![]() magic rules in your sci-fi campaign), but that extra stuff is still there, intimidating players when you aren't using it. Sure, the 576 pages of GURPS Basic Set contain a lot of rules sections you won't be using in any given campaign (e.g. The problem is that the buy-in is high: even in PDF you are looking at over forty dollars for the GURPS Basic Set, and well over a hundred for the complete swag of SF RPG stuff and a setting. What with the GURPS Space genre book, the GURPS Ultra-Tech and GURPS Bio-Tech equipment books, the GURPS Spaceships series, and settings such as Transhuman Space (hard SF), Tales of the Solar Patrol (pulp sci-fi), and Interstellar Wars ( Traveller), GURPS offers a suite of stuff for SF and sci-fi gaming that is without rival. Of games in print, the Rolls-Royce for SF and sci-fi gaming is GURPS. So that is probably out of the question for you. Even I have a lot of trouble finding players who have access to a copy. But ForeSight has been out of print for over twenty years and you won't be able to find a copy. If I were starting a new space campaign, and if I had my druthers, I'd rather use ForeSight than anything else. ![]() ![]() Everything is going to depend on your taste in mechanics and your taste in sci-fi. Well, sci-fi is a diverse field, and there are a lot of games about. ![]()
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