"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Saturday, January 7, 2017
GURPS - Places of Mystery
From their website:
"I met a traveller from an antique land
Who said: Two vast and trunkless legs of stone
Stand in the desert . . . Near them, on the sand,
Half sunk, a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed:
And on the pedestal these words appear:
'My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.
Percy Shelley, "Ozymandias"
GURPS Places of Mystery is designed for use with a very wide range of games. This is a book of places and locations, chosen because they all have at least a hint of the unusual about them. Some are widely believed to be centres of great magic; others "merely" have an interesting history, or unique features. Others again are simply amazing tourist spots, for one reason or another. The sites chosen for this book are nearly all buildings, cities, or other human constructions. We've slipped in a few natural places of mystery, such as Ayer's Rock (which is just as much a sacred site as the Church of the Holy Sepulchre) and Loch Ness (which we just couldn't leave out), but they are exceptions to prove our rule. The rule was instituted mostly because of the space we had available, and the need for a consistent "style." No doubt, someone could also write GURPS Geography and Geology, and in fact it would have almost as much gaming potential. (And we'd quite like to see it.) But this supplement is about the creations of humanity – in humanity's slightly stranger moments.
Incidentally, some of the buildings mentioned in this book are intact today, but time, nature, and the human tendency to fight wars being what they are, many are in ruins, or actually lost. (One or two probably never existed in the first place.) Still, ruins have lots of atmosphere; remember the conclusion of Shelley's poem.
So let's go places."
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From back of book: THE EVERLASTING. . . IT'S MORE THAN A ROLEPLAYING GAME The Secret World , a daydream shadow of our reality, wait...
-
From the web: This is the ancient stronghold of Yrammag with six tower levels and five dungeon levels. It is designed for very advanced cha...
-
From the web: A deadly solitaire dungeon for 1-4 players. Designed for 1st and 2nd level characters of any class. Solo dungeon for Dungeons...
-
From the web: Your character is ready for the new DUNGEONS & DRAGONS game. Are you? You know where to start. Find the new D&D Playe...
-
From the back cover: "The Free City of Greyhawk beckons. Touted as the Gem of the Flanaess, it offers excitement and adventure in th...
-
From the back of the book: In proud Nyrond, a young king struggles to pull his wounded nation from the brink of civil war. In the demonic ...
-
From the web: The House of Euklidies, a temple to Astokph the Deity of Travel and Transporter of the Dead, is asking for a group of adventu...
-
From the back of the book: The Ancients are a race of mysterious humans that once reveled in the glories of technology. Suddenly, inexpl...
-
From the back cover: "The dark screams of the living touch not your bitter soul. "You are torn between fealty to your elder ma...
-
From the Players' Introduction: "Your party has come through the wilderness and mountains surrounding Lindoran to seek after the...
No comments:
Post a Comment