I was looking at a world which had been developed, in depth and width, over twenty-odd novels; my primary job in that book was simply to convert it to GURPS game mechanics. It also allowed me to apply some newer GURPS concepts to Discworld games, like the whole chapter of character templates which, incidentally, are also mostly applicable to other fantasy games. However, the greater part of the book consists of an extended treatment of the Discworld as a venue for games. But it this book, I wanted to play with some variations.
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Visit settings like the most dubious city in the multiverse, Ankh-Morpork. Intervene in the cultural interactions of trolls and dwarves but watch out for flying axes.
Campaign for goblin rights. Flee from an angry Swamp Dragon two feet of mindless fury and high-explosive digestion. Even find out why the why the second-greatest lover on the Disc needs a stepladder. And remember, the world is round. And also flat. This is a complete roleplaying game. You need no other books to play.
It includes the material from the previous edition of the game and its supplement, Discworld Also -- all of it updated to reflect the events of the Discworld novels released since then, as well as the rules of GURPS Fourth Edition. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.
Surf our site for the files you want. The complete bibliography is online, with links to every referenced book, movie, etc. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! Download a Discworld Banner for your web site.
GURPS Discworld Also