GURPS Infinite Worlds

Last updated
GURPS Infinite Worlds
GURPS Infinite Worlds.jpg
Infinite Worlds sourcebook cover
Designers Kenneth Hite, Steve Jackson, John M. Ford
Publishers Steve Jackson Games
Publication2005
Genres Science fiction, Pulp, Multiple Worlds
Systems GURPS
A hub worldbook for GURPS. Intended to make it possible to tie campaigns from other GURPS settings and games together.

GURPS Infinite Worlds is a supplement for the Fourth Edition of the GURPS role-playing game, published by Steve Jackson Games in 2005 and written by Kenneth Hite, Steve Jackson, and John M. Ford. It expands upon the campaign setting of conflict between the Infinity Patrol, which is the dimension-jumping agency on "our" Earth, referred to as Homeline, and Centrum across a multiplicity of alternate history Earths. This was presented in the Fourth Edition GURPS Basic Set (and originated in the Third Edition supplements GURPS Time Travel , GURPS Alternate Earths , and GURPS Alternate Earths II ).

Contents

Contents

GURPS Infinite Worlds builds on the idea of player characters travelling from one world to another, even across genres, for the fourth edition of GURPS. [1]

GURPS Infinite Worlds has eight chapters: Infinity Unlimited, Enemies Everywhen, Present at the Creation, Worlds Enough, ...And Time, Infinite characters, Infinite Campaigns, and Alternate Infinities.

Infinity Unlimited

This chapter describes one of the two worlds (known locally as Homeline) that have full-fledged, public "parachronics" programs (the technology behind traveling between parallel universes). Travel between worlds is generally done through ground-based equipment ("projectors") or vehicles ("conveyors"), but magic, parahuman abilities and even stranger methods can and have been utilized by both. Alternate worlds (also known as realities or worldlines) are grouped into "quanta", which have varying degrees of ease of access not only to Homeline but to her opponents.

Enemies Everywhen

This is the chapter that describes Homeline's adversaries and hazards. The major adversary is Centrum, the only other reality known to have a public parachronics program, who can be played as a deadly adversary, occasional opponents or grudging allies depending on the GM's preference.

The secondary adversary is Reich-5, the worst of the five known 'Nazis win/survive WWII' realities in the setting. An ill-advised raid by Spetsnaz troops from Homeline Russia resulted in the capture of a troop conveyor, a handful of live prisoners, and the corpse of a scout with a genetically-linked psionic world-jumping ability. A quick-thinking local Brigadeführer made a deal with the mystical SS society of the Ahnenerbe to take possession of the booty (and to keep it all secret from the mainstream Nazi hierarchy); Reich-5 scientists and sorcerers are using occult rituals and horrific medical experiments to slowly spread their Thousand Year Reich to other realities.

Present at the Creation

This chapter describes how to create your own alternate reality and offering inspirational concepts to look at such as the Great Man, Great Moment, and Great Motherland.

Worlds Enough

This is the chapter on some of the alternate worlds in the setting. Reich-5, Caliph, Dixie, Ezcalli, Gernsback, Roma Aeterna, and Shikaku-Mon all appeared in slightly different forms in the older Alternate Earths volumes.

Armada-2

So named because it is the second world discovered by the Infinity Patrol in which the Spanish Armada was victorious over the English in 1588, Armada-2 is a world just now (in "current year" 1812) emerging from the shadow of Catholic Spanish hegemony, with Sweden, an industrialised Egypt and Huguenot Nouvelle France as other powers.

Attila

A parallel where city-razing Mongol hordes under Genghis Khan destroyed first Beijing and then all the cities of Europe, where now their descendants (in "current year" 2004) rule an entirely nomadic continent. The world was mistakenly named for Attila the Hun by early Infinity Patrol researchers who were confused as to which nomadic leader was responsible for the destruction. Meanwhile, Japan trades across the Pacific Ocean with the urbanized tribes of North and South America, and city-states of Africa, where steam engines have just been developed.

