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GURPS:Space Adventures

GURPS:Space Adventures Capsule Review by Graham Donald on 05/01/02
Style: 3 (Average)
Substance: 4 (Meaty)
A solid collection adventures for when you need an idea
Product: GURPS:Space Adventures
Author: David L. Pulver, Thomas H. Gressman & William A. Barton
Category: RPG
Company/Publisher: Steve Jackson Games
Line: GURPS
Cost:
Page count: 128
Year published: 1991
ISBN: 1-55634-210-1
SKU: SJG1695
Comp copy?: no
Capsule Review by Graham Donald on 05/01/02
Genre tags: Science Fiction Far Future Space
(WARNING: This review contains some spoilers).

'GURPS Space Adventures', consists of three adventures for use with 'GURPS Space", they are:

'Rebirth' by David L. Pulver.

This adventure requires the PC's to track down stolen Faster-Than-Light drives, the initial clues lead to the planet Herne, once there the PC's will learn that the case involves much more than simple theft...

This is the only adventure that does not have a 'Background Assumptions' sidebar, but from internal evidence would appear to be using the same setting as 'Space Atlas:4'. It introduces an NPC organisation (Darkangel Investigations), for the PC's to belong to, and a new alien race, the Shylari. While some of the technological ideas (nanotech terraforming & proteus viruses) later appeared in 'GURPS: Bio-Tech'.

It also has a major problem relating to the climax, which takes place on a 'hidden' space station located in a trojan orbit, between the planet Herne and its moon. In this position it would be seen/detected by ships approaching/orbiting the planet. GM's would be advised to place it in another location.

'Raid on Stirling' by Thomas S. Gressman

Essentially a 'Bat Durston' (Space Western), 'Raid on Stirling', involves the PC's in a mission to protect the Stirling Agricultural Colony on the planet Breuse from mysterious raiders.

'Beware the Health Police' by William A. Barton.

Written by the creator of 'GURPS:Space' and 'GURPS:Space Atlas', this adventure is a slapstick farce, in which the PC's are recruited by the Space Patrol (or are they?) to transport a courier, carrying information vital to the resistance forces on planet Survias, ruled by a dictator who has outlawed illness.

Once they get there, the courier, who had been hanging around one of the PC's, disappears, then they see on television an attempt to kill the dictator by the party member the courier was interested in...

This adventure can be played as a farce or with a little work (some characters need renaming), could be played straight.

The book contains maps and basic information for all planets involved are provided and each adventure has maps of key locations. Sidebars within the adventure contain information on NPC's, vehicles encountered, variant settings and possible future adventures leading on from the adventure.

The situations in the first and third could be introduced easily into an existing campaign. While the second adventure could be used to start a long campaign set either on the planet Breuse or on surrounding worlds.

Overall I would recommend this book to GM's, if they can find it, as it has been out of print for some time.

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