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GURPS Wizards< | ||
Author: Sean Punch
Category: supplement Company/Publisher: Steve Jackson Games Cost: 19.95 Page count: 128 ISBN: 1-55634-270-5 Capsule Review by C. Sustek on 05/27/98. Genre tags: none |
I have always believed that one of the strongest systems in GURPS has been the system for Magic.
I have also always believed that no other character creation process within GURPS is as time consuming and complex as the system for Magic. My first belief still rings true. My second belief has been completely eviserated by the publication of GURPS Wizards by Sean Punch. GURPS Wizards solidifies the character template system introduced in GURPS Black Ops, which lists suggested attributes, advantages, disadvantages, skills and quirks for each template type, and a final character point cost for each. The first section of Wizards contains these rules, while the remainder of the book is divided into chapters with titles such as "Alcemist", "Enchanter", and "Necromancer". Each chapter contains a description of that particular type of wizard, and then moves on to optional rules and the actual character templates. As is standard for GURPS supplements, the pages of each chapter are sidebarred, containing example characters created using that particular chapter's template. Finally, the end of each chapter includes a completely detailed example character, complete with history and suggestions on working the character into various other genres. My personal favorite happens to be a lich in the chapter for "Necromancers", something that I've been looking for in GURPS for a very long time. This book solved two major problems I had with GURPS regarding magic-wielding character creation. First, the selection of spell lists and grimiores was always a violently time-consuming process - one could spend hours tracing the pre-requisite history of one spell that happened to catch the eye. Second, the magic system within GURPS suffered from the same problem that brought about the creation of GURPS Compendium I and II - optional rules for wizard character creation and spell casting were scattered over various different supplements. Wizards solves the first problem with the template system: each template includes a list of spells and associated character point costs that are trademarks for the various wizard types. Each list is complete, with all pre-requisites included. The second problem is solved in almost each and every chapter of the book. Each section for a specific wizard type includes all of the optional rules related to that type that have ever been printed in GURPS supplements (my hat is off yet again to Sean Punch). In addition, a few chapters include new optional rules, the likes of which will make any hard-core GURPS player or GM drool. If you are a GURPS player, you really need this book, because it streamlines the wizard character creation process and transforms it into something pleasant. If you are not a GURPS player, you really need this book, if only for the colorful characters listed within. GURPS Wizards is yet another example of the excellent, well developed supplements that Steve Jackson Games publishes year after year.
Style: 4 (Classy and well done)
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