Designers | William H. Stoddard |
---|---|
Publishers | Steve Jackson Games |
Publication | 1986 (1st edition; for 3rd edition GURPS) 1990 (2nd edition; for 3rd edition GURPS) |
Genres | Fantasy |
Systems | GURPS |
GURPS Fantasy is a Genre Toolkit source book which was first designed by Steve Jackson and published by Steve Jackson Games in 1986 for the GURPS role-playing game. It presented a magic system for the game as well as background information for the fantasy campaign world of Yrth. A second edition by new writers was published in 1990 as GURPS Fantasy: The Magical World of Yrth. These two editions received mixed reviews in game periodicals including Dragon , Space Gamer/Fantasy Gamer , and Games International . The fourth edition of GURPS separates the fantasy parts into fantasy and a setting book called GURPS Banestorm .
The first edition of GURPS Fantasy (1986) delivers the GURPS magic system and the background to the campaign world; with over 300 spells and 20 colleges of magic, the magic system is wide, varied, and detailed. Snatched from Earth the Crusaders still wage war on their ancient enemy, the Saracens, simultaneously contending with a wide range of ravaging monsters. Extensive commentary on the countries of Yrth and plenty of staging tips are included. [1]
The first edition is a GURPS supplement of fantasy rules, with a campaign setting. The rules cover magic (spell-point system) and spells (over 300), character creation, nonhuman races, magical creatures, and monsters. The campaign setting describes the world of Yrth (focusing on the country of Caithness), several other lands of humans and dwarves, plus data on culture and customs. It includes a color map. The original was supplanted by GURPS Fantasy 2nd edition and GURPS Magic . [2]
GURPS Fantasy used the fantasy world of Yrth, which was introduced in Orcslayer (1985), the single supplement for Man to Man . [3] : 105 The magic rules for GURPS were not included in the original GURPS Basic Set , but were released in GURPS Fantasy (1986), which was also the first setting book published for GURPS and added details to Yrth. [3] : 107
The second edition—GURPS Fantasy: The Magical World of Yrth, 1990, second edition 1995—is actually a completely new product based on the campaign-setting material in the first edition. The world of Yrth is described in much greater detail; the descriptions of the various kingdoms take 70 pages. The chief religions of Christianity, Islam, and Judaism receive much more attention, and there are a lot of guidelines on how to set up an Yrth campaign, such as what elements to include in a game, and what to emphasize and what to play down. A two-color map is included. [2] The magic rules were expanded and re-issued in their own book, GURPS Magic (first edition 1989, second edition 1994).
The background for Yrth was expanded further in GURPS Fantasy Second Edition: The Magical World of Yrth, and the magic rules were moved to be included in the main GURPS rules set. [3] : 107
GURPS Fantasy for 4e covers creation of many different types of Fantasy settings include High and Low, Dark and Light, Swords and Sorcery, and Myth. Example races are provided for all the standard fantasy Tropes as templates. The Yrth setting was moved out entirely to a new book called GURPS Banestorm , released in October 2005. [3] : 112
One chapter is spent on describing an example setting called Roma Arcana, based on a fantastical Rome that never completely fell.
A basic premise of the setting is that magical banestorms pick up people and whole villages from other worlds (including Earth) and deposit them on Yrth. As a result, many of the societies and cultures are reminiscent of a Crusades-era Earth, albeit with magic. One significant difference this brings is that, unlike many fantasy settings, Yrth has many of the major Earth faiths as its core religions, including Christianity, Islam, Hinduism, Buddhism, Judaism and others.
The settings's official timeline syncs up with our own, so that a "normal" campaign would be set in 2005 or 2006. The Banestorm started about 1,000 years ago when a group of "Dark Elves" completed a magical ritual designed to banish all Orcs from Yrth. The spell backfired horribly, and instead brought people from other worlds. Although the majority of Banestorm strikes occurred shortly after the initial backfire, giving the world its fantasy-medieval flavor, occasional flare-ups have occurred since then. For instance, in the 16th century a number of humans were transported to Yrth from France, bringing with them dangerous knowledge of Protestantism, and gunpowder. The latter has since been suppressed due to concerns by the Empire of Megalos about too much technological progress.
Yrth was designed such that each region enables a different flavor of campaign. Araterre, for instance, is a seafaring nation inhabited by the descendants of those brought to Yrth from France in the 16th century. Light or no armor, swashbuckling, and courtly intrigue are the rule of the day. Sahud is the Asian mish-mash country, and would be suitable for a wuxia style game, or even something akin to Legend of the Five Rings. Some countries are almost entirely human-dominated, and others are mixed, while there are still some area completely under the control of Elves, Orcs, Dwarves, or Reptile Men.
