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Books to read if you're planning a vacation in "Jackson", sorted by average review score:

Gurps Assassins
Published in Hardcover by Steve Jackson Games (March, 2003)
Author: Steve Jackson Games
Average review score:

This book doesn't exist.
According to the Steve Jackson Games web site, "GURPS Assassins has been removed from the schedule; its text will become part of a more comprehensive book with the working title GURPS Covert Ops. We don't have a release date on that book yet . . ."

I rated it five stars because a copy of a non-existent book would be quite valuable.


Gurps Bio-Tech
Published in Paperback by Steve Jackson Games (January, 1998)
Authors: Steve Jackson, David L. Pulver, Sean M. Punch, and Dan Smith
Average review score:

Are you still using last year's genes?
In this age of cloning and genetically altered crops it's hard to create a game book that won't seem hopelessly outdated by next year. David Pulver (GURPS Psionics, GURPS Vehicles and other) has done an excellent job with GURPS Bio-Tech! Rather than a simple list of advantages and disadvantages available, David takes advantage of existing rules to explain how select gene-mods would work in game mechanics.

Also covered are modifications to animals, plants, alien organisms and a extensive section on germ warfare. (Better make sure that the target genome doesn't appear in your population!) Addition information discusses specific changes that bio-modification could bring to a society.

This book is tailored to the GURPS game system, but with a bit of thought could be used for virtually any game system.


Gurps Cabal: Monstrous Secret Masters of Reality
Published in Paperback by Steve Jackson Games (March, 2002)
Authors: Kenneth Hite and Steve Jackson Games
Average review score:

A Conspiracy of Magicians
I really like the concept of this book. It creates a world where life seems "as normal" but behind the scenes is a group called the Cabal that are full of sorcerors and mythical creatures. It also includes planar travel and ancient Gods. This book also provides a recounting of history starting from Ancient Eygpt, with what "really" happened and to what extent the Cabal was involved. Another nice feature of this book is the detail of Hermetic magic, which helps to make ritualistic magic more focused in the game. This book also gives several campaign options whether to be with or against the Cabal.


GURPS Cliffhangers 2nd Edition
Published in Paperback by Steve Jackson Games (August, 2002)
Authors: Brian J. Underhill, Andrew Hackard, and Steve Jackson Games
Average review score:

An Era Revealed
GURPS Cliffhangers, like almost all GURPS books, is a gamemaster's delight. The book gathers handily in one place almost all the information you will want on the history and background of the 1920's - 1940's in one place. It not only covers the events and the background information for North America, but for almost all of the world. The layout is clean and well organized, and GURPS-specific rules are, as with all GURPS sourcebooks, confined to one chapter. This means that the book is easily usable as a source for GM's running campaignes set in the Cliffhanger era using different rulesystems. Several pages at the end are reserved for a very thorough bibliography of othe sources - not just books, but comics, films, and other games. If you're looking at running a cliffhanger/pulp style game, you can't do wrong by using GURPS Cliffhangers as a starting point.


GURPS Discworld Also
Published in Paperback by Steve Jackson Games (March, 2002)
Authors: Phil Masters, Alain H. Dawson, Sean Murray, and Steve Jackson Games
Average review score:

Scenarios, templates, and "modern" Discworld
Discworld Also picks up where GURPS Discworld left off and includes information on the more modern innovations that have occurred on the Disc in the books Pratchett has written since GURPS Discworld was published, such as the communications explosion and the opening of EcksEcksEcksEcks, and also offers more information and help to the game master and players. There are also new racial packages and character templates (including one for creating an Igor!).

It also includes 3 full-blown adventure scenarios and 3 adventure seeds. I've only run one of the adventures, Lost and Found, twice at conventions. This adventure has always run beautifully with both those familiar with the Disc (even those more familiar with it than I) and those who are not. Warning, though, the laughter that erupts from time to time at the table tends to distract those at the surrounding tables who opted (silly people that they are) to play something else!

This book is a joy to read, even if you're not planning on running a game in the Discworld setting, but is, of course, primarily intended for those interested in running a game in the setting. I would note that you really need to own GURPS Discworld (or the Discworld Roleplaying Game, as it's now being called) to use it.


Gurps Imperial Rome
Published in Paperback by Steve Jackson Games (January, 1900)
Authors: C. J. Carella, Jeff Koke, Ruth Thompson, and Steve Jackson Games
Average review score:

Fantastic and Fun
Not only do I use this book for ideas for campaigning, but I've used it to spur my imagination for short stories and writing. It's an excellent and useful peek into Roman life. It makes me wish that they would put out another series on the Ancient world as a whole before Imperial Rome ruled it all.