Azoth-7

When Isaac Newton discovered the secret of the philosopher's stone in 1693, he paved the way for an Alchemical Revolution that has left Azoth-7 dominated by the magical might of Britain, Venice, Prussia, and Spain by "current year" 1780. Notable for having space travel - though whatever Polaris and Sirius may be, they are not balls of hydrogen tens or hundreds of light-years away from Earth. (The Rivers of London series is also based on the premise of a magical Isaac Newton)

Bonaparte-4

In Bonaparte-4, Napoleon sacrificed the romance of an Egyptian campaign (which he conducted in 1798 in our timeline) for a stealthy invasion of Ireland, granting him victory over Britain. By "current year" 2024, the world is divided between French, Japanese, Russian, and Brazilian Empires, along with the United States and the Russian Republic, and the world has achieved a stage of technological achievement and social disaffection and tension reminiscent of cyberpunk.

Britannica-3

The success of the rebellion of James, Duke of Monmouth against James II of England in 1685 is the point of divergence between our own world and Britannica-3; wiser and more Protestant rule in Britain meant that tensions with the North American colonies never reached the point of rebellion as they did in real history. Despite the rise of other strong European powers, the world is free of major conflicts, which can be attributed to the strong influence of Centrum in this parallel.

Caliph

In this world the printing press was invented in Baghdad in 796 and was shortly followed by the widespread adoption of the scientific method and an oil-based industrial revolution. The current year here is 1684, but the technological acceleration stemming from these changes has resulted in a society seemingly centuries ahead of Homeline. Unfortunately a burgeoning global war between the tradition-minded major states (Sofala, Persia, Andalus, the Bulgarian Caliphate and the Ummah) and the technocratic Jamahiriya of the western continents threatens the existence of this advanced society.

Campbell

Named for the early death of influential science fiction editor John W. Campbell which occurred in this parallel but not in real history, Campbell is a world notable for the poverty of its scientific advancement. While military applications of scientific research advanced rapidly enough, science as an intellectual pursuit became associated exclusively with death, destruction, and catastrophe (especially after World War II ended with the bombardment of Germany with radioactive dust, killing hundreds of thousands of people). This led to an anti-scientific wave of pacifist Luddism and charismatic religious revival in the 1960s. Lacking the positive fruits of scientific inquiry, the world heads (in "current year" 2004) through ecological disaster and failing economies to a nigh-inevitable showdown between its capitalist and communist societies.

Centrum

The nominal villains of the campaign, Centrum is a totalitarian, homogenized world-state, and the only world other than Homeline to have a major parachronic program. Its point of departure was in 1120, when the White Ship carrying William the Aetheling, the heir of Henry I of England, did not hit a rock in the English Channel. William's survival precluded The Anarchy and the Hundred Years War, and ultimately the "Anglo-French Empire" became a world-spanning power, with technological progress centuries beyond that of Homeline.

However unbearable tensions existed just below the surface, and in 1902 unknown parties decapitated the ruling house by detonating a nuclear device in London. The resulting succession wars included nuclear and biological weapons, wiped out much of humanity and reduced most of the survivors to preindustrial barbarism. But Terraustralis (Homeline Australia) escaped much of the destruction, and the techno-military cabal known as "The Centrum" that took control there ultimately extended its authority across the globe.

Centrum is a socialist technocratic meritocracy; the government provides all employment and handles the economy, which is bolstered by the massive resources acquired from other worldlines. They believe other worlds should be aiming to follow their example and have a dedicated program of supporting political and economic groups that reflect their own values—stability, meritocracy and an unconscious prejudice against non-English speakers. They view the mix of competing government agencies and private companies from Homeline as dangerously reminiscent of the period prior to their own "Final War".

Centrum Beta

One of the most important parallel Earths from the Infinity Patrol's point of view, Centrum Beta appears to be an exact copy of the home parallel of Centrum - except that the "current year" is only 1895. Understanding Centrum Beta as it is now might give the Infinity Patrol the key to understanding and besting Centrum proper.

Deadly Settings

Also known generally as "Reality Vanish", there are at least 41 parachronic coordinate settings where people or objects sent into them never return. These are assumed to be worlds where the laws of physics are sufficiently different from that of our own universe to kill visitors and/or cripple their equipment (see Rustic under Puzzle Worlds, below).

Dixie-1

In this world, William Walker succeeded in conquering Nicaragua in 1856; during the American Civil War this provided a way around the Union blockade for the Confederacy that ultimately ensured their victory. In revenge for British support of the rebels, the United States invaded and annexed most of Canada; meanwhile the Southrons reintroduced their "peculiar institution" into Central America and the Caribbean at gunpoint. Today ("current year" 1993) the U.S.A. and C.S.A. watch each other warily across an armed border that stretches to the Pacific, while India, the Chinese republics and their neighbors expand their economies at the expense of the moribund European monarchies that never fell after 1918. (See American Civil War alternate histories).

