There are many different sourcebooks available for GURPS; each tackles a different area of the universe, sometimes an adventure (or set of adventures), sometimes a particular genre, sometimes just expanded rules for completeness.
What follows is a list of GURPS resources, which I will periodically update as I hear/think of more:
The GURPS line is probably best known for its wide number and variety of supplements and world books. The game is designed to facilitate campaigns set in any genre using a single set of adaptable rules for magic, psionics, combat, and character creation. There are over 150 supplements and worldbooks so far, with a release schedule of about 2 new books and reprints per month.
Besides generic supplements such as Martial Arts, Supers, and Vehicles, there are worldbooks covering major historical eras and geographic regions, such as Russia, Egypt, China, and Imperial Rome. GURPS also has a number of licensed worldbooks for the works of fiction writers such as Alan Dean Foster, David Brin, Andre Norton, Terry Pratchett, and others. Other RPG's have also been licensed for a one or two-book GURPS adaptation, such as Vampire: The Masquerade, Castle Falkenstein, Traveller, and the real-time simulation game Myth. In addition, Steve Jackson Games has also adapted some of its other properties, such as Car Wars, In Nomine and Ogre to the GURPS rules.
GURPS supplements, particularly the historical worldbooks, are known for high-quality and well researched writing and can be fascinating reads completely separate from their function as RPG supplements. Artwork in GURPS used to be fairly poor, but SJG has recently put more money into design and it shows.
An abridged list of GURPS sourcebooks:
The new edition of GURPS is written so that all of the rules are in the main rulebook now. It's filled with enough options that you can literally run any sort of role playing game with no need to buy any other books.
Since they're trying to mix Superheros with gritty fantasy and with space opera science fiction, it means that you get this mishmash and everything is sorted together alphabetically. It would have almost worked better if the rules were presented with a nice piece of computer software which could filter out what you don't need.
It's the GM's responsibility to model his setting the way he wants. So, he'll end up having to act as that piece of computer software. He'll go through and filter out things he doesn't like, telling the players "Ok, these are the things I expect you to find useful in my game." Steve Jackson Games does provide a tool which lets you filter the various things, but I'm finding it easier to use the character generator that they're selling to do it. Once you've done that, you can allow your players to use the character generator and make it much easier for them.
Superhero rules are the main source of complexity, if you ignore them you've probably cut 1/3 of the book out. Now, granted, what makes a given setting interesting is where it diverges from what you expect. So, it's handy to have the super hero rules around, so you can model up one of those outlier abilities that some heroes might have. Though, if you're finding the rules overwhelming, it might just be easier to cut out all of the exotic and the supernatural abilities, and do a simple game. You could do a pretty interesting mystery with just a normal realistic setting, or even do a horror campaign where the villains have one or two of those abilities you're trying out until you become more comfortable with them.
You can see how all the rules are in the main book when you actually do purchase the extra books written so far. I've picked up both Space and Fantasy, and there's almost no rules in that book. For the most part, they just tell you how best to apply the tweaks that are written in the main book so that you can end up with the setting that you want. They are in the business of selling books to make money, so they're going to keep making new books. But, this is the one campaign that I feel comfortable that the new books aren't going to somehow change things I had gotten used to. (Which was always a problem I had with the d20 system over time.)
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