An amazingly in-depth toolkit to help any GM create and run a campaign in a fantasy world. Explores all of the tropes that make fantasy fun and translates them into gaming. Recommended even if you don't run GURPS.
Just wondering how useful this book would be for running a World-of-Darkness-esque game (a la GURPS Cabal).
Is it necessary? Does it have essential races in it? What does it have that I would probably find indispensible?
course not, but it does have fantasy races like elves and dwarves and the like. but mainly it covers if you want to make a fantasy setting using gurps. it has some interesting things about magical environements [the spirit world of WOD] and ideas on how to use the magic system of gurps in different genras.
a world of darkness horror setting though [assuming mage or the like], it has some stuff [like the races and magic ideas] which will help. the majority of the book is desined for fantasy where there isn't a modern motiff
Just wondering how useful this book would be for running a World-of-Darkness-esque game (a la GURPS Cabal).
Is it necessary? Does it have essential races in it? What does it have that I would probably find indispensible?
While the focus on the book is definitely old school fantasy, there would still be many things you would find useful. The variant forms of magic are useful in any magical genre, definitely including WoD/Cabal. The guidelines for magical realms and such should be quite helpful. And there is support for modern fantasy as well as futuristic fantasy, so you'll get some direct advice on running your game as well. In fact, the text even references several WoD products when discussing genre and such.
Re: [RPG]: GURPS Fantasy (PDF), reviewed by Rev_Pee_Kitty (4/5)
Quote:
Originally Posted by tetsujin28
From what I've heard, my favourite GURPS magic system, spirit magic, is in neither Magic nor Fantasy. True?
Absolutely true. It's slated to be in the not-yet-in-production (and name still totally subject to change) GURPS Thaumatology, the collection of magic systems that have nothing to do with the standard GURPS magic system. All of the magic variants in Fantasy are tweaks to the existing system, which makes sense -- I would have been surprised if SJG chose Fantasy as the place to incorporate a fully realized, new magic system like spirit magic. And there wouldn't have been room for it in Magic -- the spells alone take up too much space.
(BTW, the approach taken in GURPS Powers is to model spirit magic as a Power, giving you actual, literal control over spirits that can then do the work for you. It's actually a pretty good take on the subject, though not quite as in-depth as the system in GURPS Spirits.)