From the back cover: This is it--the secret passageway to success (and fun) with GURPS. GURPS (Generic Universal Role Playing System) is not like other role playing games because it gives you the freedom to create any world or character you can imagine. This fun and easy guide gets you up to speed, so you can get into the game and hold your own right from the start. Discover how to: • Develop your character's skills and attributes • Prepare for combat and other encounters • Role play your character's personality • Become a Game Master • Create and populate your own game world
Adam Griffith is a 28-year gaming veteran skilled in creating characters and campaigns. Bjoern-Erik Hartsfvang has 24 years of experience crafting and running game worlds. Stuart J. Stuple has 15 years of gaming experience with a focus on technology and alien races.
The first time I checked this out from the library I had troubles just reading a few pages. I attribute that to not having read any GURPS books for a period of several decades. After reading GURPS: Basic Set: Characters, I checked this out again and finished it in less than a week. Understanding what they're talking about sure helps!
Initially I thought this would be a simple restating of what was written in the GURPS Basic books. I haven't read GURPS Basic Set: Campaigns yet, but I have a feeling that this discovery will hold true: this book offers so much more on not just what GURPS is, but on how to put things together in a fun and creative way. The information provided is useful to both players and game masters.
This book has moved from 'meh' on first impression to 'must buy' after reading it through. I am interested in creating adventures for my sons and me to explore together, and intend to make use of this excellent resource.
Admittedly, I am biased in favor of this book, as the triumvirate of authors are my GMs, and in various combinations, have been since the late 1980s. I've played in all of the campaign scenarios included (and several that weren't).
Published at the time of the release of GURPS 4th edition, this made a handy and useful guide to changes in the core rules, gave guidance on creating both campaigns and characters, as well as all the extranea that goes along with running a successful RPG.
A decade down the road, I still recommend this title.