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This is it -- the secret passageway to success (and fun) with GURPS
GURPS (Generic Universal Role Playing System) is not like other role playing games because it gives you the freedom to create any world or character you can imagine. This fun and easy guide gets you up to speed, so you can get into the game and hold your own right from the start.
Discover how to:
* Develop your character's skills and attributes
* Prepare for combat and other encounters
* Role play your character's personality
* Become a Game Master
* Create and populate your own game world
This is it -- the secret passageway to success (and fun) with GURPS
GURPS (Generic Universal Role Playing System) is not like other role playing games because it gives you the freedom to create any world or character you can imagine. This fun and easy guide gets you up to speed, so you can get into the game and hold your own right from the start.
Discover how to:
* Develop your character's skills and attributes
* Prepare for combat and other encounters
* Role play your character's personality
* Become a Game Master
* Create and populate your own game world
Bjoern-Erik Hartsfvang has 24 years of experience crafting and running game worlds.
Stuart J. Stuple has 15 years of gaming experience with a focus on technology and alien races.
Introduction 1
Part I: Getting Started with GURPS 7
Chapter 1: Introducing GURPS - The Generic Universal RolePlaying System 9
Chapter 2: Determining Your Role 15
Chapter 3: Laying the Attribute Foundation 27
Chapter 4: Taking Advantages 35
Chapter 5: Finding Your Hero's Flaws 51
Chapter 6: Finalizing Your Character with Skills 77
Part II: Enhancing Your Character 97
Chapter 7: So You Want to Be a Wizard - Magic 99
Chapter 8: Powering Your Character 113
Chapter 9: Tackling Tech Level 133
Chapter 10: Playing Races Outside the Norm 145
Part III: Playing with Your Character 163
Chapter 11: Doing Unto Others: Combat 165
Chapter 12: Tracking the Details 189
Chapter 13: Playing the Role 199
Part IV: Running Your Own Adventure 207
Chapter 14: Playing the GM 209
Chapter 15: Building a Simple Adventure 233
Chapter 16: Motivating Players 245
Part V: Building Your Own World 251
Chapter 17: Creating a Complete Campaign 253
Chapter 18: Setting the Stage for Your World 275
Chapter 19: Mapping, Planning, and Plotting 295
Chapter 20: Creating Memorable NPCs 321
Chapter 21: Flavoring Your Campaign 347
Part VI: The Part of Tens 371
Chapter 22: Ten Rules for Spending Points 373
Chapter 23: Ten Advantages We Like 377
Chapter 24: Ten Disadvantages That Aren't Too Painful 381
Glossary 385
Index 391
Erscheinungsjahr: | 2006 |
---|---|
Genre: | Importe |
Produktart: | Nachschlagewerke |
Rubrik: | Hobby & Freizeit |
Thema: | Spielen & Raten |
Medium: | Taschenbuch |
Inhalt: | 432 S. |
ISBN-13: | 9780471783299 |
ISBN-10: | 0471783293 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Griffith, Adam
Hartsfvang, Bjoern-Erik Stuple, Stuart J |
Hersteller: |
Wiley
John Wiley & Sons |
Verantwortliche Person für die EU: | Wiley-VCH GmbH, Boschstr. 12, D-69469 Weinheim, product-safety@wiley.com |
Maße: | 235 x 191 x 24 mm |
Von/Mit: | Adam Griffith (u. a.) |
Erscheinungsdatum: | 01.02.2006 |
Gewicht: | 0,805 kg |
Bjoern-Erik Hartsfvang has 24 years of experience crafting and running game worlds.
Stuart J. Stuple has 15 years of gaming experience with a focus on technology and alien races.
Introduction 1
Part I: Getting Started with GURPS 7
Chapter 1: Introducing GURPS - The Generic Universal RolePlaying System 9
Chapter 2: Determining Your Role 15
Chapter 3: Laying the Attribute Foundation 27
Chapter 4: Taking Advantages 35
Chapter 5: Finding Your Hero's Flaws 51
Chapter 6: Finalizing Your Character with Skills 77
Part II: Enhancing Your Character 97
Chapter 7: So You Want to Be a Wizard - Magic 99
Chapter 8: Powering Your Character 113
Chapter 9: Tackling Tech Level 133
Chapter 10: Playing Races Outside the Norm 145
Part III: Playing with Your Character 163
Chapter 11: Doing Unto Others: Combat 165
Chapter 12: Tracking the Details 189
Chapter 13: Playing the Role 199
Part IV: Running Your Own Adventure 207
Chapter 14: Playing the GM 209
Chapter 15: Building a Simple Adventure 233
Chapter 16: Motivating Players 245
Part V: Building Your Own World 251
Chapter 17: Creating a Complete Campaign 253
Chapter 18: Setting the Stage for Your World 275
Chapter 19: Mapping, Planning, and Plotting 295
Chapter 20: Creating Memorable NPCs 321
Chapter 21: Flavoring Your Campaign 347
Part VI: The Part of Tens 371
Chapter 22: Ten Rules for Spending Points 373
Chapter 23: Ten Advantages We Like 377
Chapter 24: Ten Disadvantages That Aren't Too Painful 381
Glossary 385
Index 391
Erscheinungsjahr: | 2006 |
---|---|
Genre: | Importe |
Produktart: | Nachschlagewerke |
Rubrik: | Hobby & Freizeit |
Thema: | Spielen & Raten |
Medium: | Taschenbuch |
Inhalt: | 432 S. |
ISBN-13: | 9780471783299 |
ISBN-10: | 0471783293 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Griffith, Adam
Hartsfvang, Bjoern-Erik Stuple, Stuart J |
Hersteller: |
Wiley
John Wiley & Sons |
Verantwortliche Person für die EU: | Wiley-VCH GmbH, Boschstr. 12, D-69469 Weinheim, product-safety@wiley.com |
Maße: | 235 x 191 x 24 mm |
Von/Mit: | Adam Griffith (u. a.) |
Erscheinungsdatum: | 01.02.2006 |
Gewicht: | 0,805 kg |