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GURPS Compendium II: Campaigns and Combat (GURPS: Generic Universal Role Playing System)
 
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GURPS Compendium II: Campaigns and Combat (GURPS: Generic Universal Role Playing System) [Paperback]

Sean Punch (Author)
4.5 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

December 1, 1996 GURPS: Generic Universal Role Playing System
GURPS Compendium II is full of material from scores of GURPS worldbooks published in the last eight years - many of them out of print - about how to run a better GURPS game, how to handle roleplaying problems that come up (some universal, some particular to GURPS), expanded rules for character combat, injury and illness, mass combat, spaceship combat, and much, much, more!


Product Details

  • Paperback: 192 pages
  • Publisher: Steve Jackson Games; 1st edition (December 1, 1996)
  • Language: English
  • ISBN-10: 1556343272
  • ISBN-13: 978-1556343278
  • Product Dimensions: 10.8 x 8.4 x 0.5 inches
  • Shipping Weight: 1.2 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #786,718 in Books (See Top 100 in Books)

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Customer Reviews

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4.5 out of 5 stars (2 customer reviews)
 
 
 
 
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13 of 13 people found the following review helpful:
4.0 out of 5 stars Not as required as Compendium I, January 12, 2003
By A Customer
This review is from: GURPS Compendium II: Campaigns and Combat (GURPS: Generic Universal Role Playing System) (Paperback)
I find this volume much less required than Vol. I. It's good stuff for a GM to have around ("The PCs have really done it this time. Let's see how long it takes them to freeze to death...Oh, here's a rule for that!), but really, really not important for players. There's a list of poisons and what they do in game terms, which might be handy, but it's largely ways for GMs to tweak their roleplaying environment toward greater/lesser realism, make up random societies (that's a table I hope to never use.)

It's still worth its 4 stars, but only as a GM. There are no ads, disads, or skills, nor are there background systems or anything else like that. It's all about environment hacking via rules.

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5.0 out of 5 stars The Game Master Guide, January 11, 2007
This review is from: GURPS Compendium II: Campaigns and Combat (GURPS: Generic Universal Role Playing System) (Paperback)
If you are looking for ideas for a game, this is the book for you. Looking for advice, this is the book for you. Trying to find one of the many optional rules of GURPS, this is the book for your. Trying to find some obscure advantage or skill, sorry but that is Compendium I. This is the book for the Game Masters out thier. It is full of detailed rules from everything from poisonous gas to characters getting drunk (a necessity when the party includes dwarves). I would consider it a core book for the game, not necessary to play but very useful.
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