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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 1) Posted: Fri Aug 04, 2006 12:57 am
Post subject: Ten books
Archived from groups: rec>games>frp>gurps (more info?)

Excluding the core books (Characters and Campaigns for 4e and Basic
Set, Compendium I and Compendium II for 3e), if you could only have ten
GURPS books, what would they be? Only rule is that the book must
actually exist (no wishlisting).

For me, in no particular order:

* Hellboy
* WWII
* Discworld
* Horror 2e (I prefer monsters in Bestiary format, plus there are the
sections on generic firearms, Victorian London and the 1920's)
* Space 3e
* Vikings 1e
* Traveller 2e
* Cliffhangers 2e
* Deadlands: Weird West
* Dinosaurs (a more useful bestiary than Bestiary, plus cavemen)

Even without the free core books, this list wouldn't be likely to
change, as Hellboy and WWII have sufficient playing rules (and basic
psi rules in Hellboy) for my purposes.

Brandon

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Sam Spade

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Since: Feb 17, 2005
Posts: 31



(Msg. 2) Posted: Fri Aug 04, 2006 12:55 pm
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Beyond the Basic Set, all I need for the campaign I actually run is Magic
(4th ed.). I do everything else out of my own imagination.

My favorite GURPS books, though, have been:
Myth
Celtic Myth
Places of Mystery
Space (3e was better than 4e)
Undead
Monsters
Powers
WWII

Others (such as Religion) may have been more useful at times, but these are
the ones I have enjoyed reading for their own sakes.

FWIW


<copeab.TakeThisOut@yahoo.com> wrote in message
news:1154678231.557148.124110@b28g2000cwb.googlegroups.com...
> Excluding the core books (Characters and Campaigns for 4e and Basic
> Set, Compendium I and Compendium II for 3e), if you could only have ten
> GURPS books, what would they be? Only rule is that the book must
> actually exist (no wishlisting).
>
> For me, in no particular order:
>
> * Hellboy
> * WWII
> * Discworld
> * Horror 2e (I prefer monsters in Bestiary format, plus there are the
> sections on generic firearms, Victorian London and the 1920's)
> * Space 3e
> * Vikings 1e
> * Traveller 2e
> * Cliffhangers 2e
> * Deadlands: Weird West
> * Dinosaurs (a more useful bestiary than Bestiary, plus cavemen)
>
> Even without the free core books, this list wouldn't be likely to
> change, as Hellboy and WWII have sufficient playing rules (and basic
> psi rules in Hellboy) for my purposes.
>
> Brandon
>

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Chuk Goodin

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Since: Jun 07, 2005
Posts: 66



(Msg. 3) Posted: Fri Aug 04, 2006 3:55 pm
Post subject: Re: Ten books [Login to view extended thread Info.]
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On 4 Aug 2006 00:57:11 -0700, "copeab@yahoo.com" <copeab.DeleteThis@yahoo.com> wrote:
>Excluding the core books (Characters and Campaigns for 4e and Basic
>Set, Compendium I and Compendium II for 3e), if you could only have ten
>GURPS books, what would they be? Only rule is that the book must
>actually exist (no wishlisting).

I like 4e, so if you take away the core books, I think ten books is like,
all of them, isn't it?

Powers
Magic
Fantasy
Banestorm
Infinite Worlds
Space
Bio-Tech (except that might not be out yet?)
Isn't there a Traveller one, too? I don't really want that one.

--
chuk
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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 4) Posted: Fri Aug 04, 2006 4:06 pm
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Chuk Goodin wrote:
> On 4 Aug 2006 00:57:11 -0700, "copeab@yahoo.com" <copeab.DeleteThis@yahoo.com> wrote:
> >Excluding the core books (Characters and Campaigns for 4e and Basic
> >Set, Compendium I and Compendium II for 3e), if you could only have ten
> >GURPS books, what would they be? Only rule is that the book must
> >actually exist (no wishlisting).
>
> I like 4e, so if you take away the core books, I think ten books is like,
> all of them, isn't it?

Many 3e books (mainly historical and some worldboooks) are supposed to
be mostly useable with 4e.

Brandon
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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 5) Posted: Fri Aug 04, 2006 4:10 pm
Post subject: Re: Ten books [Login to view extended thread Info.]
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Sam Spade wrote:
>
> Others (such as Religion) may have been more useful at times, but these are
> the ones I have enjoyed reading for their own sakes.

I decided to leave it open to each poster as to whether they wanted to
go for the "best", "favorite" or "most useful" angle, since in most
cases that would be three different lists.