Wonderfully done!


Gurps Martial Arts Adventures: Hard-Hitting Scenarios for Gurps Martial Arts
Published in Paperback by Steve Jackson Games (March, 2002)
Author: Steve Jackson Games
Average review score:

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Gurps Russia
Published in Hardcover by Steve Jackson Games (March, 2002)
Author: Steve Jackson Games
Average review score:

Will satisfy most of tastes: from realistic to high fantasy!
GURPS Russia is a very beautiful sourcebook, describing a setting which is almost completely unknown to the "average" RPG player and Game Master. Inside this book you will find the details of a rich history, together with the description of very foreign, mysterious customs and beliefs, such as a forced coexistence of ancient pagan cults with Orthodox Christianity. Perhaps most important, you will feel the strange mood of Russian folklore, whose values and patterns are quite different from the ones the average Western person is accustomed to. In one word, the material inside GURPS Russia will provide the GM information enough to run a successful campaign with a distinct and peculiar flavor. It is not important whether you want a historical setting or the wildest high fantasy: the information on Medieval Russia found in this book will cover both with ease. One footnote: in Russia, the Middle Ages effectively ended in 1725 (Death of Peter the Great)! This opens interesting possibilities for crossover campaigns... If you are interested in historical campaigns in a low-tech setting, this book is a must!


Gurps Time Travel: Adventures Across Time and Dimension
Published in Paperback by Steve Jackson Games (March, 1995)
Authors: Steve Jackson, John M. Ford, and Dan Frazier
Average review score:

A vital role playing supplement.
For ANY Frequent roleplayer, ESPECIALLY A GM, when combined with the GURPS basic set, the Time Travel rules are a thrilling vehicle for linking your campaigns together, allowing the possibility of realistic character development, as your pc's travel from each universe to the next! Highest possible recommendation!


Gurps Wwii: A World Ablaze, Its Destiny in the Balance
Published in Paperback by Steve Jackson Games (March, 2002)
Authors: Gene Seabolt and Steve Jackson Games
Average review score:

Freedom Fighters rejoice
GURPS: World War Two is the beginning of an ambitious campaign by Steve Jackson Games to bring the battles of World War Two to life for gamers. And it makes a wonderful starting point.

It seems hard to believe that there are only six chapters in this book - but there is quite a lot of detail in these chapters. Beginning with "The World At War" this chapter explains the background for a World War Two style campaign. It covers a lot of world history in a good capsule format that GM's may want to read thoroughly for campaign ideas. "The Combatants", gives a comprehensive section on the major players in the war, both on the winning side and the losing side. "Characters" gives you everything you need to create player characters and NPC's for a WWII campaign. The character templates in this section give GM's a quick starting point. The "Armoury" chapter gives your characters some weapons to fight with, as well as a basic equipment list. The "Vehicles" section adds many cars, trucks, and tanks to your WWII campaign. In "Move Out!" there's campaigning info for players and GM's. There's even some ideas for crossover campaigns and alternate endings for the war. Finally, for those who may not own the basic rules, the book concludes with a copy of "GURPS: Lite" - a basic intro to the GURPS RPG for those who may not own the basic book. This edition of GURPS Lite has been custom tailored for GURPS: World War Two.

The 28 pages of detail about the course of the war is not to be missed, and can even be appreciated by non-gamers for its attention to important events in World War Two such as the sinking of the Bismark. The 20 pages of details on Britain, the US, the Soviets, Germany and Japan give us an inside look at the organization of armies,units and tactics, special ops, and intelligence, although it's easy to see that this could be expanded. The 23 pages of info on characters is fairly comprehensive and includes 14 sample characters. The 36 pages of detail on vehicles gives some of the major equipment used in the war, as well as ideas on how to use what you know to create totally new equipment that may not have been covered in this section. The 16 pages of "Move Out" even includes info on what might be happening on the home front, as well as what is happening behind enemy lines. The "Basic Training" section of GURPS Lite allows GM's that don't have the basic rules to create military and non-military characters and NPC's for this campaign.

This book is a great starting place for GM's, and that is probably its only flaw. When covering a subject as large as World War Two, you have to have space - and even the 208 pages of material here are not enough for a comprehensive look at World War Two. However, there are other books already printed continuing the series, and more forthcoming. I can't recommend "GURPS World War Two: Iron Cross" highly enough for GM's wanting to "fill in the blanks". This book is a great addition to the GURPS library and I would recommend it to anyone wanting to try an adventure or a whole campaign set in this time of peril.


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