![]() ![]() That said, I definitely recommend taking a look at GURPS 4 sometime. I'd stick with the classic supplements like Cyberpunk, any of the historical books, GURPS Bestiary, GURPS Horror, etc. Oh, a quick note about supplements: GURPS 3 in general has a few issues with supers, and GURPS Supers for 3rd edition is, IMO, a fairly weak offering. You can do it the other way and start with everything in your lap and decide which options to use and which to disregard, but starting from Lite and building up reduces the load on you as a first-time GM. I'd say something in the 100-point range would probably work well for GURPS 3.Īs far as what optional rules to use, the way I do it is to start from Lite and build up. Here's the link, direct from .įor your first couple of campaigns, I recommend doing something low-powerful and either modern or historical, so you can plausibly limit some of the weirder advantages and disadvantages and have less to think about. What I'd like to add is that for learning to run the system, nothing (and I mean nothing) beats the free GURPS Lite download available from SJGames website. ![]() I think everybody else has already covered the main points: GURPS 3 is very playable, blah blah, lots of sourcebooks, blah blah, get the compendia, etc. ![]()
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