Question:

What GURPS books are truly essential to running a campaign?

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I have recently started talking to a couple of friends from around here and they are interested in doing some tabletop gaming. I prefer the GURPS system, and I wanted to know what you all think are essentials? I've got both the basic sets, the magic/martial/powers, and then all three of the Techs. What else? Should I get the 3rd Edition Compendiums 1 and 2, and what other books would be good?

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  1. Of them all, only the basic set can be regarded as essential. Anything else should be based upon what sort of campaign you're playing. Modern? Fantasy? High-tech, low-tech, no-tech? Magic, supers, psionic? It all depends on what your GM has in mind.


  2. All you need is the GURPS Basic Set anything else is optional. The Worldbooks and supplements only provide guidelines for running adventures. The GM should pick and choose which books to buy based on which world one chooses to build and run adventures.

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