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    GURPS Fantasy: The Magical World of Yrth

    GURPS Fantasy: The Magical World of YrthAuthors: Kirk Tate, Janet Naylor
    Publisher: Steve Jackson Games
    Category: Book

    List Price: $17.95
    Buy New: $2.95
    as of 3/18/2010 23:12 EDT details
    You Save: $15.00 (84%)



    New (4) Used (17) from $2.03

    Seller: All About Books_08
    Rating: 3.5 out of 5 stars 4 reviews
    Sales Rank: 2181079

    Media: Paperback
    Edition: 2 Sub
    Number Of Items: 1
    Shipping Weight (lbs): 0.9
    Dimensions (in): 11 x 8.5 x 0.5

    ISBN: 1556341776
    Dewey Decimal Number: 813
    EAN: 9781556341779
    ASIN: 1556341776

    Publication Date: October 1995
    Availability: Usually ships in 1-2 business days

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    Customer Reviews:
    5 out of 5 stars Incredible   July 7, 2004
    Gene Brown (Dallas, TX)
    2 out of 2 found this review helpful

    GURPS Fantasy is an excellent campaign world. It combines an intriguing map of history and events and allows for all sorts of styles and diversity. Players like GURPS Fantasy for its originality and many playable races and character types and GM's like it for the detail. Or at least my players and I do. Unlike the opinions presented in other reviews I think that GURPS Fantasy is great because of its rich detail and the sheer fact that history is mapped out for you can make easier to determine the consequences of changing history, were players to timeport of play in the past.


    4 out of 5 stars It's a Game World   August 12, 2002
    3 out of 3 found this review helpful

    Don't be fooled by the generic title, GURPS Fantasy is a world book. There is very little (only two small chapters) in the way of general rules about fantasy in the book. The rest is history, geography, and politics of the world of Yrth, written specifically for a Game Master. It works best if you let the players roam where they will, and use the book's info to be prepared for what they encouter. I really like the world itself, it's richly laid out and realistic; close enough to Middle Earth to be familiar to players, but different enough to keep them on their toes. However, such a detailed world is of little use in a hack-and-slash campain. For generic fantasy, use GURPS Magic, GURPS Fantasy Folk, and/or your own imagination.


    1 out of 5 stars Boring   February 18, 2000
    PowerManG4 (MARS)
    1 out of 1 found this review helpful

    I found this too be a mundane Deryni inspired world. Sometimes a bit to meandering on the details. ANd long winded on all the history. Where is the missing history lines if you wanted to play that out with your group? Not here!....This is laid out in exacting detail


    4 out of 5 stars A good starting point, for a Generic Fantasy world   June 23, 1999
    4 out of 4 found this review helpful

    GURPS Fantasy is good place to start a campaign, if the GM lacks the time or talent to build a world from scratch. There's enough detail to provide a lot of room for campaigns with a lot of different 'flavors'.

    The background material can be used to generate adventure seeds, and make the world seem more "real" to the players.

    For those that don't want a generic "high fantasy" setting, this might not work. It does have some nice twists - like Goblins being a viable character race, not a "cannon fodder" monster.

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