Review of GURPS Traveller Planetary Survey 3: Granicus

GURPS Traveller Planetary Survey 3: Granicus Review Summary

Capsule Review
June 29, 2001
Edited: August 28, 2017


by: Graham Donald


Style: 3 (Average)
Substance: 3 (Average)

A solid piece of work, but cramped.

Graham Donald has written 76 reviews, with average style of 3.36 and average substance of 3.67 The reviewer's previous review was of GURPS:Traveller, Planetary Guides 1 & 2.The reviewer's next review is of The Complete Dreamlands.

This review has been read 684 times.

 

GURPS Traveller Planetary Survey 3: Granicus Product Summary

Name: GURPS Traveller Planetary Survey 3: Granicus
Publisher: Steve Jackson Games
System: GURPS (3e)
Setting: Charted Space
Author: Salvatore T. Falco
Category: RPG

Pages: 32
Year: 2001

SKU: 6803
ISBN: 1-55634-510-0


Review of GURPS Traveller Planetary Survey 3: Granicus


Goto [ Index ]
The third volume of Steve Jackson Games's "Planetary Guide" series marks an important step in the evolution of the GURPS:Traveller line, it is the first piece of material written by Steve Jackson Games for GURPS:Traveller that is set in a region of space not created by Games Workshop, but in the Glimmerdrift Reaches, created by the Judges Guild for Games Workshop under license.

After an impressive Jesse DeGraff cover showing a pirate ship approaching his victim and a nice piece of 'atmosphere' writing describing a battle between two pirate ships, the book details the planet Granicus, a pirate haven, located in the Federation of Heron, a small state close to the Imperial border. I provides information on the planets history, the social characteristics of the population and on the makeup of the three pirate gangs that currently operate there.

Each pirate group is slightly different first, the Khimirika League is based on classic pirate groups and specialises in hijacking ships, the second the Fallani Syndicate is based on the Mafia and carries out traditional organised crime as well as piracy. The third gang, the Callitriche is based on the Yakuza with members tattooing themselves after successful operations, it is hinted that this gang may be the creation of the Solomani Confederation (Terran Human Supremacists).

The book also provides some background information on the Federation of Heron, adventure hooks, advice on what sort of characters are most appropriate for a Granicus campaign and some new character templates.

While all of this information is very useful for the GM and the background material provides several campaign ideas separate from the adventure hooks, the book feels cramped. In the first two volumes of the series, adventure hooks and advice on how to "bring the planet" to the players was included as a separate chapter. In this book the adventure hooks are scattered about in a series of sidebars. Of the three new characters, two, the smuggler and the grifter both appeared in GURPS:Traveller, Far Trader as smuggler and con-man respectively.

I also think that if possible some more specific information should have been provided on current events in the Federation of Heron rather than the vague hints of internal difficulties provided in this book. Perhaps Steve Jackson Games could consider a series of books covering the minor states of the Traveller universe?

In conclusion, despite some reservations, I would recommend this book to Traveller GM's and anyone planning a campaing that involves space piracy, it provides background information on interstellar criminal activities and with the release of GURPS:Traveller Corsairs still some way off it is so far, the only book in the GURPS:Traveller line that provides in-depth information on space piracy.

Copyright © 1996-2026 Skotos Tech and individual authors, All Rights Reserved