GURPS For Dummies
GURPS For Dummies
Griffith, Adam; Stuple, Stuart J.; 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
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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secret; experts; today; fun; scoop; passageway; guide; easy; game; start; characters; discover; attributes; personality; prepare; skills; part; gurps; roleplaying; generic universal; system; gurpsthe; introducing; foundation; attribute; heros flaws
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
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
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.