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Get the scoop from the experts and start playing today
This is it -- the secret passageway to success (and fun) with GURPS
GURPS (Generic Universal Role Playing System) is not like other role playing games because it gives you the freedom to create any world or character you can imagine. This fun and easy guide gets you up to speed, so you can get into the game and hold your own right from the start.
Discover how to:
* Develop your character's skills and attributes
* Prepare for combat and other encounters
* Role play your character's personality
* Become a Game Master
* Create and populate your own game world
This is it -- the secret passageway to success (and fun) with GURPS
GURPS (Generic Universal Role Playing System) is not like other role playing games because it gives you the freedom to create any world or character you can imagine. This fun and easy guide gets you up to speed, so you can get into the game and hold your own right from the start.
Discover how to:
* Develop your character's skills and attributes
* Prepare for combat and other encounters
* Role play your character's personality
* Become a Game Master
* Create and populate your own game world
Get the scoop from the experts and start playing today
This is it -- the secret passageway to success (and fun) with GURPS
GURPS (Generic Universal Role Playing System) is not like other role playing games because it gives you the freedom to create any world or character you can imagine. This fun and easy guide gets you up to speed, so you can get into the game and hold your own right from the start.
Discover how to:
* Develop your character's skills and attributes
* Prepare for combat and other encounters
* Role play your character's personality
* Become a Game Master
* Create and populate your own game world
This is it -- the secret passageway to success (and fun) with GURPS
GURPS (Generic Universal Role Playing System) is not like other role playing games because it gives you the freedom to create any world or character you can imagine. This fun and easy guide gets you up to speed, so you can get into the game and hold your own right from the start.
Discover how to:
* Develop your character's skills and attributes
* Prepare for combat and other encounters
* Role play your character's personality
* Become a Game Master
* Create and populate your own game world
Über den Autor
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.
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.
Inhaltsverzeichnis
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.
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.
Details
Erscheinungsjahr: | 2006 |
---|---|
Produktart: | Nachschlagewerke |
Rubrik: | Hobby & Freizeit |
Thema: | Spielen & Raten |
Medium: | Taschenbuch |
Seiten: | 432 |
Inhalt: | 432 S. |
ISBN-13: | 9780471783299 |
ISBN-10: | 0471783293 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Griffith, Adam
Hartsfvang, Bjoern-Erik Stuple, Stuart J |
Hersteller: |
Wiley
John Wiley & Sons |
Maße: | 235 x 191 x 24 mm |
Von/Mit: | Adam Griffith (u. a.) |
Erscheinungsdatum: | 01.02.2006 |
Gewicht: | 0,805 kg |
Über den Autor
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.
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.
Inhaltsverzeichnis
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.
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.
Details
Erscheinungsjahr: | 2006 |
---|---|
Produktart: | Nachschlagewerke |
Rubrik: | Hobby & Freizeit |
Thema: | Spielen & Raten |
Medium: | Taschenbuch |
Seiten: | 432 |
Inhalt: | 432 S. |
ISBN-13: | 9780471783299 |
ISBN-10: | 0471783293 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Griffith, Adam
Hartsfvang, Bjoern-Erik Stuple, Stuart J |
Hersteller: |
Wiley
John Wiley & Sons |
Maße: | 235 x 191 x 24 mm |
Von/Mit: | Adam Griffith (u. a.) |
Erscheinungsdatum: | 01.02.2006 |
Gewicht: | 0,805 kg |
Warnhinweis