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GURPS Space (3rd Edition) - Steve Jackson Games

GURPS Space continues to be one of the best resources for a science fiction campaign in the industry today.

Originally Published March 18th, 2002

CONTENTS

The goal of GURPS Space is simple: To provide an authoritative resource and reference for any conceivable science fiction campaign set in the wide universe beyond Earth’s atmosphere. For a GM it is a toolbox for any campaign set in the broad genre of “space adventure”. For the GURPS product line it is a centralized resource for the same (both GURPS Traveller and Transhuman Space, for example, reference GURPS Space as a place to find more detailed information on a variety of subjects).

Creating a Universe: The first goal of GURPS Space is to help the GM build their own worlds of starfaring adventure. Indeed, the first chapter of the book is called Creating a Universe. Here we find a detailed survey of SF campaign types, alien races, and interstellar societies and organizations. Later in the book we are given an absolutely stunning (and scrupulously scientifically accurate) star and planet generation system.

This really sums up everything that GURPS Space does well: On the one hand, you receive a comprehensive survey of seventy years of science fiction world-building. On the other hand, you are given a centralized reference with a hard science backing.

Technology: In addition to everything you would expect in a sourcebook of this kind (personal gear, weapons, medicine, starships, etc.), GURPS Space also takes the time to provide guidance on how to choose the technology of your campaign setting. How is actual technological improvement likely to happen? How has science fiction predicted future history in the past? What are the effects of different technologies on a setting? All of this discussion obviously backed up by a tremendous amount of research.

Rules: There are two major rule systems to be found here – Space Combat and Starship Design. The latter is a stripped down version of the system found in GURPS Vehicles (with accompanying conversion notes); the former is flexible and fairly simple (by GURPS standards).

BAD STUFF

The perceived utility of GURPS Space has been degraded, I think, by the continued expansion of the GURPS product line. For a book which has long been perceived in the industry as the resource for science fiction campaigns, it is somewhat disheartening to note just how frequently GURPS Space refers you to other products in the GURPS line: GURPS High Tech, GURPS Ultra Tech, GURPS Ultra Tech 2, GURPS Bio-Tech, and GURPS Vehicles — among others – are constantly being referenced and recommended. In this third edition, some sections of GURPS Space no longer read like a sourcebook: They read like a teaser for a plethora of GURPS products. Perhaps it is inevitable that the chapters on technology look like a stripped down GURPS Ultra Tech and the chapters on starships look like a stripped down GURPS Vehicles — but one is forced to question the utility of a centralized sourcebook if the meat has been distributed elsewhere.

GURPS Space is also beginning to show its age. Despite the revision by the (justly) renowned David Pulver, the book seems scarcely touched by the science fiction of the past twenty years. Subjects such as terraforming and nanotechnology are relegated to nothing more than sidebars. The elegant design and adaptation of galactic civilizations such as those found in Brin’s Uplift novels and Vinge’s A Deepness in the Sky and A Fire Upon the Deep are conspicuously absent. The list of favorite authors found on page four of GURPS Space really says it all: Not one new author of the past twenty years can be found on that list.

I also question the organization of GURPS Space: A lot of key information seems to get relegated to the sidebars, but – more importantly – information has not been drawn together into rational packages:

For example, Chapter 1: Creating a Universe gets things started – providing some basic information about alien races, interstellar societies, and sci-fi organizations. Things appear to be progressing logically with Chapter 2: Choosing Technology, which begins to discuss the wide range of technology which has been presented in science fiction over the years. But this discussion is then interrupted by Chapter 3: Characters – which includes more information about alien races and some discussion of character roles.

In Chapter 4: Gadgets, however, we return to the discussion of technology – computers, air marks, communication devices, and some other personal equipment is discussed. Chapter 5: Weapons and Chapter 6: Medicine proceed logically out of this, and then we move onto Chapter 7: Environments – which discusses game rules for gravity, atmosphere, radiation, and the like. But then, incomprehensibly, we’re back to technology again with Chapter 8: Starships. Chapter 9: Space Combat proceeds logically from that, but Chapter 10: Stars and Worlds and Chapter 11: Civilizations seem to take us all the way back to the material in Chapter 1.

And that’s just the chapter organization. Things are equally confused as you begin breaking things down inside those chapters, as well. This lack of organization results in a product which proves less useful as an active guide to the new GM (because there is no conceptual flow to the material), and more difficult to use a quick reference (because related information may – literally – be found at opposite ends of the book).

GOOD STUFF

That being said, GURPS Space is still well worth your cash. After nearly twenty years of on-the-market playtesting, the ruleset found here is about as solid as they come. Plus, as a result of the extreme realism, research, and fidelity which SJG demands of its GURPS product line, GURPS Space is an authoritative supplement to any science fiction campaign. What does exposure to vacuum actually mean? Look it up here. How long does space travel take? Look it up here. What types of stars are there? Look it up here. How do bussard ramjets work? Look it up here. And on and on and on.

