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GURPS Places of Mystery SJG6520 Steve Jackson Games 1996

GURPS Places of Mystery SJG6520 Steve Jackson Games 1996

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GURPS Places of Mystery SJG6520 Steve Jackson Games 1996

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 centers 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 Sepulcher) 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.

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