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Gurp's Fantasy: The Magical World of Yrth

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Title: Gurp's Fantasy: The Magical World of Yrth
by Kirk Tate, Janet Naylor, Steve Jackson
ISBN: 1-55634-177-6
Publisher: Steve Jackson Games
Pub. Date: October, 1995
Format: Paperback
Volumes: 1
List Price(USD): $17.95
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Average Customer Rating: 3 (3 reviews)

Customer Reviews

Rating: 4
Summary: It's a Game World
Comment: Don't be fooled by the generic title, GURPS Fantasy is a world book. There is very little (only two small chapters) in the way of general rules about fantasy in the book. The rest is history, geography, and politics of the world of Yrth, written specifically for a Game Master. It works best if you let the players roam where they will, and use the book's info to be prepared for what they encouter. I really like the world itself, it's richly laid out and realistic; close enough to Middle Earth to be familiar to players, but different enough to keep them on their toes. However, such a detailed world is of little use in a hack-and-slash campain. For generic fantasy, use GURPS Magic, GURPS Fantasy Folk, and/or your own imagination.

Rating: 1
Summary: Boring
Comment: I found this too be a mundane Deryni inspired world. Sometimes a bit to meandering on the details. ANd long winded on all the history. Where is the missing history lines if you wanted to play that out with your group? Not here!....This is laid out in exacting detail

Rating: 4
Summary: A good starting point, for a Generic Fantasy world
Comment: GURPS Fantasy is good place to start a campaign, if the GM lacks the time or talent to build a world from scratch. There's enough detail to provide a lot of room for campaigns with a lot of different 'flavors'.

The background material can be used to generate adventure seeds, and make the world seem more "real" to the players.

For those that don't want a generic "high fantasy" setting, this might not work. It does have some nice twists - like Goblins being a viable character race, not a "cannon fodder" monster.

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