GURPS: Time Travel
Notify me if/when this item becomes available:
(you will be asked to log in first)
Please Login to use shopping lists.
GURPS is one of the best role-playing games around, due in no small part to supplements like this one. Time Travel adds quite a few twists to the basic GURPS milieu by giving rules and suggestions for many different forms of time and dimensional travel. Rather than restriciting a gaming group to the 'official' version of how time travel should be played, this supplement presents at least half a dozen different scenarios, ranging from the more idea-oriented adventurers-club type to the elaborate Time Agents campaign.
Even the idea of paradox, inherent to any time travel scenario, is given a lot of leeway here. The game master can select from any of a long list of ramifications and postulations. Want a tense campaign? Make tiny changes in the past have huge consequences in the current day and age. Want to cut the players some slack? Let them bounce back to the modern era if they begin to cause a paradox.
This supplement is well-researched and presented in an entertaining and thought-provoking manner. This should be required reading for anyone thinking of writing a time travel novel, as well. It really is that good.
For GURPS players, highly recommended.