If you don't have it, and you want to use magic in GURPS, the material offered here is a vast improvement over the skeletal rules of the Basic Set. Theres even a Quick Start section, with a solo adventure, to help you introduce new players to the system. All rules are carefully organized, indexed and cross-referenced. Pulver gave the second edition of GURPS Magic a 4 out of 5 overall, commenting, "If you already have the first edition of GURPS Magic, there's no need to buy this one unless your copy is worn out. GURPS makes the Game Masters job easy and fun. In the September 1994 edition of White Wolf (Issue #49), David L. A dazzling performance by a virtuoso designer, GURPS Magic is a knock-out." These are nitpicks though, irrelevant to the overall impact. Also, the small amount of new material - a system for limiting the power of wizards, flow charts that show the prerequisites for spells from all colleges - barely justifies a second edition owners of the first edition can put their money away.
GURPS 3RD EDITION VS 3RD EDITION REVISED PORTABLE
The magical-item rules make it difficult to create off-the-wall oddities favored by AD&D mages, like the portable hole and bag of beans. Nor does he dictate how much detail the spell provides. The Basic Set Third Edition includes an adventure called 'Caravan to Ein Arris.' In the Revised Third Edition, we dropped this adventure to add 18 pages of new advantages, disadvantages and other information. In order to pack in as many spells as possible, he occasionally skimps on descriptions. Appendix to the Basic Set, Third Edition. As a source book for enriching the magical elements in your FRPG campaign, it is useful-perhaps inspirational-regardless of the system you use." įive years later, in the June 1994 edition of Dragon (Issue #206), Rick Swan gave high marks to the second edition, saying " Jackson made a few design choices that may not be to everyone's liking. As a generic supplement, however, it lacks the distinctive charm and atmosphere of a specific fantasy campaign setting. As a FRPG magic supplement, it boasts exceptional virtues in systems and conceptions.
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In the July 1989 edition of Dragon (Issue #147), Ken Rolston was impressed, commenting, "The GURPS Magic game is an excellent supplement for the GURPS system, an effective expansion of the game's original fantasy magic rules with added features and wise campaign-design guidance. If you missed it the first time around, GURPS Magic is a worthwhile buy." He gave it an average rating of 3 out of 5, saying, "If you use GURPS Fantasy already and are happy with it, stick with it. In the June 1989 edition of Games International (Issue 6), James Wallis thought the book was not needed by those who already had the previously published GURPS Fantasy. Thibault, with a cover by Guy Burchak, and was first published by Steve Jackson Games in 1989 as a 112-page book.
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GURPS Magic was originally written by Steve Jackson with Marc Janssen, Walter Milliken, Steffan O'Sullivan, W. Steve Jackson (pictured in 2006) was one of the designers of the first edition of the book.