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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