On top of that, GURPS Space also provides a near-encyclopedic survey of science fiction universes (despite its failings when it comes to the most recent developments of the field). When it comes to the creation of an SF universe, this needs to be your first stop: Nothing else will lay out the plethora of options available to you with a greater eye towards giving you the tools and options you need to create the world you want.

CONCLUSION

It doesn’t matter whether your SF is hard, soft, space opera, military, or fantasy; it doesn’t matter whether you universe reaches from here to Luna or here to Andromeda; it doesn’t matter whether you’re playing GURPS or Spelljammer: GURPS Space should be on your shelf.

Style: 4
Substance: 4

Authors: Steve Jackson and William A. Barton (Third Edition Revised by David Pulver)
Company: Steve Jackson Games
Line: GURPS
Price: $22.95
ISBN: 1-55634-390-6
Production Code: 6005
Pages: 176

There was a time when my first impulse — and that of many gamers — when starting a new campaign was to reach for the most appropriate GURPS supplement. In recent years, this is a habit I’ve drifted away from. (Likely, in no small part, due to how easy the internet makes direct research.) Revisiting GURPS Space, though, I’m reminded of just how useful these supplements are, and I’ve pulled this back off the shelf to use as a resource for my Mothership open table.

GURPS 3rd Edition has, in the years since this review was first written, been replaced by GURPS 4th Edition, and this has brought with it a new edition of GURPS SpaceI’ve never truly dived into the new edition, instead simply maintaining my existing library of 3rd Edition supplements, so I’m afraid I don’t have much to say about that. (Except that apparently even more material has been jettisoned, as the new edition requires a separate GURPS Spaceships.)

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The problem with GURPS-style advantage/disadvantage character creation systems is that the actual impact of a given advantage or disadvantage is highly dependent on the circumstances of actual play: “Immune to psionic attacks” is totally amazing if your campaign is The War Against the Illithids; it’s completely wasted if your character never encounters a psion. Similarly, “Horrifically Claustrophobic” is a crippling disadvantage in a megadungeon campaign; it’s basically a non-factor if you’re playing Lawrence of Arabia.

So in order for these systems to work, the advantages and disadvantages need to be made equally relevant in actual play.

IME, however, there are two typical actual play dynamics in RPGs:

First, the players are given a free rein. Players will naturally seek to play to their advantages and play away from their disadvantages. This isn’t even really abusive play: It’s just a logical way of interacting with the world. (If I had no legs, I wouldn’t spend a lot of time buying ladders.)

Second, the GM is railroading the players. You might initially expect this to reverse the dynamic, but it typically doesn’t because (again, IME) most railroading GMs are more focused on achieving a predetermined goal: Their focus is an internal one. It might inadvertently force players into confronting their disadvantages, but often will not. (While the players will still be able to tactically exploit their advantages.)

In order for an advantage/disadvantage system to really work, IMO, you need a GM who’s willing to advocate as strongly for the inclusion of a PC’s disadvantage as the player is to advocate for the inclusion of the PC’s advantage.

The GMs most willing to do this are (in terms of the Threefold) dramatists and gamists. Simulationists are much less likely to put their thumb on the scale and “force” the inclusion of disadvantages.

This becomes a particular problem for GURPS because most the features in that system are heavily focused on supporting simulationists: So the people most likely to be running GURPS are the ones least likely to adopt the GMing techniques necessary to keep the advantage/disadvantage system balanced.

This was originally posted as a response to a comment by Pasquale, but I thought it might interest a larger audience.

Transhuman Space - Steve Jackson Games Transhuman Space has earned a reputation as a rich and magnificent setting… which is also almost completely impenetrable to players and incredibly difficult for GMs to run. Pasquale asks whether or nor the Between the Stars campaign structure could be used to crack open Transhuman Space.

The primary problem with Transhuman Space is that the complexity, depth, and density of the setting requires a heavy upfront investment from the players.

To give a basis of comparison:

My open table OD&D campaign relies almost entirely on common knowledge. If a player knows what an elf, dwarf, halfling, and wizard are, I can provide a functional basis for understanding the game world in about 60 seconds.

My dedicated 3.5 campaigns set in the Western Lands are a bit more involved: I have an 8 page handout (half of which consists of practical lists like “gods you can choose”, “languages you can choose”, etc.). It probably requires about 5-10 minutes from the players, with another 30 minutes or so dedicated to character creation.

Transhuman Space, on the other hand, doesn’t have a lingua franca of common genre tropes to fall back on. It is a very specific, very complex, and very deep setting. In order for most characters to function coherently in such a setting, the players need to have a specific, complex, and deep understanding of the setting.

Basically, a setting like that often requires that the players read most of the setting book for themselves. That requires hours of investment, and I’ve found that most players won’t commit it.

To make things worse, Transhuman Space was primarily designed to be an interesting setting for the sake of having an interesting setting, without any real consideration or focus given to the types of stories/games that can be told in that setting.

So, to answer Pasquale’s question at long last: Yes. I think you could use a structure similar to “Between the Stars” as a solution to both problems.

