GURPS Bunnies & Burrows | GURPS Historical | GURPS Time Travel - Alternate Earths | GURPS Traveller | GURPS World War II | GURPS Conan | GURPS Robots | GURPS Steampunk | GURPS Wild Cards
HORSECLANS Series (1970s-80s): Strange and Savage Post Apocalypse North America
GURPS Basic Set (1st & 2nd editions) [BOX SET]
There is little difference between the 1st and 2nd edition GURPS sets - indeed they have the same product number (6000) and ISBN (1556340516) - you'll find sellers offering either edition on this Amazon listing. The boxes themselves are identical.
Second edition has new advantages and disadvantages, and numerous rules clarifications. 1st edition rulebooks have black & white paper covers; 2nd edition rulebooks have blue/white cardstock covers.
"Here's what you get:
• 72-page Characters book - - complete descriptions of skills, abilities, and everything you need to create any kind of
• 80-page Adventuring book - - combat rules, NPC reactions, Game Mastering, adventure design, and a complete index and glossary.
• 24 pages of charts, tables, maps, and sample characters.
• 14-page solo adventure that introduces you to GURPS. Play it yourself - then use it to teach your friends.
• 18-page game-mastered adventure, pitting a team of adventurers against bandits, intrigue, and the forbidding desert.
• Full-color Cardboard Heroes miniature figures and bases."
1986, 1987 ... SJG 6000 ... ISBN 1556340516
GURPS Reference Screen (2nd Edition)
1989 ... 2 bi-fold screens ... SJG 6403 ... ISBN 1556341024
GURPS Update - Rule Changes from the 2nd Edition to the 3rd Edition
"When the Third Edition of the GURPS Basic Set came out, it was a massive rewrite. There were far too many changes for a simple revision sheet. And while we hoped that everybody would want to buy the new edition, we couldn't very well demand it.
Therefore, this Update, It includes, as best we were able to judge, all the significant rules changes, additions and deletions between the Second Edition and the Third.
So this book brings the user "up to speed" with the most current version, as of February 1989, of the GURPS system: • The new advantages, disadvantages and skills. • Lots of assorted rule changes and clarifications. • The Fright rules which originally appeared in GURPS Horror. • New and revised charts and tables. • The new ranged-weapon rules. • The new job and income rules. • Revised ranged-weapon charts from GURPS Space, Humanx, Horror and Japan, to bring them up to Third Edition speed. • And four complete chapters, including Magic and Psionics, that weren't in the Second Edition at all. Much of that material appeared in earlier worldbooks; some of it is brand new. We decided it was all "basic" enough to belong in the Basic Set, so here it is.
This is NOT a complete game or worldbook. The GURPS Update is provided as a service to GURPS players. It is ONLY useful if: (a) you have the Second Edition, and don't plan to buy the Third Edition soon; or (b) you want an extra set of Magic and Psionic character creation rules; or (c) you have the Third Edition, but want documentation of all changes..."
1989 ... 80 pages ... SJG 6024 ... ISBN 1556341326
GURPS Basic Set (3rd Edition)
"GURPS, the Generic Universal RolePlaying System, is the most flexible roleplaying system you can use. Adventure in any world you can think of. Supplements covering many genres are already out -- and more are coming! But you don't have to wait; the GURPS system is easily adaptable to your favorite game world. It's easy to learn . . . you can jump right in with quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be "Game Master-friendly," with Table of Contents, Glossary, Appendix and Index, as well as lots of examples."
The Basic Set contains the core rules necessary to run any GURPS game. In a pinch, you could get by with the GURPS Lite rules available free for download.
1989, 1996 (revised) ... 256 pages ... SJG 6022 ... ISBN 155634127X
GURPS Reference Screen (3rd Edition)
1991(?) ... two 2-panel screens + instant characters booklet ... SJG 6409 ... ISBN 1556341938
GURPS Compendium I
"GURPS Compendium I collects in one volume all the new rules that have been added to the GURPS character creation system since the GURPS Basic Set, 3rd Edition was released in 1988. Compendium I contains hundreds of advantages, disadvantages and skills and other rules for character creation, all in one place!
Compendium I contains a complete collection of character creation rules from previous GURPS releases and in Roleplayer, the GURPS newsletter. Since many older books are out of print, GURPS Compendium I is now the only source for this information."
1997 ... 192 pages ... SJG 6519 ... ISBN 155634290X
GURPS Compendium II
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!"
