roleplaying system can potentially be used to roleplay in any setting, but you'll probably have an easier time of it if someone else has done the work of deciding how to apply the GURPS
rules to simulate the various facets of the setting. This is the domain of sourcebooks
.Steve Jackson Games
has itself published more than 200 GURPS
sourcebooks. Most of these are for the outdated third edition rules; you can find them here
. It's possible to use many of these sourcebooks in the fourth edition with only minor modifications. The new splatbooks (High-Tech, Magic, etc.) likely have new versions of the items in the old sourcebooks; and to use the old sourcebooks' advice on making characters, refer to GURPS Update
Popular original worldbooks from the third edition are:
Licensed 3rd edition GURPS
Licensed GURPS adaptations of other roleplaying games
The 4th edition of GURPS
has the following worldbooks:
- SEALs in Vietnam
- Casey and Andy
- Hot Spots: Renaissance Florence
- Infinite Worlds - a GURPS-exclusive The Multiverse, with a Fantasy Kitchen Sink flavor similar to Rifts; the direct successor to GURPS Alternate Earths, as the worlds covered there are all part of said multiverse.
- Lands Out Of Time
- Prime Directive, by Amarillo Design Bureau, is a Star Trek worldbook.
- Reign Of Steel: Will to Live, a conversion guide elaborate enough to serve as its own rulebook
- Tales Of The Solar Patrol
- Transhuman Space: Changing Times, a conversion guide like Will to Live
- Traveller: Interstellar Wars.The Intersteller Wars are one of the most important periods in Traveller . This version is a good entry-level as the Terran Confederation is a United Space of America and Terran characters can act roughly like 21st century people without adapting to a new culture. The culture shock of Terran PCs on meeting Vilani will be comparable to what an In-verse Terran would feel and thereby carry the roleplaying smoothly. Later versions would require more practice to play especially if the PC is a character from a non-human race. ISW is also beautifully made with a handsome black hard cover, and wonderful pictures. ISW is a Shout-Out to the board wargame Imperium.
- Vorkosigan Saga
With Fourth Edition, Steve Jackson Games has chosen to focus more on "genre books" than worldbooks. The advice and rules in these books can be applied to any setting in its genre, and each book comes with advice on applying its rules to various subgenres.
- Creatures of the Night - weird creatures
- Dragons - actually a third-edition supplement, but with official conversion rules
- Dungeon Fantasy - rules and advice for games ŗ la Dungeons & Dragons
- Gun Fu
- High-Tech - "the gun book"
- Low-Tech - book of gear from the Stone Age to the Age of Sail
- Magic - an expansion on the magic system from Basic Set, with many many spells
- Martial Arts - expands the tactical combat system to allow for more tactical depth and action
- Monster Hunters
- Powers - replaces the very short Psionics chapter from the Basic Set with a more detailed way of constructing superpowers; adds six new crazy-powerful advantages appropriate for superheroes; adds tons of new modifiers for advantages and disadvantages; and gives usage advice on all of the above
- Psionic Powers - followed by Psionic Campaigns detailing the sociocultural effects of psi.
- Supers - as in superheroes
- Thaumatology - covering magic systems of all sorts
- Ultra-Tech - all manner of Applied Phlebotinum