It’s been about 10 years since I read Transhuman Space, so take any specifics with a grain of salt, but the general approach I would take would look something like this:

(1) Set the PCs up as the crew of a tramp freighter. These vessels, due to their relative isolation and the difficulty of maintaining network connections and advanced tech on a mobile platform, end up being a lot more culturally conservative than the rest of the solar system. (In other words, their crews cleave a lot closer to early-21st century norms, so the players don’t have to “reach” as far to understand their characters.)

(2) The scenario structure needs to be tweaked somewhat to accommodate interplanetary travel instead of interstellar travel, but the basic principle of “key to the voyage” should still work.

(3) I would key each voyage to reveal some specific facet of the Transhuman Space setting. (Over time, therefore, the campaign would slowly introduce your players to its intricacies one chunk at a time.)

In terms of keying, this can actually be quite liberating. Flipping through the setting book randomly and just grabbing stuff off the page, for example, gives me:

A large group of executives from Nanodynamics is travelling to a base in the outer system to inspect the installation of zero-gee nanofabrication tools. But they’re being targeted by pro-union terrorists from the recently acquired Exogenesis Systems Technologies. (see page 95)

A poorly secured microbot swarm breaks loose in the ship’s cargo hold.

The crew is hired to make the long haul out to Miranda with 3HE mining supplies. There’s a spy onboard trying to figure out what China’s real intentions are for the Miranda colony. (see page 48)

A Felician combat bioroid sneaks onboard in an effort to escape her contract. A corporate hunting team, however, is trying to track her down. And since the Felician killed their captain, they may be more interested in vigilante justice than fulfilling their contract. (see page 116)

And so forth.

It might also be useful to check out “Getting the Players to Care“, which is primarily about how to parcel and structure exposition so that it’s not boring or overwhelming.

This is the fourth in a series of biographical profiles from alternate histories.
Go to Part 1

Megan Le Fey, Second Sister of King Arthur

Thirty years before the Rise of Camelot there was born to the Duke of Tintagel and his wife, Igrayneh, twin daughters. One was named Morgan and the other was named Megan, the youngest of four sisters. Seven years later the Duke would be killed in battle while his nemesis, Uther Pendragon, came to his wife’s bed – mystically enchanted by the magician Merlin so as to assume the appearance of the Duke and so beguile the devoted Ingrayneh. In triumph Uther married Igrayneh and from their ignoble union was born Arthur.

Arthur’s youth is well known, but the fate of his half sisters is less so. Following Uther’s rise to power they were sent away from their mother and into marriage. Morgan was married to a northern lord. Megan was sent across the sea. Both, as if bound by the ties of birth, studied magic, earning for themselves the title of “Le Fey”. But where Morgan studied the black arts, Megan studied the white.

They would not cross paths again for forty years. Arthur, in triumph, had built the mighty walls of Camelot. The bitter, warped mind of Morgan had returned to him and conceived by her own half-brother a child. The child, called Mordred, manipulated and aided by his mother, would, in turn, return to Camelot intent upon its destruction. They would have succeeded, destroying mankind’s last best hope of escape from a dark age, had Megan Le Fey not returned from beyond the sea and joined her might with that of her brother Arthur to destroy the forces arrayed against Camelot.

In the years which followed, Arthur would lead the reunited Knights of the Round Table across much of the Known World. The world of today is one in which learned men have recaptured the ancient glories and the mystic arts have revealed to the common man the deeper mysteries of the world. Fey and man alike exist in mutual acknowledgment and brave new frontiers lying beyond the Mountains of the East, the Ocean of the West, and the Desert of the South lie yet to be explored.

This is the third in a series of biographical profiles from alternate histories.
Go to Part 1

William Boulle, The Man Who Would Be PresidentWilliam Boulle first ran for national office in 1956 as Adlai Stevenson’s running mate. Although they were handily defeated by the Eisenhower-Nixon ticket, Boulle distinguished himself as a strong campaigner – particularly in the early primary states. Boulle would run unsuccessfully in 1960 against John F. Kenendy and then retire from politics in 1964 when his senatorial term ran out. In 1968 Boulle emerged from retirement to once again attempt to capture the democratic nomination. His domestic and anti-war policies caught the imagination of the people and he proved immensely popular at the ballot box. Tragically, however, Boulle would be assassinated immediately after declaring victory in the California primary by Sirhan Sirhan. Bobby Kennedy would go on to win the nomination and, then, the general election against Richard Nixon.

Once in office Kennedy would bring the war in Vietnam to a quick, successful, diplomatic conclusion before the end of 1971. This course of action easily won him a second term of office in 1972. Historians agree, however, that Kennedy’s most important achievement was in embracing his brother’s vision and expanding the American space program. By 1976, when he had left office, man had stepped on Mars for the first time and the plans for orbital and lunar stations were well on their way to completion. Without his influence it is doubtful that mankind would have reached the stars as quickly as they did, or established the Outer Colonies by the end of the millennia.

Next: Megan Le Fey, Second Sister of King Arthur

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