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GURPS Basic Set
 
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GURPS Basic Set [Hardcover]

Steve Jackson Games (Author)
4.6 out of 5 stars  See all reviews (31 customer reviews)


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Editorial Reviews

Review

GURPS (Generic Universal RolePlaying System) is the most flexible roleplaying system ever created. With just this Basic Set, players can adventure into any world they can imaging. Rules are included for all types of weapons from clubs to lasers. For wizards and magic there are more than 100 spells. For psionic powers -- the imagination is the only limit! GURPS avoids having to switch game systems whenever the players change campaigns by giving one set of clear, comprehensive rules to cover any background! The GURPS system is full supported with over 100 different worldbooks, sourcebooks and adventure modules for all kinds of campaigns. And more are developed every month. GURPS is even supported by "Pyramid" magazine with still more adventures and backgrounds. GURPS make the Game Master's job easy and fun. All the rules are carefully organized, indexed and cross-referenced. Charts and tables are clear and legible. There's even a "Quick Start" section, with a solo adventure to help introduce new players to the system. Players can create exactly the character they want to play whether its a favorite fictional hero or an original invention. Players can choose from over 350 Advantages, Disadvantages, and Skills. They can customize their character with personal Quirks. Now in it's 3rd edition, Gurps: Basic Set continues to be an indispensable addition to any roleplay gamer's reference shelf! -- Midwest Book Review --This text refers to an out of print or unavailable edition of this title.

Product Details

  • Hardcover: 256 pages
  • Publisher: Steve Jackson Games; 3rd Rev edition (January 1, 1999)
  • Language: English
  • ISBN-10: 1556343574
  • ISBN-13: 978-1556343575
  • Product Dimensions: 11.1 x 8.6 x 0.9 inches
  • Shipping Weight: 2.1 pounds
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (31 customer reviews)
  • Amazon Best Sellers Rank: #291,668 in Books (See Top 100 in Books)

 

Customer Reviews

31 Reviews
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Average Customer Review
4.6 out of 5 stars (31 customer reviews)
 
 
 
 
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18 of 18 people found the following review helpful:
5.0 out of 5 stars Best role-playing system. Period., August 12, 1998
By A Customer
I have played nearly every major role-playing game there is, from D&D to Rolemaster. One of the things that I find so frustrating about other games is their ridgidity. You must adhere to defined character classes. You must use these occupations and skill groups. Not so with GURPS. You can create any character, with any set of abilities and skills, from any setting or time period. If you want to make a concert pianist from Germany in the 18th century, or if a techno-soldier from the future is more to your liking, this is the system for you. The game also excels in its simplicity. Gone are the cryptic dice-rolls like 2d4 and 5d8, or the strange systems found in Shadowrun and Star Wars. All your rolls are done with 3d6. Combat is simple and realistic, but can easily be altered to a much more involved format if that is your taste. Skills are realistic, easy to use, and interesting. You can play with just the basic set, or you can purchase any one of the many! excellent supplements for more detailed play. If that wasn't good enough, you can also get a computer program for character creation that makes it even easier. Stop reading this review and BUY THE BOOK!
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32 of 36 people found the following review helpful:
5.0 out of 5 stars Before "D20" there was GURPS, September 18, 2002
By 
Bruce Gray "gurpsgm" (Shenandoah Valley, VA, USA) - See all my reviews
(VINE VOICE)    (REAL NAME)   
GURPS is an unbelievably adaptable set of role-playing game rules. "GURPS: Basic" is a book of the core rules which are used by a massive number of other GURPS books. Whether you want to play modern day intensely realistic spy adventures, wild futuristic space opera, heroic sword and sorcery fantasy, four-color super heroes, tales from the Wild West, or anything in between, GURPS will let you do it. GURPS features one of the most flexible, open ended character generation systems ever developed.

Yet despite its universal adaptability, it's still easy to learn to play and run. The basics of GURPS can be explained in about 15 minutes. There's even a "GURPS: Lite" available =free= online that has an even simpler version of the basic system. The entire system lets you design and build whatever and whenever and whomever you want. There are no classes or levels - you create exactly the type of character you want. You use character points to decide what you want to build. The only limitation is in how many points you want to spend.

GURPS uses only standard six-sided dice that anyone can get almost anywhere. What's even better, you only need three to play. You roll three dice to hit - if you roll low, you generally hit, and if you roll high, you generally miss. What could be simpler?

Then, to add to your enjoyment of your new RPG system, GURPS Worldbooks are something that describes a specific universe to adventure in, such as "GURPS: Discworld" or "GURPS: Lensmen". GURPS Sourcebooks are something that helps you build a specific genre, such as "GURPS: Old West", "GURPS: Fantasy", or "GURPS: Space". There are enough Worldbooks and Sourcebooks for GURPS for anyone to build just about any universe their hearts desire, and, what's even better, you only buy what you need. Not planning a fantasy adventure? Then you won't need "GURPS: Fantasy". Not adventuring in the Final Frontier? Don't buy a copy of "GURPS: Space". Hate Super Hero campaigns? Forget the "GURPS: Supers" book. But if you do need additional background material, it's there. Many of the Sourcebooks have a related Worldbook. For example, the recently released "GURPS: Castle Falkenstein" already has a world building supplement - "GURPS: Castle Falkenstein: The Ottoman Empire". Even more player and game master support is available online thru the "Pyramid" newsletter - which also covers other gaming systems besides GURPS.

