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If I'm running a game or participating in one, and if I need to refer to the book constantly, I'll get the physical book because it's annoying as fuck to look things up in PDFs. Most of the PDFs I have download, I have not read. I have way more PDFs-I-didn't-pay-for than actual books, but it's mostly to read about different systems. 20405499Įvery game I have run in my 5 years of Gamemastering I have owned at the very least the corebook for, as I believe in supporting the industry.Įxcept for Rolemaster, which is basically impossible to find.Īnonymous Mon Aug 20 19:53:19 2012 No. Temped by Dark Heresy/Deathwatch as well.Īnonymous Mon Aug 20 19:52:49 2012 No. Pic is a bunch of SR2 stuff my folks snagged for me from a thrift store, dollar each.Īnonymous Mon Aug 20 19:51:47 2012 No. 20405468ĭ20 Modern (for some reason), 1st edition Shadowrun, the Car Wars compendium, and somewhere a copy of D&D 3.5. Mongoose Traveller corebook and a few splatsĪnonymous Mon Aug 20 19:50:17 2012 No. 20405422īut to be honest there's always a bit of roleplaying in Monopoly.Īnonymous Mon Aug 20 19:50:17 2012 No. What actual, physical print rulebooks do you own /tg/? >Īnonymous Mon Aug 20 19:30:14 2012 No. I don't think it's as good as Trail of Cthulhu. I only own one physical copy of a TTRPG rulebook. It is a must If you don't, don't bother.Anonymous Mon Aug 20 19:28:15 2012 No. Don't expect to find new game mechanics or campaign advices (all of this is covered in the wonderful Steve Jackson Game$ compendium 2)īottom line: if you like GURPS 3rd edition, buy this book. Apart from character creation, there's nothing else. The GURPS compendium is very useful for players and GM alike. Ample references are made to the compendiums in other support products, making it impossible to play GURPS without it. The book is very useful during character creation, especially in a fantastic settings where all sort of bizarre characters are allowed.įor now, Steve Jackson Games have no intention of producing a streamlined 4th edition of their game. At least 90% of those rules can be found in various support books for Gurps.Īll in all, this book is typically "GURPISH", meaning it is very functional, but uninspired. All the rules for characters since the basic set, third edition".Īnd that sums up what this book is all about. On the (ugly) cover is written: "a comprehensive collection of new advantages, disadvantages, skills and more. The Compendium 1's focus is on additional rules concerning character creation. made by various game designers at Steve Jackson games and compiled by their line editor, Mr Sean Punch. There are optional rules, house rules that became official, errata correction, etc. The rules found in those two books were designed and playtested over a number of years. Therefore, your total starting investment to play GURPS is more than 60 $ US (a lot of canadian bucks). Meaning they are now prerequisites if you think about playing with GURPS. References to those two volumes are made when you buy any support product of Gurps made after 1996. Those volumes have became official material. It's difficult nowadays to review GURPS 3rd edition without also giving some feedbacks about the two compendiums.