GURPS Terradyne

GURPS Terradyne is an original worldbook for GURPS. It is a future history suitable for a Hard Science Fiction campaign, in the tradition of stories by Robert A. Heinlein, Lester Del Ray and Ben Bova or the manga/anime Planetes.

GURPS Terradyne
GURPS Terradyne cover
Designer(s) Russell Brown, Mark Waltz
Publisher(s)Steve Jackson Games
Publication date1991
Genre(s)Hard Science Fiction
System(s)GURPS

Contents

Technology has moved man out into space but not out of the solar system yet. Mars is being terraformed but isn't fully habitable yet. Terradyne, a space-based corporate state, dominates but does not have exclusive control of space-based industries.

Publication history

GURPS Terradyne was designed by Russell Brown and Mark Waltz, and edited by Creede Lambard, and published by Steve Jackson Games as a 128-page softcover book.[1] Illustrations are by Ruth Thompson, Michael Barrett, Angela Bostick, Steve Crompton, C. Bradford Gorby, Denis Loubet, Rick Lowry, Michael Surbrook, and John Waltrip, with a cover by Alan Gutierrez.[1]

It was superseded by the Transhuman Space series which covers the same niche. Some material on Mars was incorporated into Transhuman Space: In The Well.

Reception

Rick Swan reviewed GURPS Terradyne for Dragon magazine #190 (February 1993).[1] In his evaluation, Swan comments: "By emphasizing technology over space opera, Terradyne's sober tone compares favorably to GDW's MegaTraveller game and other hard science-fiction RPGs. Though the dystopian outlook may strike some as overly familiar - how many times have we been warned about grasping corporations? - the thoughtful presentation results in a compelling study of greed gone amuck. And it's user-friendly to boot; except for a few pages devoted to character design, there aren't many new rules to navigate."[1]

gollark: Okay, that did *not* work.
gollark: =tex \int_0^5 x^2 dx
gollark: We have MathBot.
gollark: Yes, inasmuch as far as I know you need various more advanced calculus things to do much of that, as well as large quantities of other maths you don't appear to know.
gollark: One basic use is that you can calculate the rate of change of things, because that's basically what the derivative is. For example, velocity is rate of change of displacement, so you can go from displacement to velocity (to acceleration, which is rate of change of velocity, and so on), or integrate to go the other way.

References

  1. Swan, Rick (February 1993). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#190): 69-70.


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