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GURPS Discworld is the gurpsization of perhaps the popular series of fantasy humor on the market. This book attempts to take the essance of the series and turn it into a playable campaign setting.
This is where it doesn't succeed.
True enough, there are descriptions of the lands, rules for playing the races, magic rules, and stats for many of the lovable characters of the series, but the designer's have skipped on giving more than basic hints on how to play on the Discworld. A few campaign overviews, an adventure outline, that is all.
One might criticize other GURPS books for the same faults, but here it could have been avoided. Most of the book is a basic description of the major locations and characters of the world. But instead of going into deeper detail, most of it could be found just as easily in the Discworld Encyclopedia. If you are a Discworld fan, then you certainly know most of this information already.
Is the book worth it? If you are a creative GM who can easily take the bits and pieces of information and weave an interesting campaign out of it, then GURPS Discworld is a good buy. But then again, one can just buy the Discworld Encyclopedia and make your own rules.
I use GURPS Discworld as a referance book, and as such it succeeds greatly. But if I am ever going to GM a Discworld campaign, then I will need to invest a lot of time and work into it.