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Transhuman Space | ||
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Transhuman Space
Capsule Review by Jürgen Hubert on 25/07/02
Style: 5 (Excellent!) Substance: 5 (Excellent!) Too many SF RPG settings don't bother to ask the truely difficult - and interesting - questions. This one does. Product: Transhuman Space Author: David Pulver Category: RPG Company/Publisher: Steve Jackson Games Line: Powered By GURPS Cost: $34.95 Page count: 208 Year published: 2002 ISBN: 1-55634-454-6 SKU: 6700 Comp copy?: yes Capsule Review by Jürgen Hubert on 25/07/02 Genre tags: Science Fiction Horror Space | An Introduction
Too many SF RPG settings don't ask the right questions about technology and its consequences. All too often, some technologies (human genetic engineering is a favorite) is retarded because (a) every nation on the planet agrees that this technology is dangerous and outlaws it, leaving its development in the hands of stereotypical Mad Scientists, (b) because it inevitably creates monsters that either go on a killing spree or attempt to Take Over The World, or (c) nobody bothers with it.
And even if these technologies exist, their impact on the social structure of the setting seems minimal - people act and think just as they did in the 1990s (or 1970s, or whatever), the only difference being that they now have starships and laser guns.
While such settings can be lots of fun (and I love such unapologetic science fantasies like Fading Suns), this is, in my eyes, missing a big opportunity. People with future technology won't act and think like we do. Humans are tool users, and our tools shape us as much as we shape them. That is even more the case when the tools available to us can alter us and our descendants directly in drastic ways. Which leads us to one of the main questions behind the new setting of Transhuman Space by Steve Jackson Games:
What is "human"?
No other SF RPG setting has asked this question as aggressively, and with as interesting results. Blue Planet comes perhaps closest, but its main focus is the exploration of an alien world, and not exploration of the "human condition" itself... But I digress. You presumably came here to learn more about Transhuman Space, the main book of SJG's new "Powered By GURPS" SF line. Let's break the contents down by chapter.
Chapter 1: Transhuman SpaceThis chapter details the history of the setting, both as a yearly timeline (covering the years of 2010-2099) and as a discussion of specific movements and events that transformed the world. Among the highlights are:
Rounding this chapter off are several possible campaign themes, ranging from the expected (soldiers, criminals, law enforcement) to the unusual - how about creationg a society of your own, either in space or another remote location? Chapter 2: The Solar SystemThis chapter details the various planets (and other celestial bodies of importance) in the solar system. Humanity has spread far and wide, and there is a colony almost everywhere. From the crowded Earth-Lunar system and its Lagrange Points (places where the gravitational forces of Earth and the Moon balance each other out) to the rapidly greening Mars, the libertarian Duncanite asteroid bases in the Main Belt, the fragile and bitterly fought-over ecosphere of the Jovian Moon of Europa, to the pride and joy of the American space forces, the US colony on Titan, and all the way to the Kuiper Belt, this chapter shows just how diverse space is in both environments and human cultures. And not all of these cultures get along, which provides plenty of opportunities for adventures.
In fact the only complaint I have with this chapter is SJG's insistence on using the Imperial system of measurements, which is pretty jarring in an SF background. Reading about an escape velocity of "3.1 mps" or an average surface temperature of "20°F" isn't helpful for those of us who are used to thinking in metric units... The chapter ends with a few short rules about travel times for spacecrafts and the various environmental dangers (from non-standard atmospheres to radiation) one might encounter in the reaches of the solar system. In other words, nobody has to buy GURPS Space for these rules, and converting them to other game systems shouldn't be too difficult for those who are inclined this way... Chapter 3: Encyclopedia of Transhuman SpaceThis chapter details the basic forces and issues that shape the setting. The subsections are:
Chapter 4: CharactersThe usual (for GURPS books) chapter on the various types of characters existing in the setting, and how to create them. What is impressive is the sheer variety of "racial packages" available to characters - especially considering that Transhuman Space is a "hard" SF setting with no aliens. These templates fall roughly into the following categories:
All this allows a staggering variety of characters that can co-exist in a single party of adventures without straining believability. And given these examples it isn't different for the GM to create new variants of existing Ugrades, Parahumans, Bioroids and so on for his own campaign. The world of 2100 is an even more diverse place than in our own time, and there is no reason why the PCs shouldn't reflect this. Chapter 5: Technology
This chapter covers a variety of tools and equipment likely of interest to the PCs, from an overview of computers and software (vital in an era when everyone who doesn't civilization altogether either wears a computer on his body or has one implanted in his head), consumer goods ("Alibanana - The new biofruit from Biotech Euphrates, combining two great tastes: alligator and banana. Peel off the scaly hide and bite down for scrumptious goodness! Serve with milk."), communications and information equipment, implants, tools, survival gear, medical equipment (including biomod transplants - fancy a liver upgrade to cope with all those drunken binges?), do-it-yourself nanodrugs, nanosymbionts (tiny machines that live in your body and make it perform better - or worse), a cyberswarm construction kit(much of the physical work that doesn't require brute force is done by swarms of insect-sized robots. Of course, these can be used for all kinds of purposes)... and, of course, the inevitable weapons and armor.
This is a long and exhaustive chapter, and most gearheads will be satisfied with it for a long time before compelled to seek out additional sources (like GURPS Ultratech 1 & 2
The Appendices
Rounding the book off are three appendices. The first one details the spacecraft design system, using a streamlined version of the system from GURPS Vehicles. Spacecraft in Transhuman Space are subject to real-world physics, so expect to do some number-crunching if you want to get much use out of this chapter. If not, you can always use the sample spacecraft (and other vehicles) found in the next appendix. And if you want to blow these spacegraft up you can use the space combat system in the last appendix. After this, there are two pages of jargon and slang terms, abbreviations used in the book, and the ever-popular biography that is always a favorite with GURPS fans. A lengthy two-page index helps you finding information on all the topics mentioned in the book.
Conclusion
This book is full of information. I could go on and on about various things described in it - the Martian Orbital Elevator, the "Junk Jungle" of the L5 point, the various political factions fighting each other, various strange yet plausible technologies... but I would be barely scratching the surface. There are so many ideas in this book that almost everyone can find something. It also lends itself to all kinds of adventures and campaign styles. On one hand, the world of Transhuman Space seems to be fairly optimistic - people are healthier, longer-lived, wealthier and often happier than people today. On the other hand, many of the technologies that exist - and their applications - are genuinely disturbing. In other wordsthe setting can be as dark or as bright as you want to portray it.
So, should you buy this book? That depends.
If you want a near-to-medium future "hard" SF setting that asks lots of interesting philosophical questions - without getting preachy - you will want to buy this book.
If you want to get lots of ideas for your own SF setting (or even a fantasy setting with "sufficiently advanced magic"), you will want to buy this book. Finally, if you wonder sometimes just where life on this planet might be heading, you will want to take a look at this book. If nothing else, it will give you plenty of things to ponder about...
- Jürgen Hubert | |
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