On Tue, Mar 14, 2006 at 06:42:57PM -0800, Michael Hopcroft wrote:

>If you want to expand the rules base for high-powered characters, I'd
>recommend Powers -- even though it doesn't add very many new Advantages,
>it does provide some good explanations as to how to build all sorts of
>whatacts with what is provided in Basic Set 1.

It's also a good thing to have if you plan to build a more extensive
Psionics system than the one in the basic set.

>Magic is a large expansion of the main GURPS spellcasting system.
>
>Fantasy is essentially a genre book.

Some expansion: it does for fantasy games what the old Space book did for
space games, i.e. gives you _lots_ of different options and advice on
how to put them together. It's a book for world-building, rather than
something to plug into an existing campaign.

>Banestorm is the new version of GURPS Yrth. I always disliked the Yrth
>setting and reading this book didn't make me like it any better.

Infinite Worlds expands the cross-time campaign setting described in the
basic set; I've been running a campaign for a few months now, and while
it goes slightly out of its way to offer _anything_ one might want I've
still found it a lot of fun. (http://tekeli.li/i-cops/)

Traveller: Interstellar Wars has been mentioned here recently; it's
Traveller in the pre-Imperium (all right, First Imperium) era, when the
Vilani are still a strange foreign power.

R
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