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GURPS Low-Tech
Reviewed
by Jamie "Trotsky" Revell, Copyright © 2001
Edited by Suzanne Campbell for The Guild Companion
GURPS
books covering post-medieval and futuristic technology have been out
for some years, so it's pleasing to see the set finally completed
with a supplement covering earlier periods. GURPS Low-Tech
deals with the lowest four tech levels, from the Stone Age to
the medieval period, and will therefore be especially useful for
those involved with fantasy games.
Each tech level receives its
own chapter, which in turn is divided into sections on the
exploitation of the environment, basic technology, social organization,
scientific knowledge, warfare, transportation and equipment. GURPS
High-Tech (covering the period from the Renaissance to the
modern day) dealt almost exclusively with weapons and military
technology, but here that mistake is rectified and a much more
balanced range of information is provided. This time only about a
quarter of the book deals with the evolving art of warfare and with
the various types of weapons, armour and artillery available at each
tech level. There is enough detail here to keep combat-focused
players happy, while still leaving room to describe all the other
important aspects of technological advance.
By including sections on
political systems as well as law and trade, the book manages to give
a feel for what it might have been like to live in each of the
periods covered. These parts of the supplement naturally deal with
real-world examples, which will be of more use to the historical
than to the fantasy gamer, but should provide inspiration for
designing or elaborating on a 'realistic' fantasy world. The
depth of information on transport, literacy, mathematics and
medicine provides guidelines for what can and cannot be done at each
era of history. Magic might change some of this, of course, but in
most fantasy worlds the common folk will likely have little access
to it and will have to make do with the sorts of technology
described here.
There are shopping lists, of
course, although nothing on the scale of books such as ...And a
Ten-Foot Pole. By focusing on wider concerns and covering
aspects not directly related to equipment and weapons, GURPS
Low-Tech provides a useful complement to such books. The
items it does list are described in greater detail than can be done
in a simple list of equipment, although if you don't play GURPS
the weapon and armour statistics may not be of much use to you.
New rules are also provided for a range of activities, from Stone
Age hunting and foraging to repairing armour. These new rules
don't dominate the book, and may provide inspiration for GMs of
non-GURPS games that do not currently provide rules for such
activities.
Statistics for an NPC at
each tech level is provided too, which feels slightly out of place
in a book about technology. But each NPC is a real historical
personage (the Ladby ship jarl, the Soldier of Herculaneum, the
Pazeryk ice-maiden and Ötzi the ice-man) which may at least provide
some insight into the real world of the relevant time period,
although it's difficult to see exactly what you are supposed to do
with them!
Overall, I would recommend GURPS
Low-Tech to anybody interested in providing a realistic
background to a fantasy or historical campaign, even if they do not
play GURPS or if they already own ...And a Ten-Foot Pole.
Anyone planning on a campaign set in a pre-medieval period such as
the Bronze or early Iron Age is likely to find it especially useful.
Editor's Note:
GURPS Low-Tech
is published by Steve Jackson Games who can be reached at http://www.sjgames.com/
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