
The revised rulebook comes in an attractive hardback which is very well-bound and stitched.

Those familiar with both GURPS and The Fantasy Trip will very much see the lineage in core design elements. With claimed influences from Champions (certainly true), Empire of the Petal Throne (er, no), and Tunnels & Trolls for its appeal to solitaire gamers (some justification), GURPS is most heavily influenced by Steve Jackson's earlier game, The Fantasy Trip.

It seeks to be, as the name suggests a generic (i.e., modular) set of rules, that is universal according genre, that emphasises roleplaying integrated into the game system itself, and provides a consistent system throughout. With that caveat stated, GURPS is a game with high aims. One could accuse me of cherry-picking a particular edition that I have a preference towards, and to a certain extent I accept that charge. So whilst I could review GURPS first, second, or fourth editions (all of which I have also played), it is GURPS 3rd edition, and specifically third edition (revised) which is being reviewed here.

It still provides a default when a variety of setting choices even to this day. Of all the RPG systems I have had the pleasure to play, GURPS third edition must certainly rank as one in the top five which I have played the most over the decades.
