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Paperback Vehicles Book

ISBN: 1556343256

ISBN13: 9781556343254

Vehicles

(Part of the GURPS Third Edition Series)

GURPS Vehicles is your guide to any type of transportation you can imagine. From rowboats to racing cars, balloons to battlesuits, Greek galleys to GEVs - if you can dream it, you can design it. ~ The... This description may be from another edition of this product.

Recommended

Format: Paperback

Condition: Like New

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Customer Reviews

3 ratings

Good book but not for the average hack and slash gamer

This is more of a GM style book there are several factors in this that the average player character would not understand or be able to use properly, having your charicter drive a car player, gm rolling to see if the car survives the player driving it plus. People seem to care about if it is fast or pretty. but actual design of a vehicle require a bit of planning. If you buy this buuk you will need to take plenty of notes while you are designing it will make it easieer to use, and if you are like me a calculator to check your math. And You thought that you would never use algebra.Carl

Probably the most well--designed RPG module ever

Most roleplayers fall into one of two categories: The ones that prefer the dynamics of the game (whether the action, the roleplaying or the puzzlesolving) and the tinkerers that spend hours reading and contemplating RPG modules in the way some sane people read prose.This module is not for the roleplayers of the first category. Building your first vehicles takes a looong time. But after a while you realize that these incredibly well-thought through rules are to a very high degree compatible with other GURPS rules such as those found in Ultra-tech and Robots, and you realize you can actually build that piece of equipment you need for the next scenario (whether you're a GM or player) with a minimum of fuzz.If you like this kind of RPG engineering, this is probably the module for you. Guaranteed hours of fun and entertainment.

Highly Complex, Excellent for that core vehichle/starship.

I love complex, realistic systems. I wouldn't dare use this book in a real rpg campaign unless the vehicle had a role as important as the mellenium falcon in star wars or the enterprise in star trek. But for that key vehicle or starship (when used with GURPs Space), this books rocks. It gives you as much as realism as possible with the physics stuff washed down to 7th-9th grade math level (Full arithmitic with exponents, simple geometry, basic algebraic equations)
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