By Ken Hite
Guidebook to making and enjoying in a single of six parallel Earths. comprises maps, histories, personality forms and every thing you would like for another Earth campaign.
GURPS exchange Earths can be made to reserve for a size hopping crusade reminiscent of GURPS Time commute, yet i feel it additionally provides players a chance to determine how our personal global "might have been" if only one occasion in heritage used to be replaced. And it presents possibilities to set entire adventures, or even entire campaigns in these worlds.
The six diverse "Earths" during this publication are nearly textbook examples of the now well known "What If" line of SF tales. the 1st international, "Dixie", provides us a good suggestion as to what may have occurred if the South had gained the yank Civil warfare. It covers the time from secession to the time while the accomplice States of the US grew to become a superpower. the second one international, "Reich 5" supply us a chilling examine the realm less than Nazi rule and the resistance attempt nonetheless less than manner years later. The 3rd international "Rome Aeterna", assumes the Roman empire by no means fell. The fourth global, "Shikaku-Mon", assumes the traditional jap Empire conquered the realm. The 5th international, "Ezcalli", has info for a wierd Earth the place the may possibly of the Aztecs, Incas, and Mayans is unsurpassed. The 6th and ultimate global is the strangest of all. "Gernsback" starts off with an easy postulation: what if Nikolai Tesla's innovations labored and have been utilized by a person with the monetary genius of Morgan? Flying automobiles and broadcast energy are common.
There are rules for adventures, characters, or even entire campaigns for every of the worlds, together with a number of paragraphs approximately even stranger worlds that diverged from those six. those "reality seeds" provide artistic GM's much more exchange worlds to explore.
People wishing to take advantage of books like Harry Turtledove's very good trade earths books want glance no extra for concepts of ways to recreate his books for an odd parallel international crusade. hugely instructed for GURPS GM's and advised even to SF fanatics eager to discover the ramifications of what may take place if...