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<blockquote data-quote="alms66" data-source="post: 5319186" data-attributes="member: 93441"><p>To play GURPS as a fantasy system (which is the only way I've ever used it) you need the two core books only. It's nice to have GURPS Magic (many more spells, critical if you're going High Fantasy) and GURPS Thaumatology (if you don't like the standard magic rules or just want a different magic system). It's also good to have GURPS Fantasy, especially if you're building your own world. Other than that, I'd recommend Fantasy HERO 6E as well, if you are building your own world. It's true that it's for a different system, but it's still largely useful to any fantasy world builder. The only full fantasy setting GURPS has, last time I checked is GURPS Banestorm, or you can find a few settings online.</p><p></p><p></p><p></p><p>If you choose to go with GURPS I would suggest using the standard GURPS magic with Unlimited Mana rules, they are posted freely on the internet or you can get GURPS Thaumatology for a slightly more official version. Of course, if you buy that book there are several other magic systems in there as well. The Unlimited Mana rules remove the "fatigue the wizard" part in favor of causing personal damage to the wizard if he uses too much power - it's a really fun magic system though.</p><p></p><p></p><p>This is often the biggest hurdle for new people to GURPS - the character creation can be complex and time consuming because there are so many options. This can be resolved easily by use of Templates though. If you want, you can buy the old 3E books GURPS Warriors, GURPS Wizard and GURPS Rogues to give you lots of templates for the players to use. Of course, you'll need to update them to 4E, but that's really easy to do. If you don't want to buy those books, you can build your own templates (the rules are in the core books) and besides, you can customize them to your world that way too.</p><p>Once you get past character creation, which is extremely quick and easy using templates, GURPS is very easy to run and simple to use. At it's heart you'll only need to know which skill or attribute you want to run a check against and that's it. The advantages and disadvantages your players select might make that a tad more complicated, but those are known factors after character creation. For the combat, because the attacker rolls against his skill and the defender rolls against his skill, it can take a long time with two skilled fighters. Fix this by doing a "quick contest" where both attacker and defender roll at once and whoever wins by more wins the contest.</p><p>The third thing about using GURPS for fantasy though, is that there are no good traditional fantasy settings in print. Many people will say Banestorm is good, many have a problem with it and don't like it for one reason or another. I'm in the latter camp, I like the idea of the "Banestorm" but my like of the setting ends there. It's easy to convert other settings though, so just use your favorite or make your own if you're inclined to do so, assuming you don't like GURPS Banestorm.</p></blockquote><p></p>
[QUOTE="alms66, post: 5319186, member: 93441"] To play GURPS as a fantasy system (which is the only way I've ever used it) you need the two core books only. It's nice to have GURPS Magic (many more spells, critical if you're going High Fantasy) and GURPS Thaumatology (if you don't like the standard magic rules or just want a different magic system). It's also good to have GURPS Fantasy, especially if you're building your own world. Other than that, I'd recommend Fantasy HERO 6E as well, if you are building your own world. It's true that it's for a different system, but it's still largely useful to any fantasy world builder. The only full fantasy setting GURPS has, last time I checked is GURPS Banestorm, or you can find a few settings online. If you choose to go with GURPS I would suggest using the standard GURPS magic with Unlimited Mana rules, they are posted freely on the internet or you can get GURPS Thaumatology for a slightly more official version. Of course, if you buy that book there are several other magic systems in there as well. The Unlimited Mana rules remove the "fatigue the wizard" part in favor of causing personal damage to the wizard if he uses too much power - it's a really fun magic system though. This is often the biggest hurdle for new people to GURPS - the character creation can be complex and time consuming because there are so many options. This can be resolved easily by use of Templates though. If you want, you can buy the old 3E books GURPS Warriors, GURPS Wizard and GURPS Rogues to give you lots of templates for the players to use. Of course, you'll need to update them to 4E, but that's really easy to do. If you don't want to buy those books, you can build your own templates (the rules are in the core books) and besides, you can customize them to your world that way too. Once you get past character creation, which is extremely quick and easy using templates, GURPS is very easy to run and simple to use. At it's heart you'll only need to know which skill or attribute you want to run a check against and that's it. The advantages and disadvantages your players select might make that a tad more complicated, but those are known factors after character creation. For the combat, because the attacker rolls against his skill and the defender rolls against his skill, it can take a long time with two skilled fighters. Fix this by doing a "quick contest" where both attacker and defender roll at once and whoever wins by more wins the contest. The third thing about using GURPS for fantasy though, is that there are no good traditional fantasy settings in print. Many people will say Banestorm is good, many have a problem with it and don't like it for one reason or another. I'm in the latter camp, I like the idea of the "Banestorm" but my like of the setting ends there. It's easy to convert other settings though, so just use your favorite or make your own if you're inclined to do so, assuming you don't like GURPS Banestorm. [/QUOTE]
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