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Gurps Black Ops

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Title: Gurps Black Ops
by Jeff Koke, S. John Ross, Jeff Koke, Dan Smith
ISBN: 1-55634-333-7
Publisher: Steve Jackson Games
Pub. Date: April, 1999
Format: Paperback
Volumes: 1
List Price(USD): $19.95
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Average Customer Rating: 3.67 (3 reviews)

Customer Reviews

Rating: 4
Summary: Not what you expect at all!
Comment: This book is a wonderful collection of rules for playing high-level characters combined with a nightmarish conspiracy theory that makes just a little too much sense for my comfort.

Although gamers may not want to play in the world presented by the book (it's HARD playing a character with that many skills and advantages), GM's can dredge the well-constructed world for inspiration in other settings and use the many short-cut rules for keeping their own high-point campaigns running smoothly.

Rating: 4
Summary: Not what you might think
Comment: This world book is a combination of diverse elements; it's part Illuminati, part Men in Black, part X-Files, part Call of Cthulhu, and part Paranoia-- all at the 700 point level! The book details The Company that works behind the scenes, and The Conspiracy that keeps it hidden. Players have the opportunity to become operatives working behind the scenes and handling situations that civillians just couldn't deal with. I feel somewhat Illuminated just from reading this book. I'm just itching to start a Black Ops campaign in my group!

Rating: 3
Summary: pros and cons
Comment: My feelings on this title are mixed. It is well written and organized. The idea is interesting (basically an rpg version of the Men in Black movie). It has very limited usefulness in any other type of campaign. The characters are very powerful (700 points). They do not cross well and are sort of hard to handle for a GM. Buy this is you loved Men in Black, but otherwise I would reccomend gurps illuminati.

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