Ezcalli

Here the Columbian Exchange occurred two thousand years early, when a Carthaginian fleet was blown across the Atlantic to discover the New World. This premature contact gave the Native American civilizations time to recover from the shock of new diseases and adopt the newcomers' technology; in addition, the early introduction of maize and the potato to the Old World eventually reduced Rome's ability to control its subjects through Egyptian grain. The Empire ended with Nero, and the patchwork of European successor states were ill-equipped to resist subsequent barbarian invasions. In the "current year" of 1848, the expansionist, steam-powered Tenochca Empire faces off against the Hotinohsavannih League to the north and the Songhay Empire (the last remnant of Roman culture) to the east; whoever wins is likely fated to take on the somnolent but fearsomely large Mongol Khaganate that covers most of Eurasia.

Friedrich

This parallel world is named for the Holy Roman Emperor Friedrich I Barbarossa, who in this timeline managed to be the great imperial unifier and conqueror that the vagaries of fortune prevented him from being in our history. In "current year" 1219, seventeen years after his death, Friedrich is notable for being a hotbed of activity by the SS Raven Division from the Nazi-dominated parallel Reich-5, who seek to turn his Holy Roman Empire into a First Reich and breeding ground for Aryan warriors.

Gallatin

Gallatin is named for Albert Gallatin, the dominant member of Thomas Jefferson's government due to Alexander Hamilton having died in the Battle of Trenton. Without Hamilton to defend and explain the United States Constitution in the Federalist Papers , it was never ratified and the independent colonies balkanized into nine separate republics across the continent by 1860. In "current year" 2004, Gallatin's great powers include Texas (whose nuclear arsenal shields the other libertarian American republics), German-dominated Europaverein, the British Empire, the Soviet Union, and the Japanese Empire; peace is maintained by the fear of mutual destruction in an atomic war.

Gernsback

This parallel world is named after editor Hugo Gernsback, due to the futuristic architecture and technology being used there. The divergence happened in 1893, when Nikola Tesla married Anne Morgan, daughter of millionaire and philanthropist J. P. Morgan, an event that helped him to stabilize his life and make many of his inventions reality thanks to the support of his father-in-law. In 1902, he created a radio tower that broadcast to the entire world from Long Island, and he later managed to develop wireless electricity broadcasting, which eventually helped Germany to stabilize and avoid falling under the control of Adolf Hitler and Nazism, and strengthening the League of Nations, avoiding World War II. When, in 1951, Andrei Sakharov managed to defect to the West and tell of Stalin's plans to create atomic weapons, the League of Nations declared war on the Soviet Union, which fell on April 30, 1953, with the death of Joseph Stalin. In "current year" 1965, the World Science Council and the League of Nations are putting down all threats to the techno-utopia that has resulted from the inventions derived from Tesla's work. However, this is a world where race and sex discrimination still run rampant. The main mission of the I-Cops in here is to prevent Centrum from taking over, as Centrum regards Gernsback as a potential ally.

Hell Worlds

Many timelines have suffered catastrophes (some natural, others man-made) that have rendered humanity either extinct or nearly so. These are colloquially known as the "hell worlds". Examples include Ariane (where the Spanish flu killed 99.9% of the population), Lenin-2 (where nuclear war and unconstrained industry have combined to crash the biosphere) and the worrisome Gotha parallels (where a prion-based disease has turned almost all humans into bloodthirsty cannibals on 19 otherwise dissimilar worlds).

Homeline

The main world in the game. The world of "our" timeline (apart from the development of parachronics) and home base of Infinity Patrol, and of players in the game. Seeks to counteract Centrum and its efforts to interfere with natural development of alternate worlds.

Lenin-1

Here Franklin D. Roosevelt maintained Henry A. Wallace as his vice president when he was reelected in 1944; consequently Wallace became president on April 12, 1945 upon Roosevelt's death. His passive stance (and that of his successors) against the Soviet Union resulted in the steady expansion of Communism across the globe. In the "current year" of 1989, the isolated and malaise-stricken United States is essentially the sole remaining capitalist country on the planet.

