Review By Bill Rutherford
I’m not altogether sure how to approach this review because GURPS WWII is a supplement to SJG’s popular Generic Universal Role-Playing System RPG rules most commonly seen in either a fantasy or a science fiction setting! I am not reviewing GURPS itself other than to say that it’s a popular role-playing game that uses neither experience classes nor levels and which has a range of supplements published for it that, in terms of breadth and scope, quite possibly exceeds that of any of its competition, and to say that a 32-page “Lite” version of the rules is included in the book for those wanting to try them out. There are also 25 pages of GURPS-specific character generation rules and another 40 pages of GURPS-specific vehicle design rules (in case you want to design WWII-vintage combat ornithopters or walkers, etc…) What does the other half of this 208-page 8” by 11.5” book include for the gamer? GURPS WWII is a primer for the role-playing gamer who only recalls about WWII what s/he learned in high school history class. There’s a 60-page high-level overview of the war as a whole that includes descriptions of the major combatants, done in a mix of high-level overview (e.g., how many tank divisions did Japan have?) and low-level detail (fitting for a role-playing game, e.g., how big were infantry companies, who were the Brandenbergers, etc.). A 30-page armory provides extensive personal equipment listings as well as details of a few pieces of heavier equipment (several tanks, a few aircraft, etc., mainly present as gimmicks for a role-playing game). Regardless of whether one plays GURPS, several of the discussions in the character generation chapter are quite pertinent to any skirmish games and include military rank structures, personal quirks, combat skills (that might apply as special rules in specific scenarios), and character templates which, though useful mainly in generating characters, do provide useful character traits for, say, the grizzled squad corporal, etc. There’s a 17-page section on campaign ideas and this is also quite useful, providing a host of ideas that lend themselves to unusual skirmish games. There are three very short (e.g., 4 pages) chapters on crossover (Superman vs. the Nazis), behind the lines (espionage), and home front campaigns. The book winds up with a one-page, fine print, lengthy, annotated (yay!) bibliography of references. GURPS WWII is pricey at $29.95 if you get it solely for ideas for your next skirmish game, though it’s quite worthwhile if you happen to be a GURPS player! Available from your local game shop or, failing that, directly from Steve Jackson Games at Box 18957, Austin, TX 78760. You can also visit the GURPS WWII website at http://www.sjgames.com/gurps/books/ww2. More Reviews
Redoubt 28mm ACW Punishment Detail Black Tree Designs 28mm Zulus Front Rank 28mm 18th C. Civilians B&B Miniatures 20mm American Revolution Sash and Saber Prussian 25mm Seven Years War Redoubt 30mm Victoriana Artillery Crew Icon/Black Tree Design 25mm Spartan Hoplites Sash & Saber 28mm ACW Line Minifigs 12mm WWII Armor Black Tree Design 28mm U.S. Infantry BAR Gunners II Geppetto Productions 1/6th Grenadiers of the Guard Redoubt Enterprises ECW or 30YW Battalion Guns Column Line Square 3rd Edition Napoleonic Rules Gurps WW II RPG Rules Great War Spearhead WWI Rules Guts ‘N Glory WWII Rules Blue Seas/Blue Sky WWII Air Combat Rules: Med Comrades in Arms; Axis Allies on the Ostfront Battlefront WWII Late War Card Supplement Screaming GIs II WWII Rules Captain General Rules for 1660-1721 Back to Table of Contents -- Courier #84 To Courier List of Issues To MagWeb Master Magazine List © Copyright 2002 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |