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eBook Transhuman Space (GURPS Roleplaying Game) ePub

by David Pulver,Christopher Shy

eBook Transhuman Space (GURPS Roleplaying Game) ePub
Author: David Pulver,Christopher Shy
Language: English
ISBN: 1556346522
ISBN13: 978-1556346521
Publisher: Steve Jackson Games (March 1, 2002)
Pages: 208
Category: Gaming
Subcategory: Fantasy
Rating: 4.2
Votes: 366
Formats: lrf mbr rtf azw
ePub file: 1269 kb
Fb2 file: 1480 kb

Transhuman Space is a tabletop roleplaying game, or storytelling game, based in the year 2100. The setting is a prediction of the future that is between utopian and dystopian visions, based on various science fiction, nonfiction futurist predictions and actual science

Transhuman Space is a tabletop roleplaying game, or storytelling game, based in the year 2100. The setting is a prediction of the future that is between utopian and dystopian visions, based on various science fiction, nonfiction futurist predictions and actual science. World society has ambled on steadily. There is a colony on the moon and on Mars, plus the Lagrange Points around Earth. Humans have explored the inner Solar System. However, personally I think you could easily use any general rules system to tell stories in this setting

Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends

Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends. This Powered by GURPS line was created by David L. Pulver and illustrated by Christopher Shy. The core book, Transhuman Space, opens with close to a hundred pages of world and background material.

Transhuman Space (THS) is a role-playing game published by Steve Jackson Games as part of the "Powered by GURPS" (Generic Universal Role-Playing System) line. Set in the year 2100, humanity has begun to colonize the Solar System. The pursuit of transhumanism is now in full swing, as more and more people struggle to reach a fully posthuman state. Transhuman Space was one of the first role-playing games to tackle postcyberpunk and transhumanist themes.

Transhuman Space (GURPS). 242 Pages · 2002 · 13. 3 MB · 202 Downloads ·English. Pretending to not be afraid is as good as actually not being afraid.

Vorkosigan Saga Sourcebook and Roleplaying Game - the sourcebook of Lois .

Vorkosigan Saga Sourcebook and Roleplaying Game - the sourcebook of Lois McMaster Bujold's Vorkosigan Saga. GURPS Zombies, a post-apocalypse world book first printed December 2013. Day One first printed April 2015. GURPS Lite for Transhuman Space is also distributed freely, a copy of pages 207-238 is distributed as a free PD. .Man to Man: Fantasy Combat from GURPS, a boardgame of melee combat, using the combat rules from GURPS  .

The universe of Transhuman Space is a synthesis of these two visions - a world in which ultra-technology and space travel fuse to forge a new destiny for mankind

In the coming decades, technologies like genetic engineering, artificial intelligence, and nanotechnology will transform humanity. A strange new world is unfolding - nightmarish to some, utopian to others. Soon we'll have the power to reshape our children's genes, build machines that think, and upload our minds into computers. The universe of Transhuman Space is a synthesis of these two visions - a world in which ultra-technology and space travel fuse to forge a new destiny for mankind. Neither utopia nor dystopia, it is a place of hopes, fears, and new frontiers. Welcome to the Future.

Illustrated by Christopher Sh.

Creative Director s Philip Reed. Playtesters: Frederick Brackin, Jürgen Hubert, Anthony Jackson, . Lloyd, and Phil Masters. Project Administrator s Monique Chapman Production Artist s Philip Reed. Printed in the USA. ISBN 1-55634-597-6. 1 2 3 4 5 6 7 8 9 10.

Home Pulver, David Transhuman Space (GURPS Roleplaying Game). We feature comic graphic novels and hardcovers, role-playing games, and Osprey military history books. Transhuman Space (GURPS Roleplaying Game). ISBN 10: 1556346522, ISBN 13: 9781556346521. Published by Steve Jackson Games 2002-03-01, 2002. Used Condition: Fair Soft cover. With over 30 years in the media entertainment business, we will help satisfy your media entertainment needs. If you can't find it anywhere else, please let us know - we will be more than happy to assist you!

Transhuman Space book.

Transhuman Space book. Humans have colonized the solar system  . The core book, Transhuman Space, opens with nearly one hundred pages of world and background material.

Transhuman Space Classic - It's the year 2100

Transhuman Space Classic - It's the year 2100. China and America struggle for control of Mars. Customers Who Bought this Title also Purchased.

