GURPS Witch World
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GURPS Witch World
''GURPS Witch World'' is a supplement published by Steve Jackson Games in 1989 for use with the ''GURPS'' {''Generic Universal Role-Playing System'') game rules that describes how to set a role-playing campaign in Andre Norton's ''Witch World''. Contents ''GURPS Witch World'' is a ''GURPS'' supplement and campaign setting describing play in Andre Norton's fantastic ''Witch World''. The book includes a history of the world, a guide and maps to its various lands, character creation rules, Witch World magic and psionics, magic items, and creatures. It covers both the western and eastern continents where the book stories had taken place. The book is divided into eight chapters and an appendix, covering the history, geography, the creation of GURPS characters, and the system of color-based magic used in those lands. It also gives a description of various magic items; psionic abilities; the use and properties of herbs, and a bestiary of Witch World creatures, most of which were mention ...
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GURPS Witch World
''GURPS Witch World'' is a supplement published by Steve Jackson Games in 1989 for use with the ''GURPS'' {''Generic Universal Role-Playing System'') game rules that describes how to set a role-playing campaign in Andre Norton's ''Witch World''. Contents ''GURPS Witch World'' is a ''GURPS'' supplement and campaign setting describing play in Andre Norton's fantastic ''Witch World''. The book includes a history of the world, a guide and maps to its various lands, character creation rules, Witch World magic and psionics, magic items, and creatures. It covers both the western and eastern continents where the book stories had taken place. The book is divided into eight chapters and an appendix, covering the history, geography, the creation of GURPS characters, and the system of color-based magic used in those lands. It also gives a description of various magic items; psionic abilities; the use and properties of herbs, and a bestiary of Witch World creatures, most of which were mention ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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GURPS Books
The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific. Players control their in-game characters verbally and the success of their actions are determined by the skill of their character, the difficulty of the action, and the rolling of dice. Characters earn points during play which are used to gain greater abilities. Gaming sessions are story-told and run by " Game Masters" (often referred to as simply "GMs"). ''GURPS'' won the Origins Award for ''Best Roleplaying Rules of 1988'', and in 2000 it was inducted into the Origins Hall of Fame. Many of its expansions have also won awards. History Prior RPG history Prior to ''GURPS'', most roleplaying games (RPGs) of the 1970s and early 1980s were developed especially for certain gaming environments, and they were lar ...
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Fantasy Role-playing Games
Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient myths and legends to many recent and popular works. Traits Most fantasy uses magic or other supernatural elements as a main plot element, theme, or setting. Magic, magic practitioners ( so ...
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James Wallis (games Designer)
James Wallis is a British designer and publisher of tabletop and role-playing games. He is not to be confused with Myriador's Jamie Wallis, who converted ''Steve Jackson's Sorcery!'' into d20 modules. Career James Wallis began roleplaying in 1981 through ''Dungeons & Dragons'' and '' Traveller'', which were both licensed in the UK by Games Workshop at the time. Wallis began publishing his own fanzines, first ''WEREMAN'' and then ''Sound & Fury'', and got to know game designer Erick Wujcik through the latter; Wujcik introduced Wallis to Kevin Siembieda at Gen Con 22 in 1989, resulting in Wallis writing two books for Palladium Books, ''Mutants in Avalon'' (1990) and ''Mutants in Orbit'' (1992). Wallis also began working on his own role-playing game based on the '' Bugtown'' comics, and in 1992 he brought the game to Phage Press, where it stalled for two years due to creative differences. ''Once Upon a Time'', a game designed by James Wallis, Andrew Rilstone and Richard Lambert, w ...
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Games International
''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 1990, Issue 1) and ''Computer Games Strategy Plus'', but changed its name to ''Computer Games Magazine'' after its purchase by theGlobe.com. By April 2007, it held the record for the second-longest-running print magazine dedicated exclusively to computer games, behind ''Computer Gaming World''. In 1998 and 2000, it was the United States' third-largest magazine in this field. History The magazine's original editor-in-chief, Brian Walker, sold ''Strategy Plus'' to the United States retail chain Chips & Bits in 1991. Based in Vermont and owned by Tina and Yale Brozen, Chips & Bits retitled ''Strategy Plus'' to ''Computer Games Strategy Plus'' after the purchase. Its circulation rose to around 130,000 monthly copies by the mid-1990s. By 1998, '' ...
