Follow the links to pages with detailed information about each game.
Check out our electronic product store, e23, for PDF versions of the print (and out-of-print!) books, as well as PDF-only expansions and supplements.
GURPS has been the leading "universal" game system for more than two decades, and is now well into its fourth edition. You can roleplay in any background using just the
GURPS Basic Set . . . but we've released in excess of 250 other GURPS Third Edition supplements, most still useful with GURPS Fourth Edition, and there are over 100 GURPS Fourth Edition titles available, with more appearing every month, thanks to both print releases and PDFs sold by our digital store,
GURPS continues to cover the broadest range of topics for roleplaying, anywhere! Some supplements – like
GURPS Dungeon Fantasy,
GURPS Horror, and
GURPS Supers – tackle genres. Others present historical material:
GURPS SEALs in Vietnam, and many more. And still others offer settings, from our own GURPS Banestorm and
GURPS Infinite Worlds to licensed properties such as the
Vorkosigan sourcebooks. To support all this, we offer rules expansions like
GURPS Martial Arts and
GURPS Powers, and equipment and vehicle catalogs such as
GURPS Spaceships, and
And because GURPS is one consistent rules set, from one professional publisher, all of these supplements work well together, whatever combination you pick. Buy GURPS books to play . . . or as sourcebooks for other systems . . . or just to read and enjoy.
In Tribes, the players are cave men and women. They hunt and gather food, make their tribal laws, and deal with natural disasters. But the object of the game is simple: Look after the children! The way to win is to have the most kids, and do whatever you have to do to make sure they survive. The players must know when to cooperate, and when to cut their losses and protect their own families.
Written by professional occultist Isaac Bonewits, the only person ever to earn a degree in Magic from the University of California, Authentic Thaumaturgy describes how to create "realistic" magical systems for roleplaying games. It also reveals the "real magical" roots of Magic: The Gathering.
This book is a lot of fun to read! If you enjoy tinkering with your game's magic system, or if you just wonder what it would be like to be a "real" magic-user in this world or another one, this book will bring you many hours of enjoyment . . . and thought.
Cardboard Heroes are fantastic, inexpensive miniatures for roleplaying, and the Cavern Floors, Dungeon Floors, Deck Plans, Floor Plans, and Cardboard Heroes Castles are a great way to set the scene for adventure.
In Nomine is a roleplaying game of Heaven, Hell, and the earth between them. Players become angels, demons, or their mortal allies, battling for the Archangel or Demon Prince they represent. Play it as a game of philosophical exploration . . . or for an evening of demon-bashing.
Toon is the Cartoon Roleplaying Game. Play out the zaniest adventures you can imagine . . . but even if you get blown up with dynamite or squashed under a steamroller, nobody ever dies. Great for parents with children, or for childish adults!
And for those who wish to mix the award-winning Munchkin into their Toon, we introduce Toon Munchkin!
Transhuman Space is a realistic near-future setting for science fiction adventure. Mankind . . . and mankind's descendants, both living and digital . . . are spreading through the solar system. From the hell of Mercury to the frozen gas giants and beyond, they trade, fight, and explore.
Has your game got the blahs? Are your players spending more time thumbing through your book collection than hunting down clues, more energy heckling one another than in crushing their cruel foes? Never fear, o beleaguered Game Masters, for Robin D. Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist for Dragon magazine is here to help – with Robin's Laws of Good Game Mastering.
Killer is a live roleplaying game . . . of assassination. Watch your back. Someone IS after you. He may have a water gun, a rubber snake . . . or a cream pie. The rules explain how to kill your friends safely . . . without endangering bystanders or getting into trouble.
A number of our roleplaying books are licensed from literary sources. We've had others, but these are the ones in print:
Welcome to a comic-strip world where the golden light of science holds the promise of a better future for all humanity.
GURPS Casey & Andy is based on Andy Weir's hilarious webcomic Casey & Andy. The title characters are 21st-century mad scientists dabbling in time and dimension travel, instantaneous cloning, and increasingly complex apocalyptic doomsday devices. Apart from that, they live in suburbia with their girlfriends, Mary and Satan. Yes, that Satan.
The following games are out of print . . . that is, we are completely out, and have no current plans to reprint them. The best way to find a copy of an out-of-print game is to check eBay or contact a dealer in out-of-print games.
The Munchkin RPG is a very evil series. The Munchkin card game featured madness, carnage, and a generally loose approach to both the rules and the spirit of roleplaying. In the Munchkin RPG, that bad attitude comes home to roost. These books feature abusive character classes, ridiculous feats, unfairly dangerous monsters, and more bad puns than you can shake a stick at. Even if it's the +7 Stick of Dragonslaying and Immunity to Rules.
Gene Wolfe's brilliant "New Sun" series comes to life in GURPS New Sun.
Jack Vance's thrilling "Planet of Adventure" books, which chronicle Adam Reith's journey across the alien world of Tschai, are the source for GURPS Planet of Adventure.