1996 ... 192 pages ... SJG 6522 ... ISBN 1556343272
GURPS Fantasy: Magic System and Game World
"In the 96 pages of GURPS Fantasy, you'll find:
• Official magic rules for the GURPS system, with many different ways to cast
spells. Work alone, or gather a circle of powerful mages, for arcane rituals that bend nature to your will...
• Yrth, a world background blending the empires and faiths of medieval Europe with the wonders of magic... where the power of sorcery rules the fate of nations!
• New advantages, disadvantages, and skills.
• An extensive, well-explained list of spells — hundreds of them.
• Advice on character creation, and how to roleplay nonhuman races, including Elves, Dragons, Vampires, and more!
• Detailed rules for designing and creating individual magic items.
• Complete Table of Contents, Index, and pull-out Table of Spells for easy reference."
1986 ... 92 pages ... SJG 6001 ... ISBN 1556340524
GURPS The Prisoner: Roleplaying In The Village
"I Am Not a Number!
I Am a Free Man!
Welcome to The Village. You'll be staying here for a long time. Experience the tension and thrills of No. 6, The Prisoner, fighting to maintain his freedom against No. 2 and the masters of The Village. Only this time, you aren't sitting in front of the TV, unable to help. This time, you're involved, a prisoner yourself. What will you do when you find yourself captured, drugged, harassed, your every move anticipated by unseen monitors? Will you give in? Or will you fight back against the forces of conformity and defeat? Just how strong are you?
This is the authorized roleplaying worldbook for The Prisoner, the classic British series starring Patrick McGoohan. It describes The Village and its inhabitants, both wardens and prisoners. It also covers the weird science available to No. 2 (the Chairman of The Village), and tells how to prepare and run a Prisoner campaign, in The Village or elsewhere, with special emphasis on roleplaying paranoia and keeping the players guessing! A short adventure, "Arrival," introduces a party of prisoners into The Village.
Also included are a bibliography of Prisoner material and synopses of all seventeen episodes.
This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any other roleplaying system."
1989 ... David Ladyman & Steve Jackson ... 96 pages ... SJG 6030 ... ISBN 155634161X
2001 ... William Stoddard ... 128 pages ... SJG 6422 ... ISBN 1556345631
GURPS Bunnies & BurrowsGURPS Bunnies & Burrows
See also: Bunnies & Burrows, the original edition from Fantasy Games Unlimited.
"GURPS Bunnies & Burrows is a new edition of the classic game originally published in 1976. Completely revised, expanded and converted to GURPS, it presents a world in which player characters are rabbits. . . faced with a land full of monstrous, hungry foes, with humans worst of all!
GURPS B & B is a game of wits, rich in roleplaying possibilities. A rabbit can't bully his way through the world - not usually, anyway! Characters in this game must be clever to survive."
1992 ... Steffan O'Sullivan & B. Dennis Sustare & Scott Robinson ... 128 pages ... 1556342373
World Action and AdventureWorld Action and Adventure: Official Guide
"EXPERIENCE REAL EXCITEMENT, fun and daring adventure as you live any kind of character in any time period from ancient to modern times. You can role-play going west in the early pioneer days, be involved in a present day spy thriller, or archeological expedition... any setting or situation is possible. WA&A relies on accurate rules and factual lists and tables allowing you to learn facts about geography, history, animals, and occupations while having a great time.
EASY INSTRUCTIONS and basic simple scenarios and situations are in Chapter One. The first chapter also includes dice rolling instructions and easy to understand tables to help you quickly understand the concept and get started. A little practice and you will be on your way!
THE GAME IS PLAYED by a game leader (Action Guide) who thinks of an adventurous situation, mission, or dream. Then, the Action Guide and actors work out the solution, goal, or attainment creating dialogue and action that makes the game enjoyable.
THE EXCITEMENT STARTS when the numbers on dice rolls are matched to tables to determine the outcome of the actors' actions, encounters, descriptions, etc. In fact, there are over 500 tables, lists, and charts to enjoy as you advance."
1985 ... 185 pages ... Gregory L. Kinney ... ISBN 0933475004
World Action and Adventure: Actors Book of Characters
1985 ... 94 pages ... Gregory L. Kinney ... ISBN 0933475012
World Action and Adventure: Book of Animals & Geography
1985 ... 126 pages ... Gregory L. Kinney ... ISBN 0933475020
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