I've been using Foundry VTT for a few weeks now. Still figuring out how everything works, but the GURPS plugin I'm using is pretty impressive (https://foundryvtt.com/packages/gurps I think). It does have a one-time fee of $50 (for the GM only) and is self-hosted, but it's well worth it!
That's fine advice and I get where you are coming from, but it's honestly not practical for *ANY* game that isn't DnD or PF. GURPS pickup games are just not very common. Meetup.com has, within 100 miles (!) of my location, less than 10 gurps groups and more than 120 DnD groups. There is always online, but what if OP is really looking to just play Arcanum with his/her friends? For a new group to coalesce, sometimes the GM needs to step up.
OP, I do agree with the spirit of what u/ClarkFable is saying. GURPS requires a lot of heavy lifting from the GM upfront. Once the game is rolling it rolls smooth as butter, but you need to be willing to put in the work.
The DFRPG books are a subset of the full GURPS game system (the Basic Set (2 books)) strictly focused on the fantasy genre.
If you wish to branch out to different genres, you will want to get the Basic Set, and then maybe something specific to the genre. Although, in my mind, "Powers" should be part of the "Basic Set"... it is so useful for any genre (I mean, who doesn't like getting Powers?)
I know you got the physical books, but if you want to play GURPS online, I highly recommend Foundry VTT and our GURPS Game Aid https://foundryvtt.com/packages/gurps ) . It is 100% compatible with DFRPG.
Via Archive.org: https://web.archive.org/web/20130925150442/http://e23.sjgames.com/wish_list.html
They've recently (a month ago?) switched their online store system to a new unified system for digital and electronic products. It's broken a lot of links.
Calling /u/Mookus!
Sir Mook has some of the best new player/GM info out there and he literally wrote the book on How to be a GURPS GM.
Amazon Print-On-Demand link - How To Be A GURPS GM
Mook also runs a GURPS Discord channel that is my favorite source for GURPS assistance above and beyond that of the SJGames forums and Reddit.
Good luck!
If you're looking for it, here's the full text for the Epic of Gilgamesh, courtesy of Internet Archive. Or at least, as much of the full text as we've recovered so far - although occasionally new bits come up even now.
Depending on dedication levels, you could possible take the conversion from 2nd to 3rd edition and then combine it with the conversion from 3rd to 4th edition to get there.
I've been toying around with the idea of basically creating a world in Dwarf Fortress (see r/dwarffortress if you don't know what that is, or http://www.bay12games.com/dwarves/. Animal men would definitely be a component. But that actually goes a bit beyond what the linked article suggests, which is more along the lines of "awakened" sentient animals.
In college I read Readings in Tokugawa Thought. It was a little academic/dry at times ... but then at times it would have surprisingly non-academic content (eg. there's a whole story about a guy who goes to see an interesting performer who performs with ... farts).
To make serial killers adequately strange and horrible, a book on how their minds operate is helpful. This may be too much realism, or it may take the game to a new level. Be cautious.
If you really want Hardback:
https://www.amazon.com/GURPS-Magic-4th-Steve-Jackson/dp/1556347332/ref=sr_1_3?crid=8BEMYJLGS3V6&keywords=GURPS+Magic&qid=1663594494&sprefix=gurps+magic%2Caps%2C148&sr=8-3
It's pretty pricey.
I use Notion, it's free and very, very customizable.
You can access on app or site for GM it is a powerful tool.
You also can share the links for the Char Sheet, or anything else.
Here is my personal campaing (in my native language):
Basic Exemple
​
I tried anything in the Sheet settings and double click in the block still hasn't open anything to allow me to change it.
Here is a picture to illustrate what I want to change.
You want different fields of history
Military history is the easiest, there are thousands of sources about that.
If you're going to study history, a deeper study will give you a basis in geopolitics, because you just can't understand an individual nation, you have to understand the military/diplomatic context of that time.
The "cultural" aspect you'll find more in religious sources. Most societies in early TL's are highly religious focused and our modern rationality just can't understand. But yeah, mythologies, creation myths and stuff like that are often REALLY important to understand societies.
Often, in polytheistic societies, the major gods will represent what's important for them. That will give you another important basis.
I'd recomend you start with this site https://www.thegreatcourses.com/ , professors giving college level classes. Mostly with bibliographies. (you can even find them in alternative sources =X)
They are often a great start.
Give GCS a try, like u/traken suggested.... Gurps Character Sheet is a great free character builder that runs on all platforms!https://sourceforge.net/projects/gcs-java/
It makes the very clunky process of character creation soooo much simpler.
I've been saying for a long time that gurps is this absolutely beautiful system that is missing something like https://www.amazon.com/Pathfinder-Adventure-Path-Dreaming-Edgewatch/dp/1640782532. The Paizo writers put together a fully pre-made campaign (setting, characters, monsters, pc builds) and then those get played using the pathfinder rules.
This gives them something they can sell forever. By the time the players finish one campaign (takes about a year), there's another one campaign ready for them to play and that gives the company a constant source of revenue.
I'm glad that u/DouglasCole seems to be filling this void! Between the nordlond bestiary, the nordlond adventures, and the nordlond setting books it's like we'll finally have a pre-packaged powered-by-gurps ready-made adventure path for GMs who want to play gurps games, using gurps rules, but not necessarily invent their own gurps setting or create their own gurps creatures (a huge amount of work), playtest and balance all of their encounters.
If you and your players have remotely decent hardware, good internet connections, and some willingness to spend money, there are presumably great options out there. I hear roll20 get recommended a lot; I think it's more-or-less free.
But most of my group doesn't really have any of those things, so all I know is using an IRC client to run a gaming session and a web forum to quickly share documents and maps (when I'm not just using a fixed-width font and make a battle map out of ASCII). It's a primitive and sometimes ugly solution, but there are never any compatibility issues.
I don't mean to be a dick (and yet I will sound like a dick), but... why do you need stats on such things? For weights and sizes you can presumably get them off places like Amazon. Obviously prices won't matter since this is the post-apocalypse and presumably Amazon isn't still shipping. But current day or current day apocalypse, sizes and weights of these things won't be any different, and I can't imagine any other data you'd need.
For example, here is 98 feet of nylon rope:
It is 98 feet of rope, 1/4 inch, weight is 1.08lbs and the package size (which is probably just a little bit bigger than the item itself, since it's probably coming in a bag) is 13.23 x 4.8 x 2.2 inches.
The collection I usually recommend is The Wine-Dark Sea, which has "The Trains", "The Inner-Room", and "Into the Woods", three of my favorites. But, if you would like more with slightly closer to the rhythm/style of "The Hospice", you can do Cold Hand in Mine, which has "The Swords", "Meeting Mr. Millar", and "The Same Dog". Besides those six stories, I'd probably next recommend "Ringing the Changes", probably his most famous, and "My Poor Friend" which I think was the first I ever read and the one that got me into his style.