

The role of the Monster Manual is largely filled by Classic: Bestiary, Classic: Fantasy Bestiary, Natural Encyclopedia, Anon's Animal Album, GURPS Repository's Monster list, the material in Dungeon Fantasy 2: Dungeons, and works like GURPS Magic, GURPS Fantasy, and GURPS Dragons It is roughly because they are all part of the same rule set but it was easier to have them as two books with the first part more Player focused while the second part is more GM focused. In D&D terms Characters is roughly the Player's handbook while Campaigns is roughly the Dungeon Masters Guide. Similarly, if the base Magic system isn't to the GM's liking there are alternatives including one, if they want to put in the time, where they can build their own system or simulate one from a show or novel. If the GM wants the game to be grittier, over the top totally cinematic, or something in-between there is an guideline for it.

This means that in many cases the GM has more control over what goes into the setting. GURPS is as much a toolkit as it is a game system. This conversion page tries to bridge the gap between D&D and GURPS and make having adventures outside of the standard pseudo medieval-early Renaissance setting (such as " City Beyond the Gate" or " Masque of the Red Death") far easier. It also emulates a version of D&D that for the most part time has passed by. The downside to such an emulation is that it doesn't show GURPS' major asset - flexibility. Concepts like logic, culture, and social-political dynamics are minimal if not absent entirely. GURPS Dungeon Fantasy emulates the early days of D&D where you found lots of monsters, killed them, and took their treasure.

