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Old 10-06-2016, 05:44 PM   #1
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default GURPS Steampunk 1: Settings and Style


The rules, from science
To etiquette, exist so
They may be broken.
— A hidden truth
Something about steampunk speaks to our inner geek, and I think that's because it crosses over into so many geeky areas of interest. Is your "thing" retro sci-fi? History? Classic tech and gear? Fashion? Weird science? Interactions between social strata? Alternate universes? Pulp action? Steampunk, and its variety of sister genres and spin-offs, incorporates all of these, in one very gameable package! It's a campaign concept just waiting for you to run it, and GURPS Steampunk 1: Settings and Style will show you how.

GURPS Third Edition explored this genre via the trilogy of GURPS Classic: Steampunk, GURPS Classic: Steam-Tech, and GURPS Classic: Screampunk . . . and those books are still valid, relevant, and useful! This isn't a reboot to wash the old away; instead, this new series from Phil Masters is expanding the concepts covered, updating the genre to reflect the past 16 years of fiction, and adding explanations, guidelines, rules, and more to help the GM and players evoke the right feel.

As its name implies, GURPS Steampunk 1: Settings and Style focuses on genre, mood, and themes. "Steampunk" is a broad brush that needs to be given focus with some high-level decisions. Do you want to run a Verne-style "extraordinary voyage" game? Or perhaps an art-deco "raygun Gothic" one? How much focus will you give engineering? Other weird science? Social mores? The supernatural? (After all, steampunk has been bonded with everything from alchemy to spiritualism and hermetic societies!)

Once the game is underway, GURPS Steampunk 1: Settings and Style is your go-to reference for both the genre and classic historical period. The PCs have to convince a baron to help them? The status tables and social guidelines cover the necessary etiquette. The PCs want to stage something scandalous in the streets as a diversion? Break out the rules for hysteria and fainting! The GM needs to "steampunk up" a vehicle on the fly? No problem, there are quick-and-dirty rules for when you don't want to break out Inventing and Gadgeteering. Not to mention the timeline, glossary, recommended fiction for each mood, fashion advice . . . I could go on, but my hansom has arrived, and I simply must go fetch some macassar oil, so I'll leave the rest for you to discover.


Store Link: http://www.warehouse23.com/products/SJG37-0339
Preview PDF: http://www.warehouse23.com/media/SJG37-0339_preview.pdf
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