In the year 2100, humanity faces its greatest challenge: settling the vast reaches of the solar system. Spacegoing transnationals develop technologies that governments fear to explore, while bizarre posthuman cultures bloom like exotic flowers. Will "human" cease to have any meaning in a world of genetic engineering and digital consciousness?
Zeleence
This is a review of the hardback edition. Great setting. Using the solar system as the theatre of operation is brilliant, since one can easily utilize planisphere software to get positions of all planetary bodies for any date in question to keep realism at super-crunchy levels if wanted. Everything is very well thought out and clearly presented. Nice art--which is not always a given for Steve Jackson Games. I particularly enjoy the thought put into extrapolating on the world of today to imagine a very plausible world of tomorrow. I'd recommend easing back a bit on the ubiquitous surveillance and keep it to being used for punishing serious crimes rather than just about any infraction. The possibilities with various AI, cyber shells, and bioshells is really fun. This is one of the BEST space RPG settings, and could easily be used as giving tons of useful material for adapting it to a setting like The Expanse. Lots of possibilities for action games, espionage, or mysteries. Get it, play it. You'll love it.
Fordrekelv
Transhuman Space is a tabletop roleplaying game, or storytelling game, based in the year 2100. The setting is a prediction of the future that is between utopian and dystopian visions, based on various science fiction, nonfiction futurist predictions and actual science. World society has ambled on steadily. There is a colony on the moon and on Mars, plus the Lagrange Points around Earth. Humans have explored the inner Solar System.

TS is based on the GURPS 3rd Edition rules. However, personally I think you could easily use any general rules system to tell stories in this setting. The setting and ideas are what is great about Transhuman Space, not the rules. I am not a fan of GURPS rules in general. The GURPS books themselves, that you need to understand many of the rules presented in the TS setting books are not on the quality of other games like White Wolf's Storytelling System. I would recommend using White Wolf's World of Darkness Storytelling System to tell Transhuman Space stories. Do away with the Morality trait and Virtue and Vice and then a conversion could be very easy. Other simple generalizable systems would work well too, although I think D&D type level-dependent systems don't work well for more plausible stories set in the present or future. D20 Modern and D20 Future had major problems adapting D&D to their settings, for instance.

This is the core book of the line. Its well written and provides a rich setting to tell stories in. I recommend it for any storyteller's collection.

Even if you do not play roleplaying games, this book, and the other books in the Transhuman Space line, are great reading and full of plausible ideas about the future. Science fiction or speculative fiction writers and readers will find plenty of inspiration and appreciate the thought put into this setting.

Overall, I highly recommend getting a hold of this book and if you appreciate it, the others in the line.
Shakar
Transhuman Space is one of the most phenomenal RPGs I've ever read. The internal consistency, plethora of story seeds, and reasonable extrapolations from current technology are unparalleled in almost any RPG genre, let alone science fiction. The combination of plausibility and possibility is stunning.

However, the game does present steep challenges to prospective GMs. You must understand the extensive implications of the setting technology, know what kind of story you want to run, and then integrate them. The core book doesn't outline clearly enough how technology will plays a role in different settings. Some examples the book doesn't address: how are firearms treated in space stations, where a few stray bullets can doom the entire crew? What is the continuum of government (and private) surveillance in an era of overbearingly pervasive surveillance technology? Answers for these sorts of questions are critical to a successful game, but this core book alone only sketches the issues in very broad strokes. Creative players will break your game if you haven't thought through the considerable tools at the disposal of most player characters. Fortunately there is a long line of very high quality sourcebooks to help flesh out these details, but without them you have a lot of brainstorming to do.

Another challenge lies in the presentation. Unless the players are deeply familiar with transhumanist tropes, you may need to spoon-feed the concepts to your players throughout play. There's a lot to absorb. Lingo is peppered everywhere, and the glossary can be formidable: "xoxing", "puppet implants", "bioroids", "cybershells", "gengineering", "slinkies", etc etc. This is a minor concern, overall, as long as the GM remains mindful of the potential information overload.

The book doesn't include the following advice, which I've learned the hard way. There are three very useful ways to approach this book, which can initially cause despair over how to ever run it. RPG forums are rife with complaints about the book in this regard.
(1): Approach the book with a firm genre already in mind, and skim over the technology section to see how societies 87 years from now might deal with such issues in pro-social, criminal, and amoral ways.
(2): Skim the pages until you find a really cool concept, walk away from the book for a while to develop stories incorporating it, and only return to mine more ideas once you've exhausted the interesting conclusions.
(3): Google "transhuman space campaign ideas", and mix the results with (1) and (2). Ta-da.

Lastly: don't let the system get in the way of enjoying the fantastic setting. I don't run or play GURPS, and possibly never will. For RPG enthusiasts like me, the simulationist rules interfere with the unique drama and deep, fascinating quandaries the setting presents. But completely ignoring the system mechanics, Transhuman Space still easily allows a GM to bring questions of ethics, philosophy, and political science to the gaming table in an entertaining, enriching manner.
Gralmeena
Pulver has really outdone himself with this book. With everything from simple genetic upgrade humans and memetic warfare, to intelligent octopi and autonomous sentient computer programs roaming the world computer networks, Transhuman Space really gives plenty of bang for the buck. Story ideas will leap at you from every page.
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