|
|||
GURPS Technomancer | ||
Author: David Pulver
Category: game Company/Publisher: Steve Jackson Games Cost: $19.95 Page count: 128 ISBN: 1-55634-359-0 Capsule Review by SeanMike Whipkey on 03/12/99. Genre tags: Fantasy Modern_day Horror Espionage |
In 1945, at the Trinity bomb test, Oppenheimer completed a magic ritual and opened a portal for Oz particles to create magic. When the Soviets used another bomb in Antartica, it provided even more magic.
GURPS Technomancer is a new background sourcebook for the GURPS line. It claims a list of necessary books on the back, such as Magic and the Grimoire. In my opinion, only Magic is really necessary. Most of the book is sheer background. No differentriation is made between player information and GM information, but in only 128 pages - many of those taken up by spell lists - it's hard to get too detailed. A lot of the information would have to be taken from descriptions and not straight numbers. The biggest thing that disappoints me with Technomancer is not the book itself - which I consider excellent, if almost silly in parts (i.e., the killer penguins). What I'm disappointed about is the fact that most GURPS product have no follow-up whatsoever, with the exception of Traveller. Oh well. It's still a good buy, particularly if you have a vivid imagination and want to populate the world farther.
Style: 3 (Average)
| |
|
[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ] |