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GURPS Basic Set
''GURPS Basic Set'' is a role playing game publication written by Steve Jackson, Sean M. Punch, and David L. Pulver. The first edition ''GURPS Basic Set'' box was published in 1986, a standalone third edition book in 1988, and a hardcover, two-volume fourth edition in 2004. Contents First and second editions ''GURPS'' stands for Generic Universal Role-Playing System – that is essentially a very flexible descendant of ''The Fantasy Trip''. Basic combat is simple, but advance combat is very position-oriented, almost a complicated boardgame. The level of complexity used is completely up to the players. The character improvement system is skill-based. The many additional supplements to the ''Basic Set'' enable ''GURPS'' characters to move easily from one gaming genre to another. The ''Basic Set'' includes a "Characters" book (72 pages, covers character creation and development, skills, and basic equipment), "Adventuring" (80 pages, covers success rolls, combat, damage, running th ...
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GURPS Magic
''GURPS Magic'' is a source book for the ''GURPS'' role-playing game from Steve Jackson Games that provides in depth coverage of magic in the context of ''GURPS''. The first edition was published in 1989. The book expands on the material outlined in the '' Basic Set'', provides alternative forms of magic for gamemasters to use, and contains much more material. A second edition of the book was published in 1994, and a third edition for the fourth edition of ''GURPS'' was published in 2004. The first two editions received positive reviews in game periodicals including ''Games International'', ''Dragon'', and ''White Wolf''. Contents Third edition ''GURPS Magic'' is a supplement of magic rules for use in fantasy milieus, an expansion and replacement of the rules in 1st edition ''GURPS Fantasy'', entirely revised for use with the ''GURPS'' 3rd edition. The book is very detailed, and the spell rules enable the player to custom-design a character's magical abilities, although this can t ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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Sasha Miller
Sasha Miller is the pseudonym of American fantasy writer Georgia Myrle Miller (born October 15, 1933 in Erick, Oklahoma). She has also written under the names Georgia Sallaska, Myrle Benedict, and G. S. Madden. In 1958 and 1959 she published a trio of stories in ''Fantastic Universe'' as Myrle Benedict: "Sit by the Fire", "The Dancing that We Did", and "The Comanleigh". ''Fantastic'' editor Hans Stefan Santesson included "Sit by the Fire" in his best of anthology ''The Fantastic Universe Omnibus'' (1960). As Georgia Sallaska, she wrote three novels of historical fiction: ''Three Ships and Three Kings'' (1969), ''The Last Heracles'' (1971), and ''Priam's Daughter'' (1974). In the 1980s she began publishing as Sasha Miller. She wrote a number of works set in Andre Norton's Witch World, including ''GURPS Witch World'' (1989) with Ben W. Miller, a rule book for the GURPS role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which player ...
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Andre Norton
Andre Alice Norton (born Alice Mary Norton, February 17, 1912 – March 17, 2005) was an American writer of science fiction and fantasy, who also wrote works of historical and contemporary fiction. She wrote primarily under the pen name Andre Norton, but also under Andrew North and Allen Weston. She was the first woman to be Gandalf Grand Master of Fantasy, to be SFWA Grand Master, and to be inducted by the Science Fiction and Fantasy Hall of Fame. Biography and career Biography Alice Mary Norton was born in Cleveland, Ohio in 1912. Her parents were Adalbert Freely Norton, who owned a rug company, and Bertha Stemm Norton. Alice began writing at Collinwood High School in Cleveland, under the tutelage of Sylvia Cochrane. She was the editor of a literary page in the school's paper, ''The Collinwood Spotlight'', for which she wrote short stories. During this time, she wrote her first book, ''Ralestone Luck'', which was eventually published as her second novel in 1938. Af ...
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Witch World
Witch World is a speculative fiction project of American writer Andre Norton, inaugurated by her 1963 novel '' Witch World'' and continuing more than four decades. Beginning in the mid-1980s, when she was about 75 years old, Norton recruited other writers to the project, and some books were published only after her death in 2005.. Retrieved 2013-07-07 The Witch World is a planet in a parallel universe where magic long ago superseded science; early in the fictional history, it is performed exclusively by women. The series began as a hybrid of science fiction and sword and sorcery, but for the most part it combines the latter with high fantasy. Witch World begins with what is now called the Estcarp cycle. These describe the adventures of Simon Tregarth from Earth, his witch wife Jaelithe, and their three children Kyllan, Kemoc and Kaththea. The series was then expanded with the High Hallack cycle, starting with ''Year of the Unicorn'' in 1965 and its sequels ''Jargoon Pard'' and ...
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