Combines information from the Third Edition GURPS Basic Set and GURPS Compendium II, plus our new core setting, with infinite possibilities for timeline-hopping adventure!
This 240-page, full-colour hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.
The new rules are designed to enhance the key strengths of GURPS: compatibility with all genres and flexibility for the GM. You'll still recognize it, but a lot of little things and a few big ones! are different.
The physical quality of the line took a big jump with the Fourth Edition. All books now on the schedule will be hardcover, with full-color interiors. And we won't accept any art that's not gorgeous.
While the new edition is different, it's still GURPS. Many Third Edition books will be good to go for Fourth Edition play with a minimum of conversion and a conversion guide will be one of the first things we'll release.
Most of the information in our typical worldbook or sourcebook the thorough historical research, the detailed setting descriptions, the roleplaying advice for both players and referees is usable with any other game system. That's still true now that the "other game system" we're talking about is GURPS Fourth Edition.
Released: 08 September 2004