Publisher blurb: Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game. There's a lot of unusual stuff on the Disc, but. anesi.info //www. anesi.info+-+anesi.info (4e PDF). Genre(s), Comedic Fantasy. System(s), GURPS Lite. GURPS Discworld and the related supplements are role-playing game sourcebooks set in .
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GURPS, Discworld Roleplaying Game, Pyramid, Warehouse 23, the pyramid logo, and the names of all PDF magazine includes new rules and articles for. There are countless stories to be told on the Disc, from urban intrigue in Ankh- Morpork to caravan trading in EcksEcksEcksEcks, and the. GURPS - Discworld - Role-Playing Game - Ebook download as PDF File .pdf) or read book online.
Mark Forums Read. Anyone have a pdf of the new astra militarum codex? I just can't wait for the print and PDF bundle on that last one, it feeds my inner weeaboo. A fourth edition adaptation of the Discworld was written, playtested, and laid out, but had trouble getting to market according to Steve Jackson Games' Stakeholder's Report. Discworld Newsletter.
Cover and illustrations were done by Sean Murray. A fourth edition adaptation of the Discworld was written, playtested, and laid out, but had trouble getting to market according to Steve Jackson Games' Stakeholder's Report.
From Wikipedia, the free encyclopedia. Ramtop to Rimfall. Discworld Newsletter.
Retrieved Archived from the original on January 4, Steve Jackson Games. Mongoose Publishing.
InQuest Gamer February Warehouse Rodger Discworld Roleplaying Game. Terry Pratchett 's Discworld. There are on Discworld All things weird and wonderful. Sir Terry made them all. Phil Masters said:.
Many thanks for all the positive responses so far. I assume that people who haven't bought the book yet but who are reading this thread are mostly potential members of the first category. The best answer apart from, I may hope, "a quick education in the weird charms of the Discworld as a story setting" is probably "an extensive worked example of how to fit the GURPS rules to a specific world" -- very specifically, a somewhat unusual but not totally out-there fantasy setting.
This is something I was able to do in this edition that wasn't part of the process for the first edition; a full integration of the rules to the Disc, applying the lessons I learned working on Hellboy, Vorkosigan, and Thaumatology. Which meant that I got to dump some stuff. For example, Control Ratings and Legality Classes were part of some early versions of the text, before I realised that they just don't work in a fantasy-quasi-medieval setting where what one can get away with is so often a function of social position, chutzpah, and circumstance.
Unaging and Longevity were dumped because, well, who really cares about them in this sort of freewheeling game? Though they came back as a perk, because the answer to that question might include Cohen the Barbarian and Granny Weatherwax, and I don't care to argue with them.
Weapon stats for artillery lasted longer, but then I found that I had a space problem, and I suddenly realised that, most of the time, those things are plot devices, not personal equipment.
How much damage do they do? And, of course, I got to add one biggie alongside the much-loved but relatively compact Shouting at Foreigners skill ; the new magic system.
Well, not very new; it came out of some work I did on Thaumatology, which in turn drew on some Third Edition books and so forth. Hardcore Discworld fans may be bemused that I invented a system that doesn't reference the novels so much as it does a throwaway gag in The Discworld Companion, but the fact is that the novels don't have a coherent magic system.
Well, I prefer to think that they offer incidental partial glimpses of a grand and hideously complex topic that nobody really understands, even in the setting. So I came up with something that I think fits, plays fairly fast, and is adequately balanced and amusing.