There are also useful tips on inserting supernatural elements into other campaigns.Īll types of horror are covered, from mad slashers to classic myths to Things Man Was Not Meant to Know. The rest of the book mentions rules as they are appropriate, but is mainly concerned with running horror games.
Only the first chapter is dedicated to the rules, though. This being a GURPS book, there is quite a bit of GURPS rules use in it. It covers horror and the supernatural so well that virtually any GM can find something to use here, no matter what system is actually being used. Someone once called GURPS 'the Encyclopedia Brittanica of roleplaying.' This volume is a worthy addition to that concept.