Roleplayer #13, February 1989
GURPS Ice Age:
Not Just For Cavemen
The new GURPS
Ice Age worldbook was written for prehistoric roleplaying,
and it makes a great "change of pace" campaign. It can be fun
to play characters who can't count beyond 4 . . . But it can serve as a
valuable sourcebook for other campaigns, too.
Post-Holocaust -- Use the book as is, but the setting is really
during a nuclear winter. The players may or may not realize, in the beginning,
that there are modern cities beneath the ice! The more primitive races of
human become devolved mutants.
Space --
Use it as a source-book for a primitive planet. The PCs may be explorers,
or they may be stranded there.
Cliffhangers
/ Pulps
/ Horror / Illuminati
-- Use it as a sourcebook for a "lost world" adventure, in a hollow
Earth or in a remote South American jungle. Throw dinosaurs in while you're
at it.
Fantasy
-- The PCs travel to a far land, populated by primitives. But some
of the primitive shamans are very wise in their own special field of magic;
there will be things that they can teach even the most sophisticated wizard!
(Back to Roleplayer
#13 Table of Contents)