Gurps for Dummies (For Dummies (Sports & Hobbies))

個数:

Gurps for Dummies (For Dummies (Sports & Hobbies))

  • 提携先の海外書籍取次会社に在庫がございます。通常3週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合は、ご注文数量が揃ってからまとめて発送いたします。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて

  • 提携先の海外書籍取次会社に在庫がございます。通常約2週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合は、ご注文数量が揃ってからまとめて発送いたします。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 410 p.
  • 言語 ENG
  • 商品コード 9780471783299
  • DDC分類 793.93

Full Description

Let the adventure begin with this straightforward guide to GURPS!

This is it—the 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. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you'll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you:

Determine your character's basic attributes: IQ, DX (dexterity), ST (strength) and HT (health)
Figure out your character's secondary characteristics
Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier)
Optimize your points by using talents
Select your skills based on functional area or the campaign setting
Enhance your character with spells, magic items, magic staves, and powerstones
Strategically purchase equipment for different characters, tech levels, and campaign types
Create and manage a character sheet, write a character background, keep a character log, and more—all with samples
Choose good combat techniques and play with your character

If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There's even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to:



Create your very own GURPS universe for your campaign, whether it's dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type
Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations
Create an electronic combat grid, a battle log, a tactical map, and more—with samples
Do mapping, planning, and plotting
Create memorable NPC (nonplayer characters), both good guys and bad guys

GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That's important whether you're saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.

Contents

Introduction 1

Part I: Getting Started with GURPS 7

Chapter 1: Introducing GURPS — The Generic Universal RolePlaying System 9

Chapter 2: Determining Your Role 15

Chapter 3: Laying the Attribute Foundation 27

Chapter 4: Taking Advantages 35

Chapter 5: Finding Your Hero's Flaws 51

Chapter 6: Finalizing Your Character with Skills 77

Part II: Enhancing Your Character 97

Chapter 7: So You Want to Be a Wizard — Magic 99

Chapter 8: Powering Your Character 113

Chapter 9: Tackling Tech Level 133

Chapter 10: Playing Races Outside the Norm 145

Part III: Playing with Your Character 163

Chapter 11: Doing Unto Others: Combat 165

Chapter 12: Tracking the Details 189

Chapter 13: Playing the Role 199

Part IV: Running Your Own Adventure 207

Chapter 14: Playing the GM 209

Chapter 15: Building a Simple Adventure 233

Chapter 16: Motivating Players 245

Part V: Building Your Own World 251

Chapter 17: Creating a Complete Campaign 253

Chapter 18: Setting the Stage for Your World 275

Chapter 19: Mapping, Planning, and Plotting 295

Chapter 20: Creating Memorable NPCs 321

Chapter 21: Flavoring Your Campaign 347

Part VI: The Part of Tens 371

Chapter 22: Ten Rules for Spending Points 373

Chapter 23: Ten Advantages We Like 377

Chapter 24: Ten Disadvantages That Aren't Too Painful 381

Glossary 385

Index 391

最近チェックした商品