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Gurps? Where do I start?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3595067" data-attributes="member: 7177"><p>Unfortunately, GURPS Powers is not very usable with GURPS 3E - it is too closely tied with the 4E assumptions and thus needs the Basic Set. Though you might be able to gain a reasonable approximation if you also buy GURPS Compendium I: Characters for 3E, which has many of the advantages in the new Basic Set. They aren't as well balanced, though.</p><p></p><p>There's a wealth of very neat material for GURPS 3E - plenty of great setting and "genre" books. Here is a list of my favorites, in alphabetical order:</p><p></p><p>All-Star Jam 2004</p><p>Alternate Earths</p><p>Alternate Earths 2</p><p>Arabian Nights</p><p>Atlantis</p><p>Atomic Horror</p><p>Bio-Tech (there's a 4E version, but the older one is still very good, if not quite as large and up-to-date)</p><p>Black Ops</p><p>Blood Types</p><p>Blue Planet</p><p>Castle Falkenstein</p><p>Castle Falkenstein: The Ottoman Empire</p><p>Creatures of the Night</p><p>Cthulhupunk</p><p>Deadlands: Weird West</p><p>Discworld</p><p>Discworld Also</p><p>Faerie</p><p>Fantasy Bestiary</p><p>Horror</p><p>Illuminati</p><p>Mars</p><p>Monsters</p><p>Places of Mystery</p><p>Reign of Steel</p><p>Religion</p><p>Russia</p><p>Shapeshifters</p><p>Space, Third Edition </p><p>Spirits</p><p>Steam-Tech</p><p>Steampunk</p><p>Swashbucklers</p><p>Technomancer</p><p>The entire Transhuman Space line except for "Orbital Decay"</p><p>Much of the GURPS Traveller line</p><p>Undead</p><p>Uplift</p><p>Voodoo</p><p>War Against the Chtorr</p><p>Warehouse 23</p><p>Y2K</p><p></p><p>If you are an enthusiast of military history, the GURPS WWII line is also very good. Most of these books mainly consist of setting material or genre advice, and few rules - and are thus equally useful for 3E and 4E. Unfortunately, quite a few of these are out of print, but those which are still available are sold for ten bucks apiece. Check <a href="http://www.sjgames.com/gurps/books/" target="_blank">this list</a> which books are still available at Steve Jackson Games.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3595067, member: 7177"] Unfortunately, GURPS Powers is not very usable with GURPS 3E - it is too closely tied with the 4E assumptions and thus needs the Basic Set. Though you might be able to gain a reasonable approximation if you also buy GURPS Compendium I: Characters for 3E, which has many of the advantages in the new Basic Set. They aren't as well balanced, though. There's a wealth of very neat material for GURPS 3E - plenty of great setting and "genre" books. Here is a list of my favorites, in alphabetical order: All-Star Jam 2004 Alternate Earths Alternate Earths 2 Arabian Nights Atlantis Atomic Horror Bio-Tech (there's a 4E version, but the older one is still very good, if not quite as large and up-to-date) Black Ops Blood Types Blue Planet Castle Falkenstein Castle Falkenstein: The Ottoman Empire Creatures of the Night Cthulhupunk Deadlands: Weird West Discworld Discworld Also Faerie Fantasy Bestiary Horror Illuminati Mars Monsters Places of Mystery Reign of Steel Religion Russia Shapeshifters Space, Third Edition Spirits Steam-Tech Steampunk Swashbucklers Technomancer The entire Transhuman Space line except for "Orbital Decay" Much of the GURPS Traveller line Undead Uplift Voodoo War Against the Chtorr Warehouse 23 Y2K If you are an enthusiast of military history, the GURPS WWII line is also very good. Most of these books mainly consist of setting material or genre advice, and few rules - and are thus equally useful for 3E and 4E. Unfortunately, quite a few of these are out of print, but those which are still available are sold for ten bucks apiece. Check [URL=http://www.sjgames.com/gurps/books/]this list[/URL] which books are still available at Steve Jackson Games. [/QUOTE]
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