GURPS Time Travel
Publishers | Steve Jackson Games |
---|---|
Systems | GURPS |
GURPS Time Travel is a sourcebook for GURPS.
Contents
GURPS Time Travel presents a menu of options that allows referees to create customized systems appropriate to a variety of campaign styles. Time streams may be plastic, where changes in the past automatically alter the future, or fixed, where the future remains unchanged regardless of what occurs in the past.[1] GURPS Time Travel touches upon the topic of player characters travelling from one world to another.[2]
Publication history
GURPS Time Travel was designed by Steve Jackson and John M. Ford, and published as a 128-page softcover book by Steve Jackson Games.[1] The book was edited by Loyd Blankenship, and features additional material by Chris McCubbin, J.M. Caparula, Walter Milliken, David Pulver, Daniel U. Thibault, and Dale F. Reding.[1] Illustrations are by Dan Frazier, Michael Barrett, Timothy Bradstreet, Topper Helmers, Karl Martin, Doug Shuler, and Dan Smith, with a cover by John Zeleznik.[1]
Reception
Rick Swan reviewed GURPS Time Travel for Dragon magazine #191 (March 1993).[1] According to Swan, "GURPS Time Travel borrows ideas from everyone from H.G. Wells to Dr. Who and blends them into a cohesive whole, resulting in the most comprehensive take on time travel to date. Though intended for the GURPS system, the material is generic enough for any system, presuming the referee does his homework. Bursting with baffling jargon and giddy analyses of nonsensical concepts, GURPS Time Travel is exactly the type of book that makes civilians think role-players are out of their minds. Consider that a recommendation."[1]
References
- ^ a b c d e f Swan, Rick (1993). "Role-playing Reviews". Dragon (#191). Lake Geneva, Wisconsin: TSR: 83-84.
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ignored (help) - ^ Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. p. 112. ISBN 978-1-907702-58-7.