Bite-Sized Review: Dungeon Fantasy Monsters 2 – Powered by GURPS

I am a bit late to the party, since the newest Dungeon Fantasy RPG offering has come out almost almost two months ago. But since that has only been the PDF and the print version is still to be shipped out, I think this still qualifies as hot off the press.

Cover Dungeon Fantasy Monsters 2

If you haven’t heard about it yet, Dungeon Fantasy Monsters 2 (Powered by GURPS) was the latest official GURPS kickstarter that ran through March and raised over $50,000 from over 1000 backers. The turnaround on the pdf was just a bit more than two months and now let’s see whether the final (electronic) product delivers.


Author: Sean M. Punch (a.k.a. Dr. Kromm)
Date of Publication: 04/06/19
Format: currently PDF-only (Warehouse 23-only)
Page Count: 55 (2 cover pages, 1 title page, 1 content page, 1 index page, 1 page ad)
Price: $15.00 (PDF), $ 0.30 per page of content; Score of 5/10 (+1 for full-colour)


As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page.

The biggest surprise is probably that I class this book as both meaty and cheesy as it contains a lot of story ideas, probably more than any non-adventure Dungeon Fantasy title so far. This is such a big change from the otherwise excellent GURPS Dungeon Fantasy Monsters 1 (DFM 1) that it bears repeating: You don’t only get 24 new monsters, but also 48 adventure seeds to use them in your games. That’s a huge help, especially for the newbie DFRPG game masters that this is geared towards.

But I am getting ahead of myself. The book is structured really simple. The short introduction tells you what you need to play (the DFRP, especially the Monsters book, but DF 1-2 and DFM 1 along with GURPS Basic work just as well) and a couple of important things about the stat blocks. Then you’re knee-deep in monsters. Each of those gets a two-page spread (unfortunately not aligned for pdf use) with a full-colour illustration, stats and explanations, an atmospheric lead-in (sometimes quite extensive and with lots of historical, social, occult or ecological information) and the mentioned adventure seeds. Extras vary between variants, companion monsters, using the monster as a PC, meta-game hints or looting the body parts. The whole thing is rounded off by a table of contents and an index.


That’s what folks are coming for when buying a Monster Manual and the book delivers a wide range of foes with detailed stats – although don’t expect character point notations in a monster book. The power level is mid-to-high. There are few pushovers, but most of the challenges don’t require a ST 20 Barbarian or a Magery 5 wizard to overcome – some however do. Quite a few rely on horde tactics, but some can hold their own against a whole party. The mix tends towards the weird of  the spectrum, but doesn’t really discriminate by type: undead, demons, animals, humanoids, constructs and what that-other-game-tm calls outsiders are all there. Angels, giants, nagas, succubi/incubi (guess which gender the illustration depicts) and Trétold (basically ents) are plugging holes in the DFRPG. Most others are strange new additions that will be new for even the most jaded players.

What’s new and extra-useful are the detailed notes at the end of the stat block that explain the weirder abilities or things that are not explained in standard DFRPG and cribbed from regular GURPS. There are quite a few new ideas among these, even if most replicate stuff that standard GURPS has been doing for some time.

Tactics are represented for all monsters, though more detailed for some and less for others. About the only thing that’s missing is some sort of danger scale. In some cases, there are explicit statements on how dangerous the monsters are for weaker or stronger delvers, but most often than that we are left with just an impression through the descriptions. Par for the course in GURPS and I am not sure other systems really do better with their difficulties and challenge ratings, but a simple five-skull system wouldn’t have been a bad idea.

Apart from that, the meat is pretty much perfect.

Meat score: 9.5


As I said, there’s a surprising amount of story-relevant stuff in there. Instead of a single descriptive paragraph like in DFRPG: Monsters or DFM 1, we get at least four longish paragraphs and occasionally much more. The less complicated the monsters are and the less space the boxes with variants, loot, minions etc. take up, the more lore we get. This flexibility makes each entry unique and ensure we don’t have to read the same boring headings for each monster.

The backstories of the mosters are fun to read and at times extremely imaginative. Most of the situations the monsters will be encountered in are combat-oriented, but every other monster seems to have a purpose – or at least a way to pull dirty tricks – that means it is not purely sword-fodder.

