars in our 17th centuries - these are all a great read, and a great inspriation. Since these worlds have little in the way of rules, they should be easily useable with d20. GURPS Alternate Earths 1 was an earlier and (in my opinion) slightly inferior compilation, though it was still good. If you want shorter summaries of these worlds, plus a parallel dimension-spanning war for the Future of the Multiverse (plus psionic Nazis), see the new GURPS Infinite Worlds instead. - GURPS Banestorm: The nifty "standard" fantasy setting for GURPS - medieval Earth humans get stranded on a fantasy world with the usual inhabitants and build Christian and Muslim kingdoms. The standard D&D rules don't [i]quite[/i] fit because of different assumptions about magic, but the rules from Midnight make a good fit IMO. But of course, there are many, [i]many[/i] more good GURPS books. [URL=http://www.sjgames.com/gurps/books/]Here[/URL] is a list... [/QUOTE]
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