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GURPS for Dummies
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Table of Contents

Introduction. Part I: Getting Started with GURPS. Chapter 1: Introducing GURPS?The Generic Universal RolePlaying System. Chapter 2: Determining Your Role. Chapter 3: Laying the Attribute Foundation. Chapter 4: Taking Advantages. Chapter 5: Finding Your Hero's Flaws. Chapter 6: Finalizing Your Character with Skills. Part II: Enhancing Your Character. Chapter 7: So You Want to Be a Wizard - Magic. Chapter 8: Powering Your Character. Chapter 9: Tackling Tech Level. Chapter 10: Playing Races Outside the Norm. Part III: Playing with Your Character. Chapter 11: Doing Unto Others: Combat. Chapter 12: Tracking the Details. Chapter 13: Playing the Role. Part IV: Running Your Own Adventure. Chapter 14: Playing the GM. Chapter 15: Building a Simple Adventure. Chapter 16: Motivating Players. Part V: Building Your Own World. Chapter 17: Creating a Complete Campaign. Chapter 18: Setting the State for Your World. Chapter 19: Mapping, Planning, and Plotting. Chapter 20: Creating Memorable NPCs. Chapter 21: Flavoring your Campaign. Part VI: The Parts of Ten. Chapter 22: Ten Rules for Spending Points. Chapter 23: Ten Advantages We Like. Chapter 24: Ten Disadvantages That Aren't Too Painful. Glossary. Index.

About the Author

Adam Griffith is a 28-year gaming veteran skilled in creating characters and campaigns. Bjoern-Erik Hartsfvang has 24 years of experience crafting and running game worlds. Stuart J. Stuple has 15 years of gaming experience with a focus on technology and alien races.

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