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 _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