GURPS Fantasy was written by Steve Jackson, with a cover by Denis Loubet, and was first published by Steve Jackson Games in 1986 as a 100-page book. [2] The second edition, GURPS Fantasy: The Magical World of Yrth was written by Kirk Tate and Janet Naylor, with a cover by Kirk Reinert, and was published by Steve Jackson Games in 1990 as a 144-page book. [2]
GURPS Fantasy II: Adventures in the Mad Lands (1993) was designed by Robin D. Laws with editing by Steve Jackson, and published by Steve Jackson Games as a 128-page softcover book with one 15" × 20" map sheet. [4] It featured illustrations by John Hartwell, a map by Laura Eisenhour, and a cover by Rob Prior. [4] Alarums & Excursions led Robin Laws to write GURPS Fantasy II for Steve Jackson Games in 1992. [3] : 253
GURPS Fantasy for 4e was published in 2004, one of several genre books published by Steve Jackson Games for the new edition. [3] : 112
Jim Bambra reviewed GURPS Fantasy for Dragon magazine #131 (March 1988). [1] He felt that the book presents the magic system and background to the campaign world "in a highly satisfying way" and that "Best of all, it works!" [1] On the campaign world, he comments: "Rich in background and plundering freely from Earth history and religion, the world of Yrth is easily accessible and nicely presented." [1] Bambra concludes: "Extensive commentary on the countries of Yrth and plenty of staging tips make this a strong contender on the campaign front. GURPS Fantasy is an impressive product that is well worth a look." [1]
J. Michael Caparula reviewed GURPS Fantasy in Space Gamer/Fantasy Gamer No. 81. [5] Caparula commented that "GURPS: Fantasy can be seen as 180 degrees apart from something detailed and imposing like Harn . I think I'll look for something in the middle of that spectrum: easy to use, but still interesting and inventive." [5]
The July 1990 edition of Games International (Issue 16) reviewed the second edition, and commented that it was "a setting that anyone could knock up in a spare weekend." The reviewer concluded that it was designed for "those gamers who are in need of a fantasy world in a hurry." [6]
Rick Swan reviewed GURPS Fantasy II for Dragon magazine #198 (October 1993). [4] Swan comments in his evaluation: "I suspect that Laws wants us to be intrigued by the contrast between the utopian tribesmen and the chaotic deities. But I was never intrigued as much as I was amused, perhaps because it's hard to get worked up over a deity resembling a giant moose. The nuts and bolts of the relationship between the deities and the tribesmen remain unclear; as that's the crux of the book, it's a significant flaw. Despite the tantalizing possibilities, Laws hedges his bets and never cuts loose. I'd liked to have seen something really mad, like a village of Footless, or a gang war between the Gopher God and Mr. Moose. Adventures in the Mad Lands boasts an exquisite premise, but it could use a bolder vision." [4]
GURPS Supers is a superhero roleplaying game written by Loyd Blankenship and published by Steve Jackson Games. The first edition was published in 1989.
GURPS Technomancer is a techno-magic campaign setting by David Pulver, published in 1998 by Steve Jackson Games as for the GURPS role-playing game system.
GURPS Witch World is a supplement published by Steve Jackson Games in 1989 for use with the GURPS {Generic Universal Role-Playing System) game rules that describes how to set a role-playing campaign in Andre Norton's Witch World.
GURPS Basic Set is a role playing game publication written by Steve Jackson, Sean M. Punch, and David L. Pulver. The first edition GURPS Basic Set box was published in 1986, a standalone third edition book in 1988, and a hardcover, two-volume fourth edition in 2004.
GURPS Ice Age is a genre sourcebook published by Steve Jackson Games in 1989 using the rules of GURPS.
GURPS Autoduel is the GURPS genre toolkit book which details the post-apocalyptic world of one of SJG's other popular games, Car Wars. The initial publication was in 1986.
GURPS Riverworld is a sourcebook for the GURPS role-playing game.
GURPS Lite is a 32-page introduction to the rules of the GURPS role-playing game based on the core rules in the GURPS 4e Basic Set.
GURPS Banestorm, written by Phil Masters and Jonathan Woodward, is a setting sourcebook for the fourth edition of the GURPS Role-playing game released in October 2005. It details a fantasy setting called Yrth that has been updated from the older GURPS Fantasy source books Orcslayer and GURPS Magic. The standard fantasy elements such as Wizards, Orcs, Elves, and Dwarves are present, along with connections to Infinite Worlds. There are also some more unusual fantastic races like the Reptile Men, and several others which can be added in as desired by the game master.
GURPS Magic is a source book for the GURPS role-playing game from Steve Jackson Games that provides in depth coverage of magic in the context of GURPS. The first edition was published in 1989. The book expands on the material outlined in the Basic Set, provides alternative forms of magic for gamemasters to use, and contains much more material. A second edition of the book was published in 1994, and a third edition for the fourth edition of GURPS was published in 2004. The first two editions received positive reviews in game periodicals including Games International, Dragon, and White Wolf.
GURPS Space is a sourcebook published by Steve Jackson Games (SJG) for use with GURPS, published in four editions from 1988 to 2006.
GURPS High-Tech is a sourcebook published by Steve Jackson Games (SJG) in 1988 for GURPS.
GURPS Horror is a sourcebook for GURPS. The first edition was published in 1987.
GURPS Swashbucklers is a sourcebook by Steffan O'Sullivan, published by Steve Jackson Games in 1988 to provide a swashbuckling setting for GURPS.
GURPS Conan is a sourcebook and a series of solo adventures for GURPS.
GURPS Arabian Nights is a supplement by Phil Masters, published by Steve Jackson Games in 1993 for GURPS.
GURPS Fantasy Folk is a supplement published by Steve Jackson Games in 1990 for the GURPS role-playing system.
Harkwood was published by Steve Jackson Games (SJG) in 1988 for the GURPS rules. Written by Aaron Allston and J. David George, the supplement was designed for the setting of Yrth introduced in the first edition of GURPS Fantasy.
Land of Ninja is a supplement published under license by Avalon Hill in 1987 for Chaosium's fantasy role-playing game RuneQuest.