
Gurps Time Travel: Adventures Across Time and Dimension
(1995)A Game Book by
John M Ford and Steve Jackson
Anything Can Happen!
GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published.
Winner of the 1991 Origins Award for Best Roleplaying Supplement, this book is a collaboration between two previous winners - Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues).
GURPS Time Travel includes:
A survey of time and dimension travel as presented in fiction - and current scientific thought. Travel by time machine, by dimension gate, even by powers of the mind!
Six complete campaign backgrounds (and several mini-backgrounds) for travel through time or parallel worlds, or both! Each has its own rules for characters, travel, and paradoxes.
A detailed discussion of the paradoxes you should consider in creating your own time-travel campaign. Is meddling with history easy? Impossible? Or just a Very Bad Idea?
Parallel worlds . . . "what if" dimensions where something or everything, is different.
A timeline of interesting dates in our own world's history . . . as places for time travelers to visit, or as "branch points" for parallel-world campaign.
With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!
Looking for a Fourth Edition treatment of this topic? GURPS Infinite Worlds replaces this book, but focuses primarily on the setting from Chapter 7 of Time Travel.
GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published.
Winner of the 1991 Origins Award for Best Roleplaying Supplement, this book is a collaboration between two previous winners - Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues).
GURPS Time Travel includes:
A survey of time and dimension travel as presented in fiction - and current scientific thought. Travel by time machine, by dimension gate, even by powers of the mind!
Six complete campaign backgrounds (and several mini-backgrounds) for travel through time or parallel worlds, or both! Each has its own rules for characters, travel, and paradoxes.
A detailed discussion of the paradoxes you should consider in creating your own time-travel campaign. Is meddling with history easy? Impossible? Or just a Very Bad Idea?
Parallel worlds . . . "what if" dimensions where something or everything, is different.
A timeline of interesting dates in our own world's history . . . as places for time travelers to visit, or as "branch points" for parallel-world campaign.
With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!
Looking for a Fourth Edition treatment of this topic? GURPS Infinite Worlds replaces this book, but focuses primarily on the setting from Chapter 7 of Time Travel.
Used availability for John M Ford's Gurps Time Travel
See all available used copies of this book at: Abebooks UK or Abebooks US
Paperback Editions
March 1995 : Paperback
| Title: GURPS Time Travel: Adventures Across Time and Dimension (GURPS: Generic Universal Role Playing System) Author(s): Steve Jackson ISBN: 1-55634-115-6 / 9781556341151 (USA edition) Publisher: Steve Jackson Games Availability: Amazon Amazon UK Amazon CA More details... |
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