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GURPS Bunnies and Burrows | ||
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GURPS Bunnies and Burrows
Playtest Review by Jamie Herbert on 20/04/01
Style: 4 (Classy and well done) Substance: 5 (Excellent!) Hippidy hop through one of the strangest and possibly most dangersous RPG genres ever made! Product: GURPS Bunnies and Burrows Author: Steffen O'sullivan Category: RPG Company/Publisher: Steve Jackson Games Line: GURPS Cost: 16.95 Page count: 128 Year published: 1992 ISBN: 1-55634-237-3 SKU: sjg6060 Playtest Review by Jamie Herbert on 20/04/01 Genre tags: Fantasy Other |
Bunnies and Burrows is in many ways a kind of legend amoung some old gaming circles. one of those games a young gamer (like I used to be) would often hear players wax nostalgic about, and wonder what was it like? Well nw you too can know thanks to the magic of GURPS
Now at the start of starting a severe flame war let me just say this. I am not a fan of the concept of trying to cram all genres under one system. some genres just don't work as well with some systems as others. for example, running toon with champions is just too much work for the payoff, but trying to run a ultra realistic combat intensive genre like cops with Big Eyes Small mouth is equaly pointless. For me the whole point of systems like Gurps is for these wonderful fringe genres that may never get printed otherwise. Games like Diskworld, Wildcards, the Prisoner, and even Bunnies and Burrows. which by itself doesn't have the market clout to stay in the gaming industry. That Being said let me start. the game layoiut is very similar to most gurps books (surprise, surprise!!) with well drawn art by the tallented Jim Groat (of Red Shetland fame) His art is a serious compliment and works well with this strange genre. and speaking of Genre for those of you who have never heard of this offbeat title the idea is simple, you play rabbits, yes rabbits, not anthropomorphic bugs bunny types either but real honest to god bunnies. Borrowing heavily in genre for books like Watership down or Mrs frisbee and the Rats of Nimh, the characters can do some semi anthropomorphic things. like push levers, figure out simple machines, etc. but nothing that will put you out of perspective of the genre. The rules are slightly reworked from the original GURPS system to facilitate the scale of the characters (so bringing a gurps bunnies and burrows character into another GURPS game is straight out!) the big thing that both players and GM will have to deal with is the severe sense of helplessness your characters have. tasks like fighting off a cat are as epic in Bunnies and Burrows as say taking down a Beholder is in D&D .It is for this reason that I recomend this game for serious roleplayers only. Your typical dungeon crawling Rifts loving Fighter jockey will probaly have a hard time wrapping his head around playing a helples bunny, because even a fully decked out bunny with herbs,and the "psionics" located in the book is no match for cousin zeke witha shotgun. and the best you can hope for is to give him rabies as you die. it's a hars and strange life. but I can't stress enough that the rewards of playing in this genre are there sure some players may scoff at I just rescued a bunny from the clutches of an evil traper as a tough goal, but I'd put it up against tripping the matrix in Shadowrun anytime! The book also carries a lot of just good solid facts about rabbits, and how to play them (for example bunnies can't count past four and can't use maps) the book also gives great hints on how to deal with playing a race not as technologically advanced as we like to think we are. (you may find your players sounding like Tarzan or Tonto after the first 20 minutes of play!) While the game is not for everyone, and is different enough to throw many off if you think you've go what it takes to play a bunny this book is a great way to do it! | |
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