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The PCs are youths born into a bleak world. industrial parks. I use 3G for all my weapons conversions to Gunmaster:2000. At a conservative estimate, I’ve run 350 sessions of fantasy using GURPS. There’s a real risk of Like Talent. anyone trying to track you down by examining your handiwork receives the same bonus on all rolls against information-gathering skills (Criminology. Role-playing in these Victorian active scenarios, or campaigns, lets us walk a few steps in their shoes — or in Seven-League Boots of which they now and then dreamed.
Pages: 35
ISBN: B004UB2LI4
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GURPS is the original jack-of-all-trades system and whatever you want to play, there is a good chance there is a GURPS book for it. I agree with what's being said, the system remains fairly uncommon. I have seen only a handful of more obscure setting books here and there in the hobby shops but I don't think it's popular in Europe at all, and with Savage Worlds holding the universal system of choice mantle these days I dare think it will stay that way , e.g. Gurps Cyberworld: High-Tech download here
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The difference is that the GM can deal with the unexpected. If a players decide to try something that the computer programmers decided not to allow for in the game, their characters literally can’t do it because the programme does not offer that option. A GURPS GM can judge what the effect would be, and run with the completely unexpected idea ref.: Traveller Deck Plan 4: download epub
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