The ecological, historical and otherwise relevant details make the monsters come truly alive and give them a place in the – deliberately generic – game world. We still get a sense of which factions are going to care about which monsters and why, but of course the details are malleable enough to be dropped into your own campaign.

There are no harsh incompatibilities between the monsters, but there is also no real unifying theme, even though the monsters presented tend towards the weird and horrifying from Tomb Bugs who entomb you to breed there young, over the crazed Ramex who reach inside you thinking they can regain their humanoid bodies that way, to undead Bleeders who collect the spray of your blood from the smallest wounds and Redthorn plants who are looking to turn you into fertiliser. This collection is certainly not PG-rated.

The book doesn’t lend itself to just rifling through it and plomping down a monster without reading through its entry thoroughly. For that the older DF titles are better. Most of the monsters here, especially the stronger ones are its own mini-story. While this is not so great for beer-and-pretzels games, it does make for a much better story.

Speaking of story, some of the adventure seeds are more like encounter seeds, while some might form the basis for a multi-session adventure. What especially caught my fancy is that often they don’t treat the monster in question in a vacuum, but also examine who might want to make it the delvers’ business to get rid (or capture or butcher or transport) the monster. While they are not always original, they all offer some hooks to place the monsters in a dungeon or a quest.

There is a certain Dungeons-and-Dragonesque zaniness inherent in some of the monsters like the Fly-Dragon or the Redthorn. The book is certainly surprising to the reader and the encounters with its inhabitants will likely be unexpected by your players too.

All in all, the fluffy cheese side gets served very well indeed. One might miss a larger framework tying some of the monsters together, but then this is a monster manual and not an adventure or campaign builder. The fact that the collection of monster illustrations was probably licensed together and half of the monsters written just to fit the artwork might have something to do with that too.

Cheese score: 8.5


The biggest departure from regular GURPS books (and also DFRPG: Monsters and the DFM  series) is the full-colour artwork. And the monsters are almost all from the same artist too: Rick Hershey. While he is never going to be my absolute favourite, the monsters are mostly appropriately alien and scary looking and the unity of art gives the book a nice and coherent look. The more alien monsters generally look better than the old fantasy standbys like Angels, Succubi, Nagas and Chimeras.

You can get a good overview on the cover and the preview shows one of the, in my opinion, less stellar examples, the Chimera. The only really atrocious image is the Manaplasm. Yes, I get it’s a slime, but I can see the border pixels even at page-view size! Likewise, the text alignment following the artwork is sometimes a bit weird and out of whack. I wouldn’t have minded smaller images in some cases to get a better text flow. You can see a less annoying example of that on the preview of the Strix. Generally, I wouldn’t mind getting the art separate in the PDF version to do quick printouts for the players. The text alignment makes it a bit easier to copy and paste, but the readability suffers.

That cannot be said about the writing as such, though. Dr. Kromm was in super-charged mode when he was writing this. Not only is it an extremely enjoyable read, the information is presented in easily accessible format, there are also puns galore. True, I didn’t laugh out loud, but I did chuckle quite a few times. The adventure seed titles are a motherlode of jokes that will surely find their way to many tables.

Editing and indexing are top-notch as usual, though there isn’t that much to index anyway. The PDF is fully bookmarked and the table of contents is hyperlinked.

The following section was updated  with new information 06/08/19 (thanks to T-Bone of Games Diner fame for pushing me to find a solution instead of whining):

A tiny defect is, however, that the two-page monster spreads are misaligned if you go for a two-page view in the PDF in many readers, because the backcover is included before the title page. You can easily rectify this with a PDF editor – or by changing settings on your reader (for my Adobe Reader it was done by menu>View>Page Display>Show Cover Page in Two-Page View). I still don’t get why the back cover has to go before the title page, but this way it’s no big deal any more.

This is probably the most unified GURPS supplement in a whole while and it does set a high standard for all that follows. Let’s hope the same will be said of Magic Items 2.

Sauce score: 7,5

Generic Nutritional Substance

As a Dungeon Fantasy supplement, there is usually not a high bar to clear in terms of generic usefulness. Yes, all these monsters can be used in standard Tolkienesque fantasies. Some of them will probably look out of place in Narnia and some will be a bit too weird for some tastes. But a surprising number of them will also fit right into some modern-day horror, dark urban fantasy or even dark faerie tales.

