November 8, 2006: Also Shipping . . . .These are the latest reprints from Steve Jackson Games, now on the shelves of a game store near you: GURPS FantasyCreate a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth -- with all its subgenres and inspirations (myth, novels, movies, etc.) -- allowing you to handle any kind of fantasy. GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings -- from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans. Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books, it's a full-color hardcover. (This is not an update of the Yrth setting presented in the old GURPS Fantasy. We gave that world its own book, GURPS Banestorm.) 240 pages. Hardback. Stock #01-1001, ISBN 1-55634-519-4. $34.95.
GURPS Magic
Within these pages, crackling with mystic energies, you'll find:
240 pages. Hardback.
Stock #01-0101,
ISBN 1-55634-733-2.
$34.95.
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