Review of GURPS Magic Items 1

GURPS Magic Items 1 Review Summary

Capsule Review
May 18, 1999
Edited: August 28, 2017


by: Tomas J Skucas


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



Tomas J Skucas has written 48 reviews, with average style of 3.65 and average substance of 3.98 The reviewer's previous review was of Rolemaster Fantasy Role Playing.The reviewer's next review is of GURPS Special Ops Second Edition.

This review has been read 865 times.

 

GURPS Magic Items 1 Product Summary

Name: GURPS Magic Items 1
Publisher: Steve Jackson Games
System: GURPS (3e)
Author: Chris W. McCubbin
Category: RPG

Cost: 19.95
Pages: 128
Year: 1990

SKU: 6038
ISBN: 1-55634-190-3


Review of GURPS Magic Items 1


Goto [ Index ]
GURPS Magic Items 1 is a fairly standard book of magic items for use in any fantasy (or other) campaign. Originally produced in 1990, the current release is a second printing of the first edition.

Broken down into 16 chapters, the book covers standard magical items from clothing to armor to weapons. Tossed in are chapters on jewelry, necromantic items, wizard devices, illegal magic items and curses. Two chapters cover the usual route that PCs gain magic items - through discovery and buying an enchanted item.

The book received a higher than usual rating that I would give other magic item books because it's obvious that thought was put into the items. While there are the typical things, the author also included slightly more unusual stuff. What's more, none of the items can be called unbalancing to a campaign…though some items do require control on the part of the GM.

Overall the book is pretty much what one would expect from a SJG product. Personally I would have preferred a new edition to go with the new release, but SJG decided that the book was fine the way it was originally.

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

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