March 24, 2008: Coming In July
Ever since we began using POD technologies for short print runs of e23 projects, we've been asked, "Can I buy this from my Friendly Local Game Store?" In July 2008, the answer will be "Yes!"GURPS Spaceships
Three, two, one . . . Blast off!
GURPS Spaceships is the long-awaited companion to GURPS Space, presenting rules for TL7-12 spacecraft, from tiny lifeboats to giant dreadnoughts. It covers spaceship design, travel, and operations, along with a (mapless) space-combat system.
The ship design and operation rules in GURPS Spaceships are more abstract than those found in GURPS Vehicle Design or GURPS Traveller: Interstellar Wars . . . making them much faster, with a minimum of math and a maximum of colorful options. It takes only minutes to build even the largest spaceship . . . and wrapped around the design system are basic space-travel and combat systems to get you into space right away.
GURPS Spaceships doesn't include detailed finance, trade, or hex-grid-based combat rules . . . but these are on the way! It's the core book in a series whose other volumes will present examples of ready-to-use spacecraft and comprehensive rules for commercial space flight, warfare, exploration, ports, industry, and other aspects of space travel.
GURPS Spaceships requires only the GURPS Basic Set, but GURPS Space is highly recommended for its guidelines on stardrives, characters, campaigns, and settings.
72 black-and-white pages. Softcover.
Men Like Gods
The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of the most popular genres - and one of the most challenging to do right.
GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:
GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.
152 black-and-white pages. Softcover.
A Dame Walks Into Your Office . . .
A dead body, no witnesses, and a room full of suspects with perfect alibis. Can you find the killer and bring him to justice? Learn the secrets of mystery fiction &ndash and what will, and will not, work in RPG mysteries. Learn how to be a better investigator. Discover the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery.
GURPS Mysteries covers:
GURPS Mysteries, by the author of GURPS Cops, is designed both for the GM who wants to create and run mystery adventures and for players who want to play investigators in any setting.
128 black-and-white pages. Softcover.
Copyright © 2014 by Steve Jackson Games. All Rights Reserved.