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GURPS:Traveller, Planetary Guide, Granicus | ||
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GURPS:Traveller, Planetary Guide, Granicus
Capsule Review by Graham Donald on 29/06/01
Style: 3 (Average) Substance: 3 (Average) A solid piece of work, but cramped. Product: GURPS:Traveller, Planetary Guide, Granicus Author: Salvatore T. Falco Category: RPG Company/Publisher: Steve Jackson Games Line: GURPS Cost: Page count: 32 Year published: 2001 ISBN: 1-55634-510-0 SKU: Comp copy?: no Capsule Review by Graham Donald on 29/06/01 Genre tags: Science Fiction Far Future Space |
The third volume of Steve Jackson Games's "Planetary Guide" series marks an important step in the evolution of the GURPS:Traveller line, it is the first piece of material written by Steve Jackson Games for GURPS:Traveller that is set in a region of space not created by Games Workshop, but in the Glimmerdrift Reaches, created by the Judges Guild for Games Workshop under license.
After an impressive Jesse DeGraff cover showing a pirate ship approaching his victim and a nice piece of 'atmosphere' writing describing a battle between two pirate ships, the book details the planet Granicus, a pirate haven, located in the Federation of Heron, a small state close to the Imperial border. I provides information on the planets history, the social characteristics of the population and on the makeup of the three pirate gangs that currently operate there. Each pirate group is slightly different first, the Khimirika League is based on classic pirate groups and specialises in hijacking ships, the second the Fallani Syndicate is based on the Mafia and carries out traditional organised crime as well as piracy. The third gang, the Callitriche is based on the Yakuza with members tattooing themselves after successful operations, it is hinted that this gang may be the creation of the Solomani Confederation (Terran Human Supremacists). The book also provides some background information on the Federation of Heron, adventure hooks, advice on what sort of characters are most appropriate for a Granicus campaign and some new character templates. While all of this information is very useful for the GM and the background material provides several campaign ideas separate from the adventure hooks, the book feels cramped. In the first two volumes of the series, adventure hooks and advice on how to "bring the planet" to the players was included as a separate chapter. In this book the adventure hooks are scattered about in a series of sidebars. Of the three new characters, two, the smuggler and the grifter both appeared in GURPS:Traveller, Far Trader as smuggler and con-man respectively. I also think that if possible some more specific information should have been provided on current events in the Federation of Heron rather than the vague hints of internal difficulties provided in this book. Perhaps Steve Jackson Games could consider a series of books covering the minor states of the Traveller universe? In conclusion, despite some reservations, I would recommend this book to Traveller GM's and anyone planning a campaing that involves space piracy, it provides background information on interstellar criminal activities and with the release of GURPS:Traveller Corsairs still some way off it is so far, the only book in the GURPS:Traveller line that provides in-depth information on space piracy. | |
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