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Stoddard Edited by Andrew Hackard and Jeff Rose Cover Art by Denis Loubet, Pat Morrissey, Bob Stevlic, and John Zeleznik Illustrated by Abrar Ajmal, Alex Fernandez, Denis Loubet, Bob Stevlic, Eva Widermann, and Eric WilkersonģRD EDITION, 1ST PRINTING PUBLISHED NOVEMBER 2004 ISBN 1-55634-519-4 The information and ideas here will work with any fantasy game.īy William H. GURPS Fantasy requires the GURPS Basic Set, Fourth Edition. Take the most flexible, most consistent RPG system there is, and use it to run the campaign you dream of. You’ll find help in running your campaign here, in Roma Arcana or any other setting: advice on creating balanced parties, devising scenarios to challenge them, and using the game rules to achieve dramatic effects. Send a band of adventurers on impossible missions in a magical Roman Empire, as they struggle to win honor and hold back the darkness. It can stand on its own, or fit into the Infinite Worlds background from GURPS Fourth Edition. You’ll find examples of imaginary plants and animals, unique monsters, nonhuman races, occupations, spells, and enchanted objects, ready to use in your own campaign – or to use as models for inventing your own.Ī complete campaign setting, Roma Arcana, is ready to use in your own game. The main emphasis is on historical fantasy, in settings from the Bronze Age to the Renaissance, but the principles apply to any fantasy setting, from the prehistoric past to the remote future.īut there’s more here than theoretical guidelines and toolkits. Building on the flexible, streamlined Fourth Edition rules, it lets you develop a campaign to explore the world of your favorite book or film – or create a new one from your own dreams. Produced in partnership with Steve Jackson Games, the games creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains.
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Now GURPS Fantasy offers roleplayers a comprehensive guide to the entire fantasy genre. This is itthe key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Treasons, Stratagems, and Spoils.Īdvantages, Disadvantages, and Skills.įrom ancient myths to popular films, tales of heroes and magic have captured the imagination. Magical Pluralism: How to Use This Chapter.