GURPS Lite + Caverns & Creatures = instant fantasy RPG
Have you heard this one before? "Why can't SJG offer a simple fantasy expansion – something less than the full Fantasy or Banestorm – to bring in the newbies to GURPS, especially from D&D?"
Well, leave it to the fan base to deliver. The hardworking Tail Kinker has released a second edition of Caverns and Creatures, a fantasy supplement for GURPS. Just as Fantasy and Banestorm are excellent supplements to the full GURPS, the free C&C works as a great free add-on to the free GURPS Lite (though you'll get even more from it using the full Basic Set).
There are a couple of caveats – big ones, in fact. C&C remains targeted at GURPS 3e, not 4e. An enterprising GM could certainly make the needed changes to upgrade, though that won't be a GM new to the game. And much of the rules, from weapon stats to the magic system, incorporate the author's own twists on canonical GURPS. Of course, that kind of hackery gets approving nods in these quarters (some of those hacks even stem from Games Diner content), and you might like the changes too.
All in all, if you're willing to stray a bit from rules as written, C&C would be hard to beat as a tool to ease D&D players into a GURPS game, with easy race, skill, and profession (read: character class) packages for quick character creation; a market-ful of weapons and equipment; a huge spell grimoire with flexible casting rules; dozens of ready-to-kill monsters (many with ready-to-nab treasure); and lots of magic items. The work is 144 pages and even looks good; add your old 3e Basic Set or a download copy of 3e GURPS Lite, and you're ready for GURPS action with a nostalgic hint of D&D tang.
http://tailkinker.batcave.net/rpg.htm
(Also see Tail Kinker's article on this very site, a d20 version of the GLAIVE weapon design system.)

















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