|
Capsule Review
November 20, 1998 Edited: August 28, 2017 by: William Harris
William Harris has written 1 reviews, with average style of 3.00 and average substance of 5.00 This review has been read 1485 times. |
|
Like all games, GURPS depends heavily on the skill of the GM to create an entertaining setting, and deciding what to use, and what to set aside can make or break a campaign. If you want to run a simple fantasy game, you can do so, with all the old standby's of magic, psionics, swords shields and critters. If you would like a little more depth and variety in your fantasy campaign, any one, or all, of those aspects can be enhanced with another book.
Likewise, if you wish to run modern day games, you can do so within the same basic rules structure. The characters would likely have a different feel to them, but then again, how many guys on the streets nowadays could pass for a knight of the roundtable. Any game which tries to do this much is going to fall short in some areas, but overall it is the system I like the best, and the one I tend to choose when running a game.
Style: 3 (Average)
Substance: 5 (Excellent!)
Copyright © 1996-2026 Skotos Tech and individual authors, All Rights Reserved