Merlin-1

Named after the wizard of that name, Merlin-1 is a world where magic entered the world due to the Trinity nuclear test in August 1945. In "current year" 2004 America (where much of the magic is centred) uses both magic and technology to be the dominant superpower. Homeline has begun investigating this world to obtain information about this mana-rich reality, but unbeknownst to them the Merlin-1 American government is aware of their actions and has begun spying on them in return. The setting of GURPS Technomancer.

Merlin-3

A world where magic entered the world in 1916, and is centered in Germany. In "current year" 1942, World War II is being fought with magic. The setting of GURPS WWII: Weird War II.

Myth Parallels

Many worlds have inhabitants that closely resemble characters from the myths, legends and stories of Homeline. The characters from the Arabian Nights stories, three different King Arthurs (Riothamus, the Vulgate Cycle Arthur, and Thomas Malory's version) and Sherlock Holmes are all represented by various worlds, along with hundreds of others.

Nergal

Shalmaneser III of Assyria wiped out Jerusalem and Tyre in this world in 854 B.C., and his successors destroyed the Greek city-states a century later. In the "current year" of 1678, various empires based on slavery and human sacrifice cover the globe (except for an Infinity Patrol-supported haven in southern Africa) while an anomalous ice age threatens to wipe out those unfortunate to live in a world where monotheism, democracy and the Greek and Latin alphabets were destroyed almost before they could begin.

Puzzle Worlds

Some worlds that do not follow the generally accepted laws of physics in one way or another or otherwise demonstrate unusual characteristics—it is important to note that in the Infinite Worlds setting, most magic fits under the category of "accepted laws of physics". Rustic (where artificial electric discharges are impossible to generate), Enigma (where the entire population of the world disappeared on July 12, 1982) and Blip (where one day spent there is equal to a little over six minutes on other worlds) are some examples.

Reich-5

Widely regarded as one of the most disturbing and potentially dangerous worlds so far discovered, in this parallel Giuseppe Zangara succeeded in assassinating Franklin Delano Roosevelt in 1933. His successors Garner, Lindbergh and Wallace proved unable to handle the Great Depression, and America stood by while Hitler conquered Europe and Japan took over most of Asia. In 1944, Japan attacked Guam, the Philippines and Hawaii; in the ensuing chaos William Dudley Pelley was elected president. Pelley quickly assumed dictatorial powers, and his blatant theft of the 1948 election from Robert A. Taft triggered wholesale civil war. The president called for aid from Nazi Germany, which quickly sent 40 Wehrmacht divisions through Canada. The pro-democracy resistance collapsed after Werner Heisenberg developed the atomic bomb which was used on four American cities in 1950. A second attempt at rebellion in 1976 failed, and America is now a (very) junior partner of the World-Axis that dominates the planet. Reich-5's technology (military or otherwise) is superior to that of any Homeline country, and despite being the only known timeline besides Homeline and Centrum to possess world-jumping technology, their parachronic program is well behind those of the other two.

Roma Æterna

Here Nero Claudius Drusus did not die in 9 B.C. In turn, he became the successor to Augustus instead of Tiberius. The imperial line that followed was so successful that when the First Empire fell apart in the 5th century the guiding ideals of Rome were never discarded and were ultimately restored. After the Mongol invasions broke the Second Empire in the 14th century, colonies in the Hesperides preserved these ideals in turn and ultimately re-restored the empire in the late 18th century. The "current year" is 1893, and the Musket-wielding legions of the Third Empire are found from the Magna Campania to the Ganges, with no sign of retreating anytime soon. The only other significant political entities in the world are Serica (China) and its North American kingdom Fu-Sang (centered on San Francisco), Taehan (a growing empire based on the Korean Peninsula), and the isolationist South American kingdom of Huaraca.

Shikaku-Mon

In this "four-cornered world" Juan, Prince of Asturias, the son of King Ferdinand II and Queen Isabella of Spain survived to take the Spanish throne as King John III. The resulting changes in history spread all the way to Japan, where an increased Jesuit presence prolonged the life of Oda Nobunaga and prevented the closing of the country by the Tokugawa shogunate. In the resulting cyberpunk "current year" of 2027, the dominant powers include a Japanese Empire that covers China, India, New Zealand, and much of East Asia, the economic superpower of Brazil, the totalitarian Swedish Empire and the technologically advanced Kingdom of France.

