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<blockquote data-quote="Argyle King" data-source="post: 5972791" data-attributes="member: 58416"><p>What style of game do you want? I mentioned GURPS, but I forgot to point out that there is more than one style of fantasy available with GURPS. </p><p></p><p>There is the Dungeon Fantasy product line which can be found here: <a href="http://www.sjgames.com/gurps/books/dungeonfantasy/" target="_blank">GURPS Dungeon Fantasy</a></p><p></p><p>There is also GURPS Fantasy which can be found here: <a href="http://www.sjgames.com/gurps/books/fantasy/" target="_blank">GURPS Fantasy</a></p><p></p><p>Thirdly, GURPS Banestorm is also available: <a href="http://www.sjgames.com/gurps/books/banestorm/" target="_blank">GURPS Banestorm</a></p><p></p><p></p><p>Personally, I think Dungeon Fantasy is excellent if you want a few things sketched out for you already. While GURPS does not have classes -and you also alluded to wanted to go classless- DF provides what GURPS calls templates which covers some of the common fantasy tropes and mimics the idea of class. Even if you do not use them, they are still nice shortcuts to give you an idea of what a particular character type might have. </p><p></p><p>Fantasy is a somewhat heavy book in that it spends a lot of time talking about fantasy as a genre and looks at how to evoke different feels from a game depending upon what type of fantasy you want. I think it's a good book to help put a little thought to ideas if you're stuck on exactly what you want. I also feel it's a very good book even if you do not play GURPS because not very much of the book involves game mechanics. Fantasy is not require to run a fantasy campaign. None of the GURPS supplements are required for that matter; all you really need is the Basic Set. However, most of the GURPS books are (in my opinion) of such quality that it's nice to have them anyway -even if you don't necessarily need them. </p><p></p><p>Banestorm is a setting with a lot of detail. The basic idea behind it is a fantasy setting which has been influenced by some elements of real world Earth (i.e. Christianity, Islam, etc) being transported there. There's a nice plot hook built into the setting which allows you to take things from pretty much anywhere (i.e. D&D, Pathfinder, etc) and place them into the setting and have it be plausible. </p><p></p><p>If you are unfamiliar with the system and are hesitant about purchasing a product without first trying it, GURPS Lite is free and can be found here: <a href="http://www.sjgames.com/gurps/lite/" target="_blank">GURPS Lite</a></p><p></p><p>If there is one book I would heavily suggest for running a fantasy game of any kind, I would most certainly suggest GURPS Magic. <a href="http://www.sjgames.com/gurps/books/magic/" target="_blank">GURPS Magic</a></p><p></p><p>If you go over to the SJ Games forum, there are a few gripes here and there about things concerning the specifics of certain spells, but I don't believe there's anything which is overly noticeable. Even some of the worst offenders are still less noticeable than a lot of what you'd find in the majority of D&D supplements.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5972791, member: 58416"] What style of game do you want? I mentioned GURPS, but I forgot to point out that there is more than one style of fantasy available with GURPS. There is the Dungeon Fantasy product line which can be found here: [url=http://www.sjgames.com/gurps/books/dungeonfantasy/]GURPS Dungeon Fantasy[/url] There is also GURPS Fantasy which can be found here: [url=http://www.sjgames.com/gurps/books/fantasy/]GURPS Fantasy[/url] Thirdly, GURPS Banestorm is also available: [url=http://www.sjgames.com/gurps/books/banestorm/]GURPS Banestorm[/url] Personally, I think Dungeon Fantasy is excellent if you want a few things sketched out for you already. While GURPS does not have classes -and you also alluded to wanted to go classless- DF provides what GURPS calls templates which covers some of the common fantasy tropes and mimics the idea of class. Even if you do not use them, they are still nice shortcuts to give you an idea of what a particular character type might have. Fantasy is a somewhat heavy book in that it spends a lot of time talking about fantasy as a genre and looks at how to evoke different feels from a game depending upon what type of fantasy you want. I think it's a good book to help put a little thought to ideas if you're stuck on exactly what you want. I also feel it's a very good book even if you do not play GURPS because not very much of the book involves game mechanics. Fantasy is not require to run a fantasy campaign. None of the GURPS supplements are required for that matter; all you really need is the Basic Set. However, most of the GURPS books are (in my opinion) of such quality that it's nice to have them anyway -even if you don't necessarily need them. Banestorm is a setting with a lot of detail. The basic idea behind it is a fantasy setting which has been influenced by some elements of real world Earth (i.e. Christianity, Islam, etc) being transported there. There's a nice plot hook built into the setting which allows you to take things from pretty much anywhere (i.e. D&D, Pathfinder, etc) and place them into the setting and have it be plausible. If you are unfamiliar with the system and are hesitant about purchasing a product without first trying it, GURPS Lite is free and can be found here: [url=http://www.sjgames.com/gurps/lite/]GURPS Lite[/url] If there is one book I would heavily suggest for running a fantasy game of any kind, I would most certainly suggest GURPS Magic. [url=http://www.sjgames.com/gurps/books/magic/]GURPS Magic[/url] If you go over to the SJ Games forum, there are a few gripes here and there about things concerning the specifics of certain spells, but I don't believe there's anything which is overly noticeable. Even some of the worst offenders are still less noticeable than a lot of what you'd find in the majority of D&D supplements. [/QUOTE]
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