(For me, it was mostly "favorite" with the final cut based on "most
useful")

Brandon
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odh_frogmorton

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Since: Jul 16, 2006
Posts: 2



(Msg. 6) Posted: Fri Aug 04, 2006 7:59 pm
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copeab DeleteThis @yahoo.com wrote:
> Excluding the core books (Characters and Campaigns for 4e and Basic
> Set, Compendium I and Compendium II for 3e), if you could only have ten
> GURPS books, what would they be? Only rule is that the book must
> actually exist (no wishlisting).
>
Can I get two more books if I ditch CI & CII?

No? Oh well....

(Effictively core books in my campaigns.):

Space (Pref 3e, but 2e works)
Magic
Grimiore
Psionics
Fantasy Folk (Stands in for Supers, as I don't like four-color
campaigns.)
Ultra Tech
Bio Tech
Vehicles (3e, *not* 2e)

(Guilty pleasures:)

IOU
Illuminati

[And if I got those two extra, they'd be Discworld and Transhuman
Space...)

*ODH
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 7) Posted: Sat Aug 05, 2006 12:55 am
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odh_frogmorton.TakeThisOut@yahoo.com wrote:
[...]
> Vehicles (3e, *not* 2e)
[...]

What is GURPS Vehicles 3rd edition? As far as I know, there has only
been 2 editions published, and then 2 (very small) supplements to the
2nd edition. The new GURPS Vehicles was, AFAIK, in playtest some time
ago, but has not yet appeared on the "forthcoming books" list.

--
Peter Knutsen
sagatafl.org
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 8) Posted: Sat Aug 05, 2006 12:55 am
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copeab.RemoveThis@yahoo.com wrote:
> Excluding the core books (Characters and Campaigns for 4e and Basic
> Set, Compendium I and Compendium II for 3e), if you could only have ten
> GURPS books, what would they be? Only rule is that the book must
> actually exist (no wishlisting).

Note that I use the GURPS books as reference material for campaigns that
take place under other rules systems. This will cause my choices to look
a bit different from everybody else's.

At the moment my focus is on modern era campaigns, so here's the list
for that:
GURPS Covert Ops (if I had to pick one book, this would be it)
GURPS Special Ops
GURPS Cops
GURPS Espionage
GURPS Hi-Tech (weapons-focused as it is)
GURPS SWAT
GURPS WWII
GURPS WWII: Iron Cross (Nazis make excellent villains)
GURPS WWII: Hands of Steel

Thats 9 books. I can't offhand think of an obvious 10th. Apart from
GURPS Covert Ops, the rest are in random order.

Low-Tech would be a good choice in a campaign where the PCs might
encounter technologically primitive humans (or neanderthals or
lizardmen). Or GURPS Cliffhangers for a pulp era campaign. GURPS Atomic
Horror is actually not a bad source book for a campaign set in the 1950s
or 1960s, if it takes place almost exclusively in the USA. GURPS
Timeline is overall handy. GURPS Martial Arts contains a bit on the
history of martial arts, but I hope that the new edition will be better.

Is there a modern-era book (general purpose, or largely so) which I've
overlooked (in spite of probably owningn it)? I don't own GURPS Mysteries.

For medieval fantasy:
GURPS Low-Tech
GURPS Middle Ages 1
GURPS Who's Who 1
GURPS Who's Who 2
GURPS Vikings
GURPS Celtic Myth
GURPS Arabian Nights

I think that's it (and I could live witout the Who's Who books. The
medieval material is limited and often ignores the most interesting
characters such as Roger Bacon or Gerbert of Aurillac).

Just to be naughty, here is a wish list for books that don't exist:
GURPS High-Tech for 4E (this book is actually on the way. The extra
pages, relative to previous editions, will focus on non-weapons
technology, to bring the book in line with Low-Tech, Ultra-Tech 1/2 and
Bio-Tech, as opposed to GURPS Weapons Catalog)
GURPS Modern Military (to the best of my knowledge, there is no such
book. But I've mail-ordered the two Spycraft supplements on the subject,
and will recieve them next week)
GURPS Espionage (an updated version)
GURPS Cold War
GURPS 1980s (seems to me to be a great era for action/thriller genre
gaming)
GURPS Who's Who, 10 volumes, each volume covering a specific period of
history so that the rest of you, who are not great history fans, won't
need to buy them all.

I think that's it for my wish list. Note that none of the books on the
wish list, except the first one, is actually on SJ Games' official
publishing schedule.

