Review of GURPS Supers


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Does this work as a superhero game? Yes, but about as well (overall) as "Champions" does. What makes this a worthwhile book is that it's easy to plug in other GURPS book to take care of non-super aspects of any superhero setting you'd care to include.

As noted elsewhere, and by others, GURPS strains under the level of unreality required to properly simulate the majority of superhero settings--past or present--that publishers put on the shelves. Even with all of the recent innovations put into the system, you're still better off converting to one better built for this level of unreality. That's the only negative thing I've got to say.

This book has plenty to say about running superhero campaigns, about the conventions involved, and about how to adjust those things to suit your needs. The sample characters show you how to use the vast array of powers, skills, and modifications to create just the character that you want. It's a bit hefty on the math, but that's nothing new for many superhero fans.

If you're not into "Aberrant" or "Marvel Saga", etc., and the Hero System ain't your bag, then this is where you ought to look next.

Style: 3 (Average)
Substance: 4 (Meaty)

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RPGnet Reviews1999-08-01 Bradford C. Walker's Summary: Go to the full review for more information.

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