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. "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 the powers of the mind! Six cmplete 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 a 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! Reviews: Dragon Magazine 191 (UK)¸ S. 83
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 both 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 campaigns.
With this book¸ the GURPS system reaches its full potential for universal adventure. Any time¸ any place¸ any world¸ any genre. Anything can happen! (This is a digital reprint of a supplement designed for GURPS Third Edition.)