It’s not an extremely generic supplement, but certainly caters to more than just hack & slash fans.

Generic Nutritional Substance score: 7,5


A more than solid effort that leaves very little to be desired, except maybe being four times as long and a nice hardcover with stitched binding. If Steve Jackson Games is going to run two kickstarters like this every year and maybe finds a way to the page count up to a hundred, I wouldn’t be surprised to see a GURPS revival in the future.

This book is pretty much a must-have for Dungeon Fantasy aficionados and a very good investment for anybody who likes their fantasy monsters a bit weirder than usual. Have a look at the preview yourself if you are unsure. You get two complete monsters for free that way. Even if you decide not to buy that’s pretty much worth taking the time to have a look.

Price is still high, which comes with the limited page-count, but without considering that we have a new high-score, edging out some recent very high-quality stuff like The Hall of Judgment by a not too tiny margin. The Hall gets its own back in the value score, though.

All in all, think twice before you’re passing on this tasty morsel!

Total score: 8.475
Total score is composed of a weighted average of Meat (32.5%), Cheese (32.5%), Sauce (20%) and Generic Nutritional Substance (15%). This is a balanced book. A “cheesy” setting- or a meaty rulebook would change the percentages for cheese and meat.

Value score: 6.7375
Value Score is composed of the average of Total and Price.

GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Dungeon Fantasy RPG Goodness at Kickstarter

There’s more DFRPG stuff going on at Kickstarter than I would have dreamt after the disappointing news about the discontinuation of the line last year.

First off, Steve Jackson game is not only raising money for reprinting the boxed set, but also for making a second Monsters volume. While this is still in the same weight class as the Monsters book from the boxed set (a bit underweight actually, but there are stretch goals) it has one big advantage: Actually good full-colour illustrations. As noted in my review of the matter the art in the first Monsters book was one of the big letdowns of an otherwise excellent effort at an all-in-one boxed set. The art samples on the kickstarter page show that SJGames is doing its best to remedy that. Be sure to back this book, which is not scheduled for regular distribution!

Another – not quite as surprising – kickstarter is Douglas H. Cole’s The Citadel at Norðvorn, which is going to remedy another short-coming of the DFRPG line, namely that there’s no canon setting. Taking place in the same world as Cole’s excellent Lost Hall of Judgment I’m having high hopes for this. Cole has shown he knows what you need to make a setting interesting. The only reason not to back this one is if you really don’t like Norse-inspired fantasy. And even then you might make an exception.

Review: GURPS Dungeon Fantasy Monsters 3 – Born of Myth & Magic

Not one of the new series Kromm and PK have been hinting strongly about, Peter V. Dell’Orto’s newest oeuvre will be very much welcomed by Dungeon Fantasy players and other GURPS fans alike. It’s close in style and content to Dungeon Fantasy Monsters 1, but whereas the former volume had a lot of unique, original and lesser-known monsters, the current one deals to a large degree with classic ones. The title is right on the money and if a monster is not connected to myths, it’s sure to have some magical slant to it (actually the mythic monsters are also magical).

Cover Page of GURPS Dungeon Fantasy Monsters 3 - Born of Myth & Magic


Author: Peter V. Dell’Orto
Date of Publication: 02/06/2016
Format: PDF-only (Warehouse 23-only)
Page Count: 24 (1 title page, 1 content page, 1 index/ad page)
Price: $5.99 (PDF), $ 0.29 per page of content; Score of 4/10


As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page.

Dungeon Fantasy Monsters 3 follows the format established in DFM1: Each of the 16 monsters presented gets a page with game stats, description, GM advice and (in most cases) possible variants. Only the notoriously hard to run Doppelgangers get two pages. Apart from the introduction, there’s a short section explaining how to read the monster stats, two pages on meta-traits not in GURPS Basic (two of them brand-new) and new prefixes. There’s nothing especially surprising about all that.

