GURPS Infinite Worlds

Written by Tim Hall
Published March 05, 2005
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Slowly drained and ossified, the French Empire has become a globe-spanning banana republic. The secret police is in bed with the Union Corse, the computer network links to nothing but government propaganda and posturing student movements, and the maglev trains never run on time

Chapter Five covers the related genre of time travel rather than dimension-hopping. It's made up largely of material reprinted from GURPS Time Travel, and feels somewhat out-of-place in the book since nothing much in this chapter can really be used in a game focussing on Centrum vs. Infinity vs. Reich 5. (The boxed text "Infinite can of worms" states this explicitly!) I feel the 19 pages it takes up would better have been spent on some additional timelines or dimension-hopping enemies.

Chapter six, Infinite Characters unsurprisingly covers character generation, with some notes on the use of skills and abilities, and a whole load of GURPS Character templates. These templates cover likely PCs, such as I-cops, White Star Traders and Alternative Outcomes mercenaries, along with some stock villains such as Centrum Agents and Reich-5 Raven Division stormtroopers. This is something I'd really like to have seen in the original GURPS Time Travel.

Chapter Seven covers campaigns, and gives a lot of useful advice to running dimension-hopping games, with notes on power levels, campaign modes and genres.

Chapter Eight is a bit like chapter five; again it's material reprinted from Time Travel, and covers three alternative campaign frames; the psionic time travelling "Order of the Hourglass", the gentleman's club-cum-dimensional nexus "The Horatio Club", and the SF time travel setting "The Time Corps". The Time Corps is a good time-travel setting, but again it's pretty much useless for the cross-parallel setting that takes up the rest of the book.

Finally, like all good GURPS books, there's several pages of bibliography.

Overall, this is great piece of work which doesn't disappoint. Not quite perfect; the time travel stuff feels tacked on and should have been saved for another book. But the good bits more than make up this; It's good to see Infinity fleshed out, the extra alternate worlds are well thought-out, and the timeline building system is an excellent game-within-a-game. Infinite Adventures await!

Note: The book is officially credited to Kenneth Hite, John M Ford, and Steve Jackson. The material from the original GURPS Time Travel is the work of Ford and Jackson. Most of the new material is by Ken Hite. Amazon.com appears to be incorrectly listing John M Ford as the sole author.

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GURPS Infinite Worlds
Published: March 05, 2005
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Section: Gaming
Filed Under: Books: Fantasy, Books: Horror, Books: SF
Writer: Tim Hall
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Comments

#1 — March 5, 2005 @ 21:45PM — RJ [URL]

Pretty cool. RPG gaming can be a lot of fun, if you've got enough spare time to devote to it...

#2 — March 5, 2005 @ 22:46PM — SFC SKI

I don't RPG, but I have used some GURPS books as something of a Cliff's Notes to various F&SF Worlds. If I hadn't read GURPS Urth of the New Sun, I might never have understood what Gene Wolfe's excellent trilogy was all about. THe Gurps books do a pretty good job of sifting through material from genres or history to fleash out a game world. I have seen GURPS historical personality books, an interesting way to get hte 25 words or less bio of a famous person, and how they'd fit into a game world.

#3 — March 6, 2005 @ 10:15AM — Tim Hall [URL]

I found Urth of the New Sun a bit of a disappointment as a game sourcebook; it's good at describing the background of Wolfe's novel, but somehow fails to bring it alive as a game setting. Other GURPS F&SF conversions have been far more successful.

The two "Who's Who" books are entertaining reads, even though I thought Sid Vicious' musical instrument skills were too high.

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