GURPS For Dummies

GURPS For Dummies

Stuple, Stuart J.; Griffith, Adam; Hartsfvang, Bjoern-Erik

John Wiley & Sons Inc

03/2006

432

Mole

Inglês

9780471783299

15 a 20 dias

780

Descrição não disponível.
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
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