The same can be said of the mythical monsters. Basilisk, Cockatrice, Doppelganger, Dryad, Harpy, Manticore, Medusa and Phoenix are old standbys in fantasy games, but it’s good to see full game stats for all of these. It would have been nice to see non-western myths represented, but you really can’t argue about the sheer iconic value of this selection. Some less expected monsters like Giant Ant, Lava Lizard, Phase Serpent, Rock Troll and Shadow Warrior to provide variety. But my favourites are the weirdos, of course: Living Pit, Octopus Blossom and Rot Worm are surely going to provide hours of fun for your players – or painful seconds of death more precisely. A special mention goes out for the myrmecoleon – an ant with a lion’s head from medieval mythology.


As would be expected from a Dungeon Fantasy supplement, the diet is leaning towards the meat side of things, though not as much as the recent Power Items. We get the expanded stat block that has become the standard DF notation and notes how everything works in play (read: combat). There are some boxes on special combat rules, where warranted – note the large number of gaze or sight attacks. Variant round this off. We get four different Basilisks (not combinable), two different Cockatrices (not combinable), three types of ants (workers, soldiers, queens) combinable with six variants (some of which can be combined for even more fun), Sirens as variant Harpies, scalable Living Pits, five variants of Manticores (free to mix and match), six Medusa variants (stackable), six Octopus Blossoms (some of them combinable), rules for making variant Phase Critters, five different kinds of phoenix (only one burns), guidelines on using prefixes on Rot Worms and rules for making different Shadow Beings (Shadow Warriors already can be modified by race).

The two new meta-traits (Amorphous Stone and Plant) are very useful, the prefixes (Flying, Furious, Holy and Phase) a bit less so with Phase being the most interesting one. Rules for fighting monsters without looking at them, for attacks out of phase, falling into monsters and a decapitation Achilles Heel for Unkillable 1  round off the rules-side of things. All in all, the book comes through for all those who cherish stats and rules.

Meat score: 8.5 (deliciously roasted monster meat)


Despite the rules-heavy outlook of the book, there are also roleplaying hints for all creatures, though those are often on the short side of things and sometimes solely confided to tactics and whether they are able and willing to negotiate. The exception is a very good treatment of what to replace with your Doppelganger adversary.

Cheese score: 4 (none of these monsters are giving up any milk)


Except for a rather boring composite of interior art on the title page, the inside art is quite good. While it’s certainly not up to DFM1 level, it’s a clear step up from most GURPS offerings nowadays and gives off a cool medieval bestiary vibe too. Peter V. Dell’Orto also manages to capture the tongue-in-cheekiness of Kromm’s Dungeon Fantasy.  While he doesn’t quite reach the master in all cases, I laughed out aloud at least once and chuckled many times. Whispering tree gossips, pit-fighting, death by weasel, chibitrice and the dreaded leaping ethereal dungeon shark are among the funnier concepts I read in RPG supplements lately.

I did manage to find three spelling mistakes, which is abysmal for a GURPS supplement, but still stellar for regular RPG products. I’m not marking the book down for that.

Sauce score: 7 (pity there wasn’t a chuckling variant for the Cockatrice)

Generic Nutritional Substance

The monsters presented are optimised for fairly high-powered fantasy, but many wouldn’t look too shabby in a Monster Hunters campaign or any urban fantasy with a couple of tweaks. Indeed, there is a nice range of power levels present in this volume. Prefixes and especially the new meta traits are pretty dang universal. I can’t believe we didn’t have the Plant one before now. The extra rules are also useful for fighting any weird foes and will come handy in many unrealistic campaign settings.

Generic Nutritional Substance score: 8 (a true bestiary)


On the whole, there is only one true criticism I have for this book: It’s too short. Even another four pages with non-western monsters would have been nice, but with this topic I could have seen a full eighty-page treatment – though that would have necessarily overlapped with 3rd Edition’s Monsters. A pity most titles on the GURPS wishlist are for 30 pages or less.

Total score: 7.45 (my favourite title for the year so far, barely edging out After the End 1)
Total score is composed of a weighted average of Meat (50%), Cheese (15%), Sauce (20%) and Generic Nutritional Substance (15%). This is a meat-oriented book. A “cheesy” setting- or drama-orientied book would turn the percentages for cheese and meat around.

Value score: 5.725 (just at the right length to get a positive price rating)
Value Score is composed of the average of Total and Price.

GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Review: GURPS Dungeon Fantasy Monsters 2 – Icky Goo

This thing went right into the category “How-did-they-come-up-with-this?”, of course. It’s a classic weird GURPS book, although one with a lower-case w. It doesn’t have the quite same weirdness level as GURPS I.O.U. or Weird War or even Bunnies and Burrows, but its right there with classics like the Creatures of the Night series and Hotspots – Renaissance Florence.

Featured image

At first glance you might wonder why Steve Jackson Games publish things like these, but if you think about it for a while, you realise it’s actually pretty logical. And no, that’s not because the line editor can damn well publish anything he likes. It’s because nobody else is publishing these. They might not find more than 500 buyers, but those 1800 bucks are apparently enough to pay author, editor, layout team and publishing costs while building up brand reputation for GURPS.

GM: I need a system that has a realistic representation of all kinds of fantastic slimes I can let loose in a detailed representation of 9th century Byzantium only all the player characters are adolescents bonded to alien bio-suits that they think are manifestations of the Holy Spirit.
Game shop clerk: Er, you know what? I’m going to give you 20% off the GURPS Basic Set and Powers if you promise never to talk to me again.

As this is my first review on this site, I’ll explain some of the terms I use a while I go along. These paragraphs are in italics.


Author: Sean Punch (Dr. Kromm)
Date of Publication: 2015/06/04
Format: PDF-only (Warehouse 23-only)
Page Count: 22 (1 title page, 1 content page, 1 index page (+special goo index), 1 ad page)
Price: $5.99 (PDF), $ 0.33 per page of content; Score of 4/10


This book is part of the Dungeon Fantasy line (more specifically it made Dungeon Fantasy Monsters 1 finally worthy of the numeral), so it’s mostly addressed to the folks who play DF or – as many do – use the line as a quarry for useful rules, monsters and gear. It’s, however, quite a bit more focused than a normal DF supplement, DF 12 – Ninja comes closest in terms of unity of content and also in page count, though DF 14 – Psi is actually more linked thematically. I think I won’t spoil anything if I mention that some of those slimes might be elder spawn.

For those of the readers who have read and enjoyed DF Monsters 1, the book on hand might come as something of a shock as the structure is very different: Instead of handy 1-page write-ups for each monster (including an atmospheric picture), we get a section each of for fungi, jellies, moulds, oozes, puddings, slimes and spore clouds. Each of the seven is two pages long and starts with monster stats for a generic specimen, but that’s where the similarity stops. Some sections list differently coloured specimens, some give different modes of attack and others describe at length what makes the gooey enemy in question different from all other gooey enemies described.

These sections are framed by a page of general gooey characteristics and two pages of how to GM for goo. Of especial importance is the caveat of when not to use – few players enjoy fighting disgustingly tough foes that don’t have any treasure. And that’s where I stumbled: Why start of your cool series on monster types with a book on oozes? Sure, it’s original, but that’s about it. A GM, possibly still at school, who spent six bucks on this book will want to use it, but it’s really easy to over-use gooey foes in any context. Even in a swamp or river dungeon the players are going to groan after the third encounter with weird slime. It’s a bit of a head-scratcher, but that doesn’t detract from the books usefulness. And that’s the meat of the matter.


The meat is the heart of most RPG splatbooks, what’s generally referred to as crunch. Basically rules that can be used by players and GMs. For a GURPS book – barring historical and fictional setting books – that is usually the meat of the matter. So I’ll call it that. Some books are less interested in rules and that will be reflected in the scoring.

DFM 2 contains a host of useful crunch. If you count all the variants there are 36 different fungi, 2 kinds of jellies, one of them deliciously adaptable depending on its latest meals, 27 variants of moulds (admittedly a pretty passive hazard), 1 type of ooze that scales heavily with total mass, 6 types of puddings, 15 types of slimes and 36 types of spore clouds.

Now most of these are just minor modifications, but it’s still an impressive array and enough to confuse even those players who quickly buy up supplements and try to memorise them. I’m not sure these exist, but I grew up with Knights of the Dinner Table and try to be on the paranoid side where it’s fun.

