
The Who's Who books can be useful for those sorts of campaigns, too-at the very least, they're a very good model for assigning realistic stats to historical figures. Timeline was designed as a sourcebook for Time Travel, but is also a useful source of ideas for historical and alternate history campaigns (which is how I use it).
#Gurps 3rd edition faw full#
(In later 3ER, all new creatures were given full stat blocks, just like characters.) Bestiary and Fantasy Bestiary are excellent sources for creatures, though they are fairly early 3E releases, so have much simpler stat blocks than later 3E Revised books such as Horror, Third Edition, and Monsters. They exclude the most specialized material-stuff that you'd only use with a specific sourcebook (such as a licensed setting), or that really needs the original sourcebook for a complete treatment (such as Vehicles or Supers).įantasy, Magic, and Psionics are must-haves for any campaigns using those elements. These two books are collections of the best rules and character options that have appeared in many different sourcebooks during 3E's long history. I would highly recommend Compendium I & II for nearly any campaign.

One thing to keep in mind about sourcebooks is that they have their own edition numbers, which refers to the edition of that book, not the rules edition (though the back cover usually states which rules set it's for.) For example, Magic, Second Edition, is the standard for 3E/3ER. I've VERY rarely been unhappy with a GURPS sourcebook I've acquired, even the ones I'm unlikely to ever use-they're well-researched and well-written. For the more rules-heavy supplements (like Vehicles, Supers, and many of the tech books), you'll want to the 4E version to save yourself some massive headaches.Īs for which sourcebooks you want, that very much depends on what kind of game(s) you want to run. Most 3E sourcebooks will still work fine with 4E, though you'll need to convert a few things to the new rules. IIRC, the new material is given as an appendix, so the body of the rules is nearly identical to 3E.įourth Edition is a fairly extensive revamping of the system, but the basic mechanics are still very close to 3E. Third & Third Revised are essentially the same rules set Revised is just cleaned up a bit, errata has been incorporated, and some new material has been added. I also own the Fourth Edition corebooks and a few supplements (Fantasy, Infinite Worlds, Powers), but haven't had the chance to play that rules set yet. I played and ran Third/Third Revised for several years, and own 40+ books for that edition, so I can probably help you out some here.

(*) Available to me, locally, used/discounted.

Traveller: Interstellar Wars (*) (must have)

GM's Screen (including GURPS Lite) (must have) So the next thought is, what other GURPS 3E books should I get? And what is the difference between the 3E and 3E Revised versions? Or should I look towards GURPS 4th Edition for the rules and simply get the best sourcebooks for 3rd?īasic Set Third Edition Revised ("got it") ( See this thread.) From what has been said there and the reviews I read online, I know that I will be buying it. A local used bookstore has a copy of the softcover hardcover version of the GURPS Basic Set 3rd Edition Revised, which I put on hold until I could ask about it online. So, I've made up my mind to give GURPS a try.
