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GURPS Fantasy Folk, Second Edition

Author: Chris W. McCubbin and Sean Punch
Category: game
Company/Publisher: Steve Jackson Games
Cost: $20.95
Page count: 144
ISBN: 1-55634-309-4
Capsule Review by Mike McGarel on 06/17/98. Genre tags: none
GURPS Fantasy Folk, Second Edition, provides 24 races for fantasy campaigns and gives a comprehensive racial generation system for creating new ones.

The book is well-organized, with every race given its own four- or five-page section. The descriptions follow a standard template, making it easier to find a particular bit of information. The advantages, disadvantages, psychology, ecology, culture and politics of each race is explored, as well as the its use in the campaign and its relationship to the other races. Ideas for PCs, a character example and adventure seeds round out each section.

The standard fantasy races are here with the expected characteristics (e.g. Elves love nature, Dwarves are greedy). Races that would be classified as "monsters" in other games, such as Centaurs, Ghouls or Ogres, are also included and get the full treatment of backgrounds and motivations as well. The book stresses roleplaying nonhuman traits and attitudes to provide a richer gaming experiencing.

As with many supplements in this system, much of the book is not GURPS-specific. The descriptions are open-ended enough to allow a GM to fit a race or characteristic into just about any campaign, including those in the Space or Horror genres.

The usual GURPS black and white artwork illustrates the given races and conceptualizes several others besides.

The racial generation rules do a good job of providing the theory and application of customizing races. (There's nothing like a mysterious being to throw off the players!)

This second edition has quite a few changes from the previous version. Nothing major, but enough to make me glad I added it to my collection.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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