All the monsters are ready-to-use for Dungeon Fantasy and the ones with double-digit numbers of subtypes even feature tables to roll on for extra randomness. The GM tips are more extensive than in DFM 1 – simply because there’s more space for each type and general information is on the introduction page. There are good hints on how to make things more interesting for the players.

On the whole the information is dense, while easy to use, but it doesn’t quite reach the nice at-a-glance nature of DFM 1.

Meat score: 9/10 (very hearty – solid GURPS rules crunch, albeit very specific)


Now everybody likes meat (I’m joking of course), but what we really appreciate is the cheese (not joking any more – cheese is great). Folks generally call setting details that don’t impact rules very much fluff. I find the term (along with its sibling crunch) a bit annoying, so I’ll go with cheese instead as a synonym for all the good things that make life worth living.

DFM 2 doesn’t offer a whole lot. This lack of fluff is typical and intended for the Dungeon Fantasy line. It’s supposed to plug into any vaguely Tolkienesque fantasy setting.

Here we get just some hints about what scholars think of the whole gooey business and some ideas of how the everything relates to certain elder things. And of course, there’s habitat information, but that almost veers over into crunchy meat territory. That’s basically it. Oh and barbarian culture uses umlauts while dwarves g0 heavy 0n the apostrophes and limericks. Not a ringing endorsement, I know, but fluff is really not the focus here.

Cheese score: 3/10 (nothing to see here folks)


You could see the sauce as superfluous, but don’t be fooled, nice art, good pull quotes, complete and correct indices and above all well-written prose are what makes reading books fun. And if they’re not fun to read, they’re often just skimmed. And that often leads to annoying mistakes.

The writing style is a no-brainer in this case as the good doctor’s skill level in writing is well above professional level. Even the description of game mechanics are pleasure to read and everywhere you can find the tongue-in-cheek humour that makes DF the Munchkin among GURPS products. Especially of note are the cringeworthy box headings (from “Goo Things Come to those who Wait” to “Breaking the Mould”). There’s even bonus poetry content: a dwarven limerick on the content page and a bona fide sonnet in the glossary. If you want nothing else to do with this book you still owe it to yourself to check these out. They are part of the free preview.

Unfortunately, the art is a step back from DFM 1, no make that three steps – DFM 1 was the first 4th Edition book with really great art. Now, it doesn’t matter too much when we’re talking of slimes and stuff, but the spore cloud art is basically a sphere of dots and the others are not much better. The picture of the pudding in the preview is actually one of the better ones. While it doesn’t quite reach the depths of GURPS Magic‘s poser art the art is really weak.

Pull quotes are fun, proof-reading is top-notch and the index is useful with an extra goo index that covers goo from other books. The only mistake I could notice is that the Slime bookmark redirects to the last page on Puddings. Not that you really need bookmarks for a book of this length.

Sauce score: 6/10 (great writing, uninspired art)

Generic Nutritional Substance

Given the generic nature of GURPS it’s quite important how adaptable the material is for other settings. That depends mostly on things like subject matter and relative power levels.

DFM 2 is pretty good in this regard. Actually, the material presented here almost seems more appropriate for a weird SF or supers campaign. Most goo is definitely a tough challenge for DF groups, because of its Injury Tolerance. For supers with area or explosive powers that don’t cost FP the GM might want to add Injury Tolerance: Damage Reduction, but for most space operas explosive weapons are dependant on an ever short supply of ammunition. All in all it’s easy to port the material to other settings that are at least border-line weird. Moulds and even fungi might make an appearance in campaigns that are only mildly cinematic. None of the critters in here are suitable for a thoroughly realistic setting, though.

Generic Nutritional Substance score: 7/10 (pretty generic if specific)


A really nice GURPS supplement that is fun and useful, but suffers a bit from the specificity of the topic matter, the lack of interesting in-world fluff and good art. Still a good buy for Dungeon Fantasy GMs and everybody interested in things gooey.

Total score: 7.2  (really decent stuff for those who like it, but not necessarily everybody’s thing)
Total score is composed of a weighted average of Meat (50%), Cheese (15%), Sauce (20%) and Generic Nutritional Substance (15%). This is a meat-oriented book. A “cheesy” setting book would turn the percentages for cheese and meat around.

Value score: 5.6 (slightly average for the price)
Value Score is composed of the average of Total and Price.

GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.