Kevin C. Wong

You can only keep 5 physical RPG books...

You can only keep 5 physical RPG books and have to get rid of everything else. Which do you choose?

This one is hard because I depend so much on published adventures and campaigns. I'm not at coming up with my own adventures so I wouldn't pick like 5 RPG core books. Since GURPS is my main love I will stick with five GURPS books so that I have some core.

1. GURPS Basic Set: Characters
2. GURPS Basic Set: Campaigns

Of course we need the two core books.

3. GURPS Magic
4. GURPS Thaumatology


There's a faction of people that don't like Magic because it's a specific magic system with a set spell list. Thaumatology addresses that by giving you rules for creating different types of magic systems, but many of them use the spells in Magic.

5. GURPS Powers

Powers gives you rules for taking the Basic Set advantages and disadvantages system and building them out into super powers. May not make GURPS the best super-hero RPG system but it does give you a fairly flexible, if a bit math heavy, way of making super-heroes.

I didn't pick any of the Tech books because I don't think really detailed equipment is vital and I think I can make up equipment for various tech levels as needed. Martial Arts is kind of neat but I haven't run campaigns where detailed personal combat systems are needed. Fantasy, Space, Horror and Zombies are useful genre books but definitely secondary compared to what I picked. Traveller: Interstellar Wars is also cool for it's self-contained spaceship builder and combat rules, though even in a space RPG campaign you don't need ship to ship tactical combat rules.