Steve Jackson Games continues to licence popular games and worlds for use in their system, including the currently available "GURPS: Traveller", (based on Marc Miller's original game) which already has many supplements, "GURPS: Myth" (based on the popular computer game), "GURPS: Alpha Centauri" (another computer game to RPG conversion), GURPS: Planet Krishna (based on some of L Sprague DeCamp's SF books), "GURPS: New Sun" (based on Gene Wolfe's SF series), and others are coming. Older books have covered such diverse material as Philip Jose Farmer's "Riverworld", and White Wolf's very popular "Vampire", "Werewolf", and "Mage".

Other companies are jumping on the bandwagon. The "Powered By GURPS" line started with a new game from Steve Jackson Games called "Transhuman Space". Eden Studios released a GURPS version of their popular "Conspiracy X" game. Amarillo Design Bureau has satisfied one of my dreams by using GURPS for RPG's set in their "Star Fleet Battles" universe (which basically gives us "GURPS: Star Trek") and is promising more role-playing supplements for the Final Frontier.

Steve Jackson Games currently makes over 150 different supplements for GURPS, and over 70 of those are currently in print, making it one of the most comprehensive sets of rules for role-playing available. GURPS has my highest recommendation for anyone interested in trying a system that has the flexibility of the new "D20" rules, and yet has been out longer and has a wider range of possibilities. I've been playing RPG's and game mastering for over 20 years and there's no system I've ever been more fond of, and I've used virtually all of them. Try it. You will not be disappointed. GURPS is truly the "Generic Universal Role Playing System".

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10 of 10 people found the following review helpful:
4.0 out of 5 stars My Favorite System, March 15, 2002
Some of you might remember a game called "The Fantasy Trip". This fantasy game was my first introduction to what would evolve into Gurps. I loved TFT, and I love Gurps even more so. I've been playing Gurps so long, I've had to replace my rule book twice from use. My current copy's spine is being held together by duct tape and is due to be replaced (here's a tip, if you buy this book, buy the hardcover. It will last longer than the soft) I love it for what it is meant to be: at its best, a flexible engine that can be applied to any genre. At its worst, it can be heavily munchkinized.

Gurps has a point based character creation system. Players assign points to basic attributes (Strength, Intelligence, Dexterity and Health)which have a base line of 10. The lower the score, the worse the attribute and vice versa. These four "building blocks" serve as the basis for all skills. Skills are neatly arranged in an easy to use format. Aside from skills and attributes, points are assigned for advantages. Advantages are just what they sound like, those things which give a character an edge. Disadvantages and quirks can be taken to give the player more points to spend on attributes, skills and advantages. It is disadvantages and quirks which give personality to the characters. The list of skills, advantages and disadvantages in the basic book isn't exhaustive, but comes close. Quirks are left to the player's imagination.

Skill resolution is easy. Roll three d6. Matching the skill level or lower indicates a success. Going over will result in a failure. Rolling exceptionaly well (low) or exceptionaly bad (high) could result in either a critical success or critical failure. Crits add to the enjoyment of the game.

Rules for combat are easy in their simplest format; however, there is an advanced combat system to supplement the basic combat system. If the advanced combat system is used, expect long, drawn out battles. Steve Jackson has a rule for just about anything, and if used, they will slow down play. Another word of caution. Munchkins will take forever making a character as they min/max everything and tweak their points to get every last possible advantage.

Gurps offers a workable system for psionics (Gurps: Psionics is a worthy expansion to the "basic" system in the main rulebook) but magic is one of the game's weak points. Magic is built on the concept that easier spells must be learned before harder spells (with this I agree) and that casting spells is physically exhaustive. Spells cost fatigue points and this score is derived from the character's strength. Now this I have a problem with. I realize that there must be a controlling factor, but unless your mage is Arnold or has a butt load of mana stones (mana is the energy for spells)she isn't going to last long in a battle. Gurps: Magic and Gurps: Grimoire do not offer much to fix this problem. Most players of Gurps end up tweaking the magic system to suite their taste.

There isn't too much genre information in the main rulebook; however, the self-sufficient geek with plenty of time on his hands could get by with just the main rulebook. I'd recommend purchasing at least Compendium I & II along with Vehicles and Martial Arts (just because MA kicks butt).

Gurps is well supported. There are rules expansion books (Compendiums I & II, Vehicles, Psionics, Martial Arts, Magic). Gurps does offer world books ranging from Space, Horror, Supers and Fantasy. Some of these I like (Space is good, Horror isn't bad) some I do not (I've never been an IST or Yrrth fan) but all of them give enough information that the GM can adapt his or her favorite genre settings for play (most DnD worlds convert easily). In some cases this has been done for the GM. Gurps: Discworld for instance is based upon Terry Pratchett's Discworld novels. Gurps also has a number of their own world's (such as Cabal). Steve Jackson games have put out a number of "period" books such as Greece, Aztecs and Russia. Overall, there is a wealth of supplementary material offered.

The Skinny: The rules are usuable in any genre. There is very little genre information in the main rulebook. That is left to the creativity of the GM, or can be obtained by purchasing some of the vast supplementary books offered. Gurps offers a highly detailed character generation system. This can be bad, if you do not like long character creation. Skills resolution is simple. Combat comes in two forms: quick and dirty with no attention paid to realism, and long and detailed with lots of realism. The Magic system bites and is the only reason I won't give Gurps 5 stars. Overall, something for everyone.

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