Review of GURPS Castle Falkenstein

GURPS Castle Falkenstein Review Summary

Capsule
September 30, 2000
Edited: August 28, 2017


by: Frank Frey on 11/07/00.


Style: 4 (Classy & Well Done)
Substance: 3 (Average)



Frank Frey on 11/07/00. has written 149 reviews, with average style of 3.68 and average substance of 3.80 The reviewer's previous review was of D6 System RPG.The reviewer's next review is of Wolves of the Sea & Wind From the East.

This review has been read 1231 times.

 

GURPS Castle Falkenstein Product Summary

Name: GURPS Castle Falkenstein
Publisher: Steve Jackson Games
System: GURPS (3e)
Setting: New Europa
Author: James Cambias, Phil Masters
Category: RPG

Cost: $22.95
Pages: 160
Year: 2000

SKU: 6099
ISBN: 1-55634-438-4


Review of GURPS Castle Falkenstein


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This is an interesting review for me to write. First of all, I'm a big fan of Gurps with nearly 20 books in my collection. Secondly, I'm also a big fan of Castle Falkenstein which I regard as one of the most elegant RPG's to come along in a long while. So naturally, one would figure that I would write a review ringing with praises. Well, not quite. Let me put it another way. I'm glad I bought the book but I will never run a Gurps Castle Falkenstein campaign. Now that I've got you all thoroughly confused let me explain.

First of all, the strongest point of Gurps CF is the additional material about the world of Castle Falkenstein. Authors James Cambias and Phil Masters have done an excellent job. There are entries for the Ottoman Empire, South America (called Antillea in the book), China, and other exotic locales. While they are nowhere near as detailed as New Europa there is still plenty of material that can serve as a starting point for any number of adventures. There are also a number of sidebars that provide additional information and possible starting points. My favorite one is "The Good Ol' Boys From Brazil". This group of former Confederates who fled to Brazil after the American Civil War. The way they are described they can either be South American Nazis with mint juleps or valiant defenders of States Rights or a mix of both. The other background material is written the same way. The chapter on running campaigns is also well written and does a very good job of summarizing the genre and it's conventions.

Now for the downside. It's Gurps. Now I realize that that statement borders on a non sequitur so just bear with me while I explain. Gurps is an excellent system for certain genres for example Science Fiction. Traveller has not only been reborn but has thrived under the Gurps system and Ogre positively rocks. Straight historical genres also work well. I've played in Gurps Old West, Gurps Medieval, and Gurps Swashbucklers and enjoyed them all. Yet somehow, Gurps Castle Falkenstein just doesn't quite cut it. First of all, the magic system does not translate at all well. I appreciate the effort that Messrs Cambias and Masters obviously put in on it but it just didn't work. Secondly, I liked the concept of the Dramatic Character. There wasn't a laundry list of Disadvantages and Quirks that you tallied up in order to get more points. Whatever flaws your character had were the ones that you came up with because they enhanced the character that you were playing and not because they gave you more character points.

In conclusion, Castle Falkenstein was/is a game built around literary principles while Gurps Castle Falkenstein is well...a game. Still, I recommend this book if for no other reason than the background material that it provides.

Style: 4 (Classy and well done)
Substance: 3 (Average)

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