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GURPS Space Atlas 2:Corporate Worlds

GURPS Space Atlas 2:Corporate Worlds Capsule Review by Graham Donald on 22/02/02
Style: 3 (Average)
Substance: 3 (Average)
Another old GURPS SciFi suppliment useful for GM's who are looking for ideas.
Product: GURPS Space Atlas 2:Corporate Worlds
Author: Creede Lambard, Lisa A. Smith, Brenda Mobley Wright, John L. Wright, Allen Varney, Sharleen Lambard, Lobias Fogcutter & Stefan Jones
Category: RPG
Company/Publisher: Steve Jackson Games
Line: GURPS
Cost:
Page count: 64
Year published: 1988
ISBN: 1-55634-128-8
SKU: 6501
Comp copy?: no
Capsule Review by Graham Donald on 22/02/02
Genre tags: Science Fiction Far Future Space
"GURPS Space Atlas 2: The Corporate Worlds", is the second of the series of pregenerated sectors created to support "GURPS Space".

Like the other books in the series it is a 64 page book which begins with an introductory section which gives details of the base setting and supplies seeds for variants (Anarchy, Alliance, Federation & Imperial) on that setting.

In this atlas, the setting is a group of worlds that were settled and are still controlled by Big Business, the introduction supplies sample corporations and provides information on corporate culture and the life of employees (citizens) on company worlds.

The book contains 25 worlds in 25 star systems, most planets are covered in one page of text, and a second Planetary Record page. The exceptions are Belvera (a world devastated by a bio-weapon) and Obelix (A planet coming out of a centuries long ice age) which have expanded planetary information sections. As with the previous volume the planetary information section details history, special features (landforms/lifeforms or characters) and adventure seeds.

Unlike "GURPS Space Atlas", the worlds work better as a unit. Several references to worlds from "GURPS Space Atlas" are made and if the GM so desires a campaign featuring both sectors could be created. Also this book could be used for a combined space/cyberpunk setting similar to that created for West End Games defunct "Shatterzone" RPG.

Overall the book is without major errors, however the first planetary description refers to a meteor impact at the planets north pole creating a south polar continent, the planetary map shows a north polar continent, take the map as correct.

A second thing GM's should look at is the description of Veritas (the last planet in the book), the rotation is given as 4 hours. In "GURPS Space Atlas" a similar rotation is described as causing severe weather effects, I suggest that GM's stick a 1 or a 2 in front of the 4.

I would recommend this book to GM's looking for something different from the normal run of space settings, with two warnings.

Firstly, check out the Steve Jackcon Games errata page, as it reveals several changes to the planetary maps and information sheets.

Secondly be prepared to spend some time detailing the surrounding sectors, this atlas gives the names for two (Five Kingdoms & Blue Nova) and some hints as to what exists in them.

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