United States of Lizardia

A world very similar to our own, except reptilian creatures descended from a species of Troodon are the dominant sentient lifeform. The similarities exist down to cultural and political divisions (resulting in this world's colloquial name) and are assumed by Homeline scientists to be evidence of a "law of temporal inertia" (or "gods with a strange sense of humour").

Yrth

A world reminiscent of several fantasy tropes, inhabited by humans, dwarves, elves etc., all of whom have been involuntarily taken from other worldlines. The setting of GURPS Banestorm.

... And Time

This chapter deals with the many theories of Temporal Physics both real and fictional that exist.

There are some other ideas provided to make things either easier or more difficult for your intrepid travelers such as Linearity Principle, Oscillating Time, Recency Effect, and Temporal Exclusion as well how communication works.

Infinite Characters

Special notes on certain rules in the setting and character templates.

Infinite Campaigns

Designing the campaign's scope and direction.

Alternate Infinities

This chapter provides alternatives to the "default" Infinity setting.

Publication history

GURPS Infinite Worlds was designed by Kenneth Hite, Steve Jackson, and John M. Ford, and published by Steve Jackson Games in 2005.

Reception

GURPS Infinite Worlds won the 2005 Origins Award as Best Game Supplement. [2]

See also

Related Research Articles

<span class="mw-page-title-main">Alternate history</span> Genre of speculative fiction, where one or more historical events occur differently

Alternate history is a subgenre of speculative fiction in which one or more historical events have occurred but are resolved differently than in actual history. As conjecture based upon historical fact, alternate history stories propose What if? scenarios about crucial events in human history, and present outcomes very different from the historical record. Some alternate histories are considered a subgenre of science fiction, or historical fiction.

A parallel universe, also known as an alternate universe, parallel world, parallel dimension, or alternate reality, is a hypothetical self-contained plane of existence, co-existing with one's own. The sum of all potential parallel universes that constitute reality is often called a "multiverse". While the six terms are generally synonymous and can be used interchangeably in most cases, there is sometimes an additional connotation implied with the term "alternate universe/reality" that implies that the reality is a variant of our own, with some overlap with the similarly named alternate history.

<span class="mw-page-title-main">DC Universe</span> Shared universe of the comic stories published by DC Comics

The DC Universe (DCU) is the shared universe in which most stories in American comic book titles published by DC Comics take place. In context, the term "DC Universe" usually refers to the main DC continuity. It contains such well-known superheroes as Batman, Superman, Wonder Woman, the Flash, Green Lantern, Aquaman, Green Arrow, Shazam, Martian Manhunter, and Cyborg; as well as teams such as the Justice League, the Justice Society of America, the Suicide Squad, Doom Patrol, and the Teen Titans. It also contains well-known supervillains, including the Joker, Lex Luthor, the Cheetah, the Reverse-Flash, Sinestro, Black Manta, Deathstroke, Black Adam, Brainiac, and Darkseid.

<span class="mw-page-title-main">Campaign setting</span> Fictional environment setting for a role-playing game

A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game or a specific genre of game. There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings, often referred to as "homebrew" settings or worlds.

Earth-Two is a setting for stories appearing in American comic books published by DC Comics. First appearing in The Flash #123 (1961), Earth-Two was created to explain differences between the original Golden Age and then-current Silver Age versions of characters such as the Flash, and how the current (Earth-One) versions could appear in stories alongside earlier versions of the same character concepts. Earth-Two includes DC Golden Age heroes, including the Justice Society of America, whose careers began at the dawn of World War II, concurrently with their first appearances in comics. Earth-Two, along with the four other surviving Earths of the DC Multiverse, were merged into one in the 1985 miniseries Crisis on Infinite Earths. However, following the events of Infinite Crisis, the Multiverse was reborn, although the subsequent Earth-Two was not the same as its pre-Crisis equivalent.

<span class="mw-page-title-main">Physical paradox</span> Apparent contradiction in physical descriptions of the universe

A physical paradox is an apparent contradiction in physical descriptions of the universe. While many physical paradoxes have accepted resolutions, others defy resolution and may indicate flaws in theory. In physics as in all of science, contradictions and paradoxes are generally assumed to be artifacts of error and incompleteness because reality is assumed to be completely consistent, although this is itself a philosophical assumption. When, as in fields such as quantum physics and relativity theory, existing assumptions about reality have been shown to break down, this has usually been dealt with by changing our understanding of reality to a new one which remains self-consistent in the presence of the new evidence.

