GURPS Planet of Adventure

Written by Tim Hall
Published November 09, 2003
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Relations among the various races of Tschai can be summed up fairly simply: Everyone hates everybody else!

Chapter Three, Humans of Tschai details the human inhabitants of the planet living in those regions not controlled by any of the alien races, descendants of Earth humans brought to Tschai by the Dirdir millennia ago. We meet the nomadic steppe nomads the Kruthe, who ride lorries and electric motorcycles. At the other extreme there are the decadent city dwelling Yao, obsessed with status games and petty intrigues. We get all we need to know about the daily life, religion, technology and economics of the human cultures.

Chapter Four, Characters and Equipment is the rule-heavy chapter, showing how to represent Tschai in GURPS terms. It gives plenty of character templates for various archetypal characters, both Earth visitors to Tschai, and locals. It also covers the available technology, including weapons and vehicles.

Chapter Five, Campaigns and Adventures puts it all together with advice on how to run games set in Tschai. It gives various campaign frames; the obvious one being the player characters as Earth Scouts in better armed and better briefed followup mission to that of Adam Reith. It also suggests a number of ideas for parties of Tschai natives such as from merchants and pirates. Finally we have four adventure scenarios, some for Earthmen, some for Tschai natives, some suitable for both.

The last chapter gives a glossary of people, places and terminology.

Overall, this is one of the better GURPS licenced worldbooks. It takes a very rich setting and shows the potential for adventure. The inclusion of some sample adventures demonstrates the things player characters might expect to do, something a few GURPS worldbooks of the past have neglected.

Board your starship and go there now!

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GURPS Planet of Adventure
Published: November 09, 2003
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Section: Gaming
Filed Under: Books: Fantasy, Books: SF
Writer: Tim Hall
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