I really just liked the way magic, magery, spells, magic items, and all that jazz was handled. I liked the basic 4th Ed system, but the book that sold me on using it for my high fantasy needs was Magic. Figure out some campaign ideas, read the appropriate books, then go with what sounds go.ฤก - I use GURPS 4th, and while I have - or have had - a lot of sourcebooks for various genres, I basically only use it for my fantasy game, as a replacement for the venerable AD&D we used to play. GURPS is one of those systems that does a lot, but you'll find it works a lot better when you are selective. I use the Treasure Tables volume a lot for HackMaster, as I can come up with some interesting gear with a few rolls when I'm stuck. It has a lot of templates and material for getting people into the game, but I don't find it any easier to use than systems I currently already run. Part IIc: I ran one game with Dungeon Fantasy for friends. If you want to make a magical system, you'll probably get some use out of it. I have it, but as I went to modern games without a ton of magic or complex magic, it's one I don't use.
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Part IIb: Thaumatology is a huge book on how to make your own magic system along with some examples. GURPS Vehicles isn't easy to use unless you know what you want to do and I find that designing a duelling vehicle should not be that much of a pain. Car Wars vehicle building, the best part of that game for me, well GURPS Autoduel is harder to use than GURPS Vehicles.
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It's trying to be an RPG book and while there is information, it really summarizes the AADA Road Atlas material and not in an interesting way. I got started on Car Wars and don't like the way GURPS Autoduel works. Illuminati was an interesting book and it didn't have a lot of mechanics, so Findley's awesomeness would easily transfer to the new edition. Cliffhangers is going to translate nicely, but I've found GURPS isn't a good pulpy system without the GM thinking a lot less. I think it would be harder to run now than when it came out, due to its use of real-world religions.
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If you liked prior iterations of GURPS Fantasy and like the tropes, it's a good setting. Part II: Banestorm is a long take on the setting. Setting books, except for character stuff in them, can pretty much be run as is in GURPS 4e. Gear books such as High-Tech and Low-Tech are in between the systems books and setting books-a sword or piece of armor or a submachine gun aren't that different in their description or use but the tech levels and gear rules changed, so you'd have to make a few changes. The GURPS 3e books that are system books like the Basic Set, Psionics, Supers and Vehicles are tied more closely to 3e GURPS rules than setting books.
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From 3e, I owned a lot of books but I spent the most time with Black Ops, Psionics, Supers and Vehicles. GURPS Fantasy for 4e is a nice genre book. Part I: I like the GURPS Powers book and the GURPS Psionic Powers line for GURPS 4e.