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GURPS: Fantasy, the Magical World of Yrth

Author: Kirk Tate and Janet Naylor
Category: game
Company/Publisher: Steve Jackson Games
Line: Generic Universal Roleplay System
Cost: 18.95
Page count: 144
ISBN: 1-55634-177-6
SKU: 6034
Capsule Review by Elton Robb on 05/15/00.
Genre tags: Fantasy Historical
GURPS Fantasy is an out of print supplement that describes the original Fantasy World for GURPS published by Steve Jackson Games. The story so far:

The Elves have really done it. They are in Big Doodoo this time. In an attempt to get rid of their enemies (the fecund orcs), they created a big magic storm that transported many other races from other parts of the GURPS Universe. Of these races, none has created much more of an impact than the Earthlings. Yes, humans from earth!

Impressions

I wasn't impressed with the Art that was in the book, although it was cetainly . . . different. The Art lends this fantasy world to a darker vision of a fantasy world. The Elves don't look like any elves and faeries that are represented in English Myth, their faces are mishapen and pockmarked, long noses and scars from really bad acne are common. Lines of age can be seen in these pictures of elves.

However, I was impressed with the writing from the start. The writers have done a really good job. They did their research well, as they presented all the human religions that they wanted to put in to Yrth very well indeed. All that was missing was Native American Shamanism, Janism, Zoarasterism, and many more I won't name. Except that the Big Four gain any real attention (Christianity, Judaism, Islam, Buddhism). Each nation's culture works out well as real Medieval kingoms: Megalos is a recreation of the Roman Empire with European Feudalism, Caithness is a recreation of English culture, and Cariele is French.

However, the conflict is the Crusades. Christians vs. Muslims, Christians vs. Jews, orcs vs. humans, and elves vs. everybody. A GURPS campaign in Yrth should be based on the Crusades, with Christians and Muslims hacking each other to death.

Uses in GURPS

GURPS players will find GURPS Fantasy a good edition to the Dimension-hopping campaign. Gamemasters can transport their player characters from the Space Age (or anywhere else) to Yrth, and sidebars accompanying the text shows you how to do this.

Also, GURPS gamemasters can mine the ideas in the book for their own fantasy ideas and gameworlds. There is a section in the back of the book that gives these ideas. However, to make a GURPS campaign in Yrth really work you need GURPS: Wizards and GURPS: Magic.

Uses by Non-GURPS Players

Despite what is contained in the book (real world religions and the Crusades era), Yrth lends itself well as a campaign world. Players of Dungeons and Dragons will find the GURPS Fantasy world book a good campaign setting: all you need is the Crusades Historical Reference, Oriental Adventures, and Al-Qadim settings.

Ars Magica can also be used successfully with the setting. A campaign around a covenant of magi in Yrth can work out very well, except that magic is a lot more recognized by the Mundane world. Especially in places like Megalos and Al-Haz.

Players of Palladium Fantasy will find a new world in which they can play. Rifters will also find Yrth an unpleasant place to visit, or a good place to conquer. Remember that Yrth is an SDC world, as it's tech is pretty low.

In conclusion, I found the writing of GURPS Fantasy to be one of the best anywhere, and the cover art is very good. It's just that the Art needs to be improved a bit. I don't play GURPS, but do find Yrth to be an original setting. However, as noted, it's not perfect and it could be improved to a new edition before I think it has to be reprinted.

Style: 2 (Needs Work)
Substance: 4 (Meaty)

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