The best-selling works of Terry Pratchett chronicle events on the Discworld. The Discworld Roleplaying Game, Second Edition takes things a step further, enabling gamers to dream up their own oddball cast and have new and exciting (mis)adventures on the Disc. The Second Edition updates the First Edition (1998) and its supplement, GURPS Discworld Also (2001), to encompass novels written since The Fifth Elephant (1999) as well as the latest version of the rules, GURPS Fourth Edition (2004).
Sir Terence David John Pratchett was an English author, humorist, and satirist, best known for the Discworld series of 41 comic fantasy novels published between 1983–2015, and for the apocalyptic comedy novel Good Omens (1990), which he co-wrote with Neil Gaiman. Pratchett's first novel, The Carpet People, was published in 1971. The first Discworld novel, The Colour of Magic, was published in 1983, after which Pratchett wrote an average of two books a year. The final Discworld novel, The Shepherd's Crown, was published in August 2015, five months after his death. With more than 100 million books sold worldwide in 43 languages, Pratchett was the UK's best-selling author of the 1990s. He was appointed an Officer of the Order of the British Empire (OBE) in 1998 and was knighted for services to literature in the 2009 New Year Honours. In 2001 he won the annual Carnegie Medal for The Amazing Maurice and His Educated Rodents, the first Discworld book marketed for children. He received the World Fantasy Award for Life Achievement in 2010. In December 2007 Pratchett announced that he had been diagnosed with early-onset Alzheimer's disease. He later made a substantial public donation to the Alzheimer's Research Trust (now Alzheimer's Research UK, ARUK), filmed three television programmes chronicling his experiences with the condition for the BBC, and became a patron of ARUK. Pratchett died on 12 March 2015, at the age of 66.
GURPS Discworld features input from Terry Pratchett himself - and it shows. Numerous humorous footnotes. A narration style similar to his own. The voice helps because it's 400 pages of double-columned text and it is a slog to get through.
There are few systems who can challenge GURPS in terms if player options. And GURPS Discworld is no exception, laying them out in lengthy descriptions and templates. In the name of Blind Io, how I wanted some tables. It isn't bad and the GURPS system produces, if nothing else, varied characters whose foibles have effect on the mechanics. The system is simple in practice, it's just a lot of page-flipping.
The layout can be troublesome with character features just being laid out in long paragraphs. Luckily there is a lot of beautiful official Discworld artwork to break it up. Every character you can think of probably has at least one portrait in this book and most of the major ones are fully statted out.
Aside from the game, the book includes an exhaustive Discworld Gazetteer. It covers all locations and events (even those retconned) from the novels and fills out details in a reasonably accessible manner. And if that weren't enough it proceeds to detail several homegrown potential settings to be used in GURPS Discworld campaigns that want to have a home base that isn't set in stone in the novels. This let's you visit Ankh Morpork and possibly bump in to Nobby Nobbs but you don't have to deal with the fact that, well, the Watch should probably be solving the problem the PCs are trying to.
Numerous sidebars fill the book with fantastic content. In the novels, a running joke is that million-to-one odds pay off nine times in ten. GURPS Discworld describes how to handle that at your table. It frequently gives GMing advice that works for most any comedy setting and breaks down the kinds of comedy there are and how they can apply to RPGs (including plot hooks for Discworld Sitcoms). It's a fantastic resource even if you never run a GURPS Discworld game itself. Just that dense double-columned text brings me pain.
Bir setting kitabı olarak mükemmel yazılmış. Discworld hakkında ansiklopedik bilgi vermenin ötesinde, pek çok ilham noktası da taşıyor. Ama, mevzu "yalnızca bu kitaba bakarak oyun yürütme"ye, yani mekaniklere geldiğinde fena halde çuvallıyor. Çünkü, setting kısmını anlatırken kullandığı, roman serisinde de gördüğümüz "eğlenceli dil"i koruyor ve paragraflar dolusu yazı içinde sağa sola serpiştirilmiş bilgi kırıntıları barındırıyor. Büyünün nasıl çalıştığını anlayana kadar canım çıktı, hala tam olarak anladığımdan emin olamıyorum.
Bundle of Holding sayesinde edinmiştim. 2 ek kitapla birlikte geldi. Ucuzdu, hoştu. Oynaması da keyifli. Diyara hakimseniz şöyle bir denemenizi öneririm.
First time I've read the GURPS system, or played it. I bought it mostly for the Discworld aspect of it. It's great, very enjoyable reading. I love how it adapts Pratchett's world & storytelling style into an RPG, and from running the game twice, it also translates into playing. The system itself can be a little clunky, but there are a lot of ideas i might wanna homebrew over into dnd, for example. The book could also be a little better organised. Especially when running it you better just copy the essential materials out instead of trying to look them up, because you likely won't find them.