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Book Gurp's Horror: The Complete Guide to Horrific Roleplaying by J. M. Caparula (1991-06-01)


Gurp's Horror: The Complete Guide to Horrific Roleplaying by J. M. Caparula (1991-06-01)

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    Available in PDF - DJVU Format | Gurp's Horror: The Complete Guide to Horrific Roleplaying by J. M. Caparula (1991-06-01).pdf | Language: UNKNOWN

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Review Text

  • By Paul O'Connor on April 14, 2012

    I bought GURPS Horror 2nd edition a long time ago and was very impressed with how it spiced up my gaming sessions with great advice. But a lot of the book was given over to introducing the new (at the time) GURPS Magic system and an insanity system. Both of those systems are now part of the core rules so I wondered what the author would do with the extra space if Steve Jackson Games ever republished the book for 4th edition.The answer: Amazing things!!!My sole argument with the author is how he describes horror. My definition of horror is defined by all things gross and disgusting, Cthulu crossed with a thousand slasher movies. His definition is much broader and covers any sort of situation that causes a strong emotional response. This means that suspense situations (very common in roleplaying) most mysteries, most well-done dramas, and most combat situations (some campaigns are nothing but combat) all fall into this area. I wondered how the author could handle such a broad range of topics well. I shouldn't have worried, this IS Ken Hite we are talking about here.At the heart of the book, he recognizes that Horror is all about the emotions. From there he simply starts by describing how to generate each of the emotions he is trying to reach. From there it surprisingly simple to build out the rest of the book. At 176 pages, I was originally concerned that this book wouldn't be a good value for my money.But the opposite turned out to the be case instead, I had a serious case of information overload by the time I was done with this book and the beginnings of an absolutely BRILLIANT campaign concept that I will start running in the next few months.One of the author's best ideas for hooking the players into the game is have them help write up part of the background and make sure there are plenty of plot hooks in the characters to get the players fully enmeshed in the game. Avoids the famous and semi-ridiculous roleplaying trope where the group wanders into a town and all of these adventures just happen to be waiting for somebody with their particular skill-set to come by and resolve them. The characters are intimately involved in the background and are not necessarily well-equipped to deal with the problem as it arises. This concept was worth the price of the book all by itself.My sole gripe about the production values of the book are the lack of color pictures inside this hardcover book. I understand that publishing costs are going through the roof but SJ Games has been doing a very good job of jumping over to eBooks already and color doesn't cost anything in eBooks and adds a great deal of value. This is more of a something-to-think-about situation than a reason to fail to purchase this outstanding book.

  • By Thomas W. Thornberry on November 9, 2016

    GURPS 3E splatbooks have a way of being just chock full of good information and inspiration! More, despite being a quarter-century old, they do a good job summarizing and distilling themes in the literature of a given genre as it appeared at that time; which is usually pretty resistant to becoming outdated. Most of the horror story tropes we all know and love haven't changed in centuries. What's one quarter more? If you're an Old School Grognard like me, who doesn't think game books can even become interesting until they're out of print, this one will make a good edition to your collection.In particular, GURPS: Horror gives a great overview of a Things Man Was Not Meant to Know theme for a campaign. I've long-felt the Lovecraftian stuff was dated if not outright corny for a modern audience. But this book shows how it would retain more of its original horror experience when one is a participant and not safe outside the story as an observer!Frankly, I like this book.

  • By Mark Packer on March 18, 2018

    To be honest, I was hoping for a bestiary catologue, but as with most of GURPS' splat books, this is still helpful, providing rules and templates for your every monstrous need.

  • By R. Brewer on June 18, 2017

    Always been a fan and I'm super happy to finally have a copy of this on my book shelf.

  • By Timothy S. Goss on February 5, 2012

    as a advid rpg gamer, since 1979 I am a old school kinda gamer. Gurps has always been one of the games that I used to run and I never grow tired of the system. My wife got me this for my birthday and I am in shock.. Gurps Horror has gotten better with age!I suggest this supplement and the Gurps 4th edition to anyone who is into rpging or looking to get into the hobby

  • By Steven W. Bucey on September 23, 2002

    More than anything, I thought I'd give an opinion since I am between the two extremes of the two existing reviews. This edition of GURPS Horror (there is a new edition I have not yet looked at) is a good reference on the genre, but does lack something. I agree that having three example campaign backgrounds is more than enough, if only because there simply isn't enough detail given in each to make them really informative of how to set up and run campaigns in each - you simply must find other material if you're going to seriously run a "Horror" campaign.I found it most useful as an extra reference for my campaign. I was running a "realistic" campaign and wanted to throw in horror aspects, and for this it was helpful. It gave me ideas on how to add just enough to keep my player's guessing, and allowed me to keep the campaign from drifting into high fantasy as I've seen/heard other campaigns do when adding in occult overtones. As such, I would have been much happier if it skipped on monster descriptions and focused more on setting tone and atmosphere - I mean, how many different books do I need describing the stats of a vampire or werewolf?Ultimately, it's biggest problem is the shotgun approach SJG is taking to the genre - there seems to be a plethora of books aimed at the occult and paranormal, such as this book, the recently published Spirits, Voodoo, Authentic Thaumaturgy, and others, with no attempt to unify them.I can recomend it, as a extra but not primary reference.

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