
2014 · Sourcebook (rules/options to enhance play)
How to Be a GURPS GM
This roleplaying supplement guides players and Game Masters through the fundamentals of running a GURPS campaign. It covers character creation, fantasy templates, combat customization, setting preparation, encounter design, and planning a first adventure. Examples follow a group of new players from reading the Basic Set through their first session. The supplement also includes an overview of the Fourth Edition line, recommended resources for eight genres, and rules guidance from the system’s line editor.
Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)Dice (Primarily d6)
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