<span class="mw-page-title-main">GURPS Alternate Earths</span> Role-playing game supplement

GURPS Alternate Earths is a GURPS role-playing game supplement by Kenneth Hite, Craig Neumeier, and Michael S. Schiffer, which was published by Steve Jackson Games in 1996. It presents six versions of Earth with alternate histories to the real world, and background material for creating adventures for each of these worlds.

<span class="mw-page-title-main">GURPS Alternate Earths II</span> 1999 supplement for the GURPS role-playing game

GURPS Alternate Earths II is a supplement for the GURPS role-playing game by Kenneth Hite, Craig Neumeier and Michael S. Schiffer.

<i>GURPS Fantasy</i> Tabletop role-playing game source book

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.

Psionics, in tabletop role-playing games, is a broad category of fantastic abilities originating from the mind, similar to the psychic abilities that some people claim in reality.

<span class="mw-page-title-main">Alshard</span>

Alshard (アルシャード) is a Japanese role-playing game designed by Jun'ichi Inoue and FarEast Amusement Research. It was released in July 2002. The current, version 1.5, known as Alshard fortissimo or Alshard ff (アルシャードフォルティッシモ,アルシャードff) was published in July 2005. It is a fantasy role-playing game with mechanical items like Final Fantasy. Alshard's game system is named Standard RPG System and is used in other games such as Tenra War and Kaze no Stigma RPG and so on. SRS including Alshard series is one of the largest role-playing game systems published in Japan.

<i>Crosstime Traffic</i> Sci-fi book series

Crosstime Traffic is a series of books by Harry Turtledove.

The Paratime series written by H. Beam Piper and subsequently by John F. Carr consists of several short stories, one novella, and one novel, all but one of which were originally published in Astounding Science Fiction under the editorship of John W. Campbell. The series deals with an advanced civilization that is able to travel between parallel universes with alternate histories, and uses that ability to trade for goods and services that its own, exhausted Earth cannot provide. The protagonists of the stories are the Paratime Police, the organization that protects the secret of paratime travel.

<span class="mw-page-title-main">Multiverse (DC Comics)</span> Fictional multiverse used by DC Comics

In most of the DC Comics media, the Multiverse is a "cosmic construct" composed of the many fictional universes the stories of DC media take place in. The worlds in the multiverse share a space and fate in common, and its structure has changed several times in the history of DC Comics.

<span class="mw-page-title-main">Infinity</span> Mathematical concept

Infinity is something which is boundless, endless, or larger than any natural number. It is often denoted by the infinity symbol .

<span class="mw-page-title-main">Hypothetical Axis victory in World War II</span> Alternate history scenario

A hypothetical military victory of the Axis powers over the Allies of World War II (1939–1945) is a common topic in speculative literature. Works of alternative history (fiction) and of counterfactual history (non-fiction) include stories, novels, performances, and mixed media that often explore speculative public and private life in lands conquered by the coalition, whose principal powers were Nazi Germany, Imperial Japan, and Fascist Italy.

<span class="mw-page-title-main">Tabletop role-playing game</span> Form of role-playing game using speech

A tabletop role-playing game, also known as a pen-and-paper role-playing game, is a classification for a role-playing game (RPG) in which the participants describe their characters' actions through speech, and sometimes movements. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines, usually containing Dice-Rolling. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.

<i>GURPS Steampunk</i> Role-playing game sourcebook

GURPS Steampunk is a role-playing game sourcebook written by William H. Stoddard and published by Steve Jackson Games in 2000. The supplement facilitates play in the steampunk genre using the GURPS system. Upon publication, the book won the Origins Award for "Best Roleplaying Supplement". As the most detailed definition of the genre at the time, it was also credited with reifying the attributes of steampunk. GURPS Steampunk was accompanied by licensed publications in the world of Castle Falkenstein and followed by supplements by Jo Ramsay and Phil Masters. Since 2016, SJG has published additional releases in the genre, compatible with GURPS Fourth Edition.

References

  1. Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. p. 112. ISBN   978-1-907702-58-7.
  2. "Origins Awards winners (2005)". Archived from the original on 2007-08-30. Retrieved 2007-09-11.