As this capsule review notes, this book is about as wide-ranging a resource as you could ask for in a Fantasy reference. The more I look at RPGs and supplements on the modern market, I truthfully think this book is worth its asking price. To get a cheapskate like me to agree to that is saying something.
Post originally by Rev. Pee Kitty at 2005-01-31 11:19:10
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You provided enough information about this book to really help someone decide whether to buy it -- good job.
I would add one minor comment, though, which is that this book struck me as being fairly systemless. The advice and information in it would be useful for ANY fantasy game, regardless of system. The only "crunchy bits" that were specific to GURPS were the character and racial template stuff (and the vehicles, though the concepts and basic stats are pretty straightforward).
Post originally by The Fiendish Dr. Samsara at 2005-01-31 14:47:32
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So HERO and now GURPS have bog ole fantasy supplements. Reviews of both have indicated that there is great deal of rules-free info. Which is good. I wonder if anyone is in the position to compare the two books (someone with massive endurance, obviously ).
If you didn’t have a preference between HERO and GURPS, or will use neither, which book would you buy?
Post originally by Jody Butt at 2005-01-31 16:37:09
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Definitely Fantasy HERO. I had a look through GURPS Fantasy at the FLGS. It is a great book, but nothing can compare to Fantasy HERO.
The Fiendish Dr. Samsara wrote:
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So HERO and now GURPS have bog ole fantasy supplements. Reviews of both have indicated that there is great deal of rules-free info. Which is good. I wonder if anyone is in the position to compare the two books (someone with massive endurance, obviously ).
If you didn’t have a preference between HERO and GURPS, or will use neither, which book would you buy?
Post originally by Brian Murphy at 2005-01-31 21:05:23
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Yes, but only briefly. The main focus is clearly on the standard pre-industrial, European model of fantasy. However, most of that is with the “crunchy bits”, like character templates and skills. There’s a brief bit (about a single page) on integrating magical concepts into the modern world, with a focus on explaining how magic does exist, but most people don’t believe it does, which mentions examples such as Buffy and Gaiman’s Neverwhere. But as the reviewer pointed out, the author clearly worked very hard to avoid getting caught in Tolkein’s event horizon. So the section on the supernatural includes discussion of medieval Christian demons and angels, the Jewish Lilith, ancestor worship, and djinni, as well as the traditional do-it-yourself polytheistic pantheons we see in most fantasy campaigns. This section, and the section on crafting magic systems (yes, that appears in this book and isn’t really the focus of the Magic book) would probably be the most useful to you.
Post originally by Garrett at 2005-01-31 22:13:51
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Just curious, but which tropes and genres can HERO not support? With its toolbox approach to gaming, I can't really think of anything. Of course, I can't claim to be the most creative person in the world. Examples, please?
Polaris wrote:
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If you have to choose, go with GURPS Fantasy definately. GURPS can support almost all Fantasy tropes and genres. HERO can not.
Post originally by SteveC at 2005-01-31 22:15:42
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I know we're venturing 100% into personal opinions here, but, uh, exactly what are the tropes that HERO can't support, exactly? And how does GURPS support them, then?
--Steve
Polaris wrote:
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If you have to choose, go with GURPS Fantasy definately. GURPS can support almost all Fantasy tropes and genres. HERO can not.