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GURPS Steampunk | ||
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GURPS Steampunk
Capsule Review by Jake de Oude on 31/12/01
Style: 3 (Average) Substance: 5 (Excellent!) A very thorough book on the Age of Steam and its alternate histories, this is certainly worth your money. Product: GURPS Steampunk Author: William H. Stoddard Category: RPG Company/Publisher: Steve Jackson Games Line: GURPS Cost: US$ 20.95 Page count: 144 Year published: 2000 ISBN: 1-55634-419-8 SKU: SJG6098 Comp copy?: no Capsule Review by Jake de Oude on 31/12/01 Genre tags: Historical Generic Other | GURPS Steampunk is a genre sourcebook, published in September 2000. It received an Origins Award for Best RPG Supplement of 2000. The book covers steampunk (duh!). Steampunk is an alternate history: take the Age of Steam and change something. "What if the 19th century boom in science and technologies went faster and farther? What if electrical power was never harnessed?" For the record, I don't own GURPS Basic Set. I've read only one other GURPS supplement, the excellent GURPS Discworld. The only other thing I've read about steampunk is The Difference Engine, by William Gibson and Bruce Sterling. ContentsThe book opens with an Introduction and The Steampunk Genre. Apart from talking about the trappings of the genre, eminent Victorians are mentioned: Charles Babbage, Maxwell and the like. Special mention deserves the Tech Level of Steampunk: TL (5+1): A TL 6 that diverged at TL 5 to other directions. I really liked this notation and it summons the question how TL(4+2) would look like. This approach stems from the idea that one cannot make a believable steampunk campaign if one doesn't know how it really was. "Knowing something about the reality makes the fantasy more understandable." This approach is found throughout the book: first the facts, and then the 'what-if'-options. And although it takes some time to get used to, it works wonderfully. The main focus is on the British Empire, but there are enough references to other countries, especially the United States of America. Characters is the third chapter, featuring a lot of new character concepts, complete with customization notes. They range from the uninspiring Sportsman to the interesting Demimondaine. New and changed (dis)advantages are also found here, and notes on how Victorian people's views differed from other eras. Chapter four is about Matters of Life and Death and covers, among others, warfare, espionage, criminal investigation and medicine. It's a solid section and, like the second chapter, gives you a good feeling for the times. Things get more interesting with the fifth chapter where we get to the mainstay of steampunk, its Marvellous Inventions. Again, we get the facts (real inventions of the Age) followed by TL (5+1) innovations such as an Iron Horse. Or, later on, the H.M.S. Dreadnought and the Verne-like Advanced Submarine. After vehicles we come to automata, mechanical men, weapons and personal equipment. This is probably the most rules-heavy chapter, with lots of tables and acronyms. Those who don't like the stats can ignore them relatively easily, for summaries in plain English are also provided. From the alternate realities of Weird Science we go back to the real world: The Great Tour gives us a brief overview of the current state of affairs in the British Empire, the United States, Europe and the rest of the world. I said 'brief' because 14 pages isn't much. The author nevertheless manages to provide us with a wealth of information. We even get some information on the then known planets. PresentationSo far the contents, on to the style. Steampunk is a perfect-bound paperback and has the standard GURPS layout: one big column for the main text, with a sidebar with smaller print to discuss smaller topics. The book is illustrated by Paul Daly, David Hay and Zach Howard. They provide good, mostly functional greyscale illustrations that are mostly placed near the text describing their subject. The pictures are mostly done in a semi-Victorian way. Don't expect massive, half-to-full page illustrations (most illustrations are small) or pictures that only serve to illustrate a mood as done by White Wolf (most illustrations are functional). The page margins are very small; almost every inch of paper is covered with text. The main filler items are cogwheels of various sizes, which remind us again of the setting. The style of writing is a bit dry at times. This is more than made up for by the interesting ideas presented in the text. However, if you don't like history or historic facts, you won't like a fair size of the book. Then again, if you don't like history, why buy or play Steampunk? ConclusionThis book is certainly worth you money. It is crammed with information, both real and fictional. While many readers won't need this depth of detail, its sheer volume almost guarantees that one can find something to his liking. Story ideas are embedded everywhere and examples of alternate histories abound. There's also good news for those who like hardcover books. The original printing of GURPS Steampunk sold out, and Steve Jackson Games will issue a hardcover version in January 2002. You can read all about it on the GURPS Steampunk homepage. | |
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