--
Peter Knutsen
sagatafl.org
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 9) Posted: Sat Aug 05, 2006 12:55 am
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Chuk Goodin wrote:
> I like 4e, so if you take away the core books, I think ten books is like,
> all of them, isn't it?

I don't think SJ Games is even close to having ten supplements out yet.
You mention six that I know are published, plus the Traveller book.

> Powers
> Magic
> Fantasy
> Banestorm

Which reminds me, I forgot to mention Banestorm on my list for top 10
books for medieval fantasy. While I don't own the book, the Banestorm
setting is in some way fairly similar to my Ärth historical fantasy setting.

> Infinite Worlds
> Space
> Bio-Tech (except that might not be out yet?)

Correct.

> Isn't there a Traveller one, too? I don't really want that one.

GURPS Traveller Interstellar Wars, yes.

--
Peter Knutsen
sagatafl.org
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 10) Posted: Sat Aug 05, 2006 12:55 am
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copeab.RemoveThis@yahoo.com wrote:
> Many 3e books (mainly historical and some worldboooks) are supposed to
> be mostly useable with 4e.

And the other way around.

--
Peter Knutsen
sagatafl.org
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Shawn Wilson

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Since: Nov 09, 2005
Posts: 72



(Msg. 11) Posted: Sat Aug 05, 2006 2:01 am
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<copeab DeleteThis @yahoo.com> wrote in message
news:1154678231.557148.124110@b28g2000cwb.googlegroups.com...

> Excluding the core books (Characters and Campaigns for 4e and Basic
> Set, Compendium I and Compendium II for 3e), if you could only have ten
> GURPS books, what would they be? Only rule is that the book must
> actually exist (no wishlisting).


Space
Ultra-Tech I
Ultra-Tech II
Magic
High Tech
Powers
Traveller
Traveller: Far Trader
Reign of Steel
Magic Items I

I actually play more fantasy that the list indicates, I just don't need more
books for it.

(ironically no Steampunk, for which I have a playtester credit and got a
free copy out of it (in my opinion unearned, the only substantial thing I
contributed was Vehicles stats for the USS Monitor, which weren't used). I
mention this because I think it should give me super-ultra-special status
and I need a hug...
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Ol' Dirty Hippie

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Since: Jul 16, 2006
Posts: 18



(Msg. 12) Posted: Sun Aug 06, 2006 8:54 am
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Peter Knutsen (usenet) wrote:
> odh_frogmorton.TakeThisOut@yahoo.com wrote:
> [...]
> > Vehicles (3e, *not* 2e)
> [...]
>
> What is GURPS Vehicles 3rd edition? As far as I know, there has only
> been 2 editions published, and then 2 (very small) supplements to the
> 2nd edition. The new GURPS Vehicles was, AFAIK, in playtest some time
> ago, but has not yet appeared on the "forthcoming books" list.
>

Oops!

I meant "(2e *not* 1e)"

*ODH
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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 13) Posted: Sun Aug 06, 2006 10:15 am
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Shawn Wilson wrote:
>
> (ironically no Steampunk, for which I have a playtester credit and got a
> free copy out of it (in my opinion unearned, the only substantial thing I
> contributed was Vehicles stats for the USS Monitor, which weren't used).

Steampunk just missed the list for me. It came down to the fact that
for a 19th century steampunk game, I could steal from Deadlands and for
a 20th century game I could steal from Cliffhangers and Hellboy.

Brandon
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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 14) Posted: Sun Aug 06, 2006 10:20 am
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odh_frogmorton DeleteThis @yahoo.com wrote:
> copeab DeleteThis @yahoo.com wrote:
> > Excluding the core books (Characters and Campaigns for 4e and Basic
> > Set, Compendium I and Compendium II for 3e), if you could only have ten
> > GURPS books, what would they be? Only rule is that the book must
> > actually exist (no wishlisting).
> >
> Can I get two more books if I ditch CI & CII?

When I posed this question last year on the SJ Games forums, the core
books weren't "free". However, this got 4e players mad, since they
didn't like having to devote two slots to the core rules while the 3e
people only needed one*. So, I decided to exempt the core books this
time around.

Brandon

* Technically, 3e people didn't even need spend this one, as books like
WWII, Discworld, Hellboy and Transhuman Space (hardcover) included
basic playing rules.
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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 15) Posted: Sun Aug 06, 2006 12:56 pm
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raven RemoveThis @westnet.poe.com wrote:
>
> I don't really care for world books, I tend to make up my own unique
> worlds, prefering either rule boks or more generic genre books.

I normally create my own settings, too, but I pull stuff from various
GURPS books (and even other games) in doing so.

Brandon
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