GURPS Steampunk |
Review by |
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edited by Alain H. Dawson |
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Steve Jackson Games |
October 2001 | |||||||||||||||||||||||||||||||||||
Gaming with Victorians, plus extensions The Generalized Universal RolePlaying System (GURPS), developed by Steve Jackson Games, consists of "One set of rules that works for all genres." Of course there is much elaboration and extension for genres of role-playing games within this system, and for individual game scenarios, players' roles, and specialized interests. GURPS Steampunk by William H. Stoddard is a sourcebook for gamers and game-masters who want a Nineteenth Century setting for a role-playing game. But the book also is quite interesting as an imaginative idea-book, or stimulus to alternate-history speculations for the "long Nineteenth Century" — between the Napoleonic Wars and the First World War, 1815 to 1914. Stoddard also ventures before and after this central period for intriguing causes and consequences. GURPS Steampunk has all sorts of fascinating bits about the real Victorian Age: inventions and explorations, concepts and sciences, wars and trends. Stoddard's erudition is always impressive, and his sense of the inter-connectedness of so many odd chances and main events goes far to convey the richness of the age. There is much minutiae provided for defining characters for role-playing games, but one need not be a gamer to appreciate this sourcebook. There are lots of illustrations, some period and others drawn for the sourcebook. The original drawings are often speculative, of mechanical men and other oddities. In addition to all sorts of history, we have strong measures of science fiction applied backwards, as it were. So rather than setting out from London or Chicago for the veldt or the prairie, we might choose to lift off via etheric engines for colonies in space, but Nineteenth Century style, and with steam-clockwork assistants. The Victorian Age is also the grand Steam Age, replete with energies and potentials to transform the world. Punk is an Elizabethan term for harlot, since extended into low-life or counter-cultural endeavors. This idea also has converged somewhat with a term for decayed wood — a substance useful for fire-starting. So Steampunk may be a jumping-off point for alternate ways to see our near past: energetic and unconventional. When we see the Nineteenth Century simply in terms of kings and wars, we do its intricate people a disservice. Role-playing in these Victorian active scenarios, or campaigns, lets us walk a few steps in their shoes — or in Seven-League Boots of which they now and then dreamed. I'll add a few Victorian glimpses to Stoddard's: Etheria & Iron, Qabala & Providence Stoddard's factual survey often sparkles into exotic and humdrum extensions and little What-Ifs, and thus into sample role-playing embodiments of these ideas and places in society. At a higher level, the author sketches four alternate histories that might spring from this period: Subtle & exotic assemblages Fun stuff to think about! Stoddard's range and subtlety is quite evident in these campaigns developed in GURPS Steampunk. Magic, calculating engines, social engineering, solar colonialism, secret societies, and practical economics and technologies all are touched on here. His GURPS Steam-Tech provides even more exotic assemblages that were among us not so long ago, or might have been. And more than fun: a great and serious value of such speculations is to give us some of the perspective of our ancestors, reminding us that historical events as they happened were not inevitable to their participants, that landscapes off the edge of the map were not obvious to their explorers. Not only is the past a different country, there still is much unexplored terrain there, many scarcely-understood people and landscapes and movements and events. — Very much, in fact, like our own manifold time and place.
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© 2001 Robert Wilfred Franson |
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