This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

GURPS Infinite Worlds

Started by ColonelHardisson, September 21, 2006, 12:02:53 AM

Previous topic - Next topic

ColonelHardisson

Chapter 1: Infinity Unlimited – this chapter introduces the concept of Infinity Unlimited, or Infinity, a private corporation that possesses the secret technology that allows travel between parallel universes. While a monopoly, it is overseen by UNIC, the United Nations Interworld Council (and that acronym seems like possible political commentary on the part of the writers, but maybe I'm reading too much into it), which attempts to safeguard member nation’s interests in parallel worlds.

Since time moves differently between parallel worlds, each alternate earth or “parallel” is at a different stage of development. The differences between parallels are made even more glaring due to each parallel’s history diverging from that of Homeline at some point. Homeline is one of two parallels that have developed parachronics, the technology used to travel between parallels. Interestingly, Homeline isn’t our Earth; we’re about 20 years behind them on the timeline. The only other major difference is that nobody (apparently) on our parallel has developed theories about parachronics that can be developed into the actual technology.

Infinity explores and exploits parallels by using its paramilitary arm, the Infinity Patrol. This is a highly trained, extremely diverse “special forces” organization that romps from parallel to parallel, making sure that Homeline citizens and interests are protected.

Much of the chapter deals with the organization of Infinity, its corporate partners, and rivals. Also dealt with is the Infinity Patrol. Their mission, their equipment, and their training is also detailed.

A secret branch of the Patrol, the elite of the elite, is ISWAT, Interworld Special Weapons and Tactics. Heading it up is Otto Skorzeny. Not THE Otto Skorzeny, but AN Otto Skorzeny, one who despises his Nazi doppelgangers on other parallels. A tough hombre; it's good at least one of him is on our side.

Alternate Outcomes, or “the Battalion,” is a parallel-hopping mercenary unit used by UNIC when they absolutely, positively have to change an entire world overnight (well, maybe not quite overnight, but you get the idea). Of course, being mercenaries, the Battalion may be retained by other groups for more mysterious purposes.

Other things dealt with in the chapter are parachronic theory (in case you want to run some technobabble or pseudohistory by your players), Homeline colonies in other parallels, and tourism across time and dimensions.

Chapter 2: Enemies Everywhen – the main “bad guys” for the setting are introduced here. Centrum is a rival to Infinity, the only other parallel to develop parachronics. Centrum is from a parallel which is much more highly regimented, which wishes to homogenize all other parallels into their ideal of social perfection. They have the attitude of the Borg from Star Trek without the cyberpunk trappings. Centrum’s plots stretch across the continuum of parallels, with the undermining of Homeline central to their mission. Homeline is far too individualistic for Centrum’s taste.

Reich-5 is a hellish parallel, one in which the Nazis crushed the Allies in World War Two. Reich-5’s technology is ahead of Homeline’s, and is scarily close to being able to develop parachronics of its own. A secretive splinter of the SS has already captured and studied a Russian Spetnaz team that came from Homeline to aid the Russians of Reich-5, so they, at least, know that travel between parallels is possible. Should they acquire the technology (or ever succeed in genetically producing people who can travel between parallels by their own power), a high tech Reich with military technology outstripping that of Homeline and most other parallels will be on the loose.

The Cabal is group of wizards and creatures with the magical ability to travel between parallels. They seem more interested in infighting, so they’ve yet to get their act together in conquering the multiverse.

Lesser “bad guy” groups are discussed briefly, as well as natural hazards of parallel-universe travel. Creatures able to travel between parallels by naturally occurring means – “parachronoids” - are discussed. Portals, highways, and geographical features that link parallels (like Faerie) are looked at also.

Chapter 3: Present at the Creation – this chapter gives an overview of creating parallels for one's own game. Tips for coming up with points where histories diverge are included, and what constitutes a parallel as a distinct world unto itself is discussed. This is kind of the “nuts & bolts” chapter of the book, and much of it can be used for any game.

Chapter 4: Worlds Enough… - this chapter details a number of parallels. These range from Caliph, a very high-tech muslim parallel, to Yrth, the world of GURPS Fantasy. A lot of these parallels are familiar tropes of parallel-universe fiction – Dixie-1 is a parallel dominated by a Confederate States of America, Britannica-3 is a parallel where the British Empire still dominates the world. Some of the parallels are bizarre – Ezcalli is a parallel in which an Aztec empire spreads across the world, the United States of Lizardia is a parallel that seems pretty much like ours…except instead of humans, the dominant species is an intelligent dinosaur.

Chapter 5: …and Time – this is the time travel chapter. Paradoxes, travel from one time to another, and how to use time travel in one’s campaign is discussed. The chapter also discusses how time travel relates to parachronics, and the dangers of mixing the two. There are lots of mind-bending concepts here, especially when coupled with parallel dimensions.

Chapter 6: Infinite Characters – This is the chapter with the GURPS-specific material. Advantages, disadvantages, and skills are present. Much of this material seems to simply be alterations of material from the basic GURPS game, since most of them have page references to other GURPS books. Character templates (Infinity Patrol, Nazis, etc.)and weapons from various tech levels round out the chapter.

Chapter 7: Infinite Campaigns – This is the gamemaster chapter of the book. It goes over what the GM should keep in mind when running such a campaign, and different ways to make one’s campaign hooks unique.

Chapter 8: Alternate Infinities – This chapter presents different campaign models to take the place of the whole Infinity/Centrum conflict for those who weren’t too taken with that campaign model. There is the Order of the Hourglass, a group of 1920s era mystics that travel through time by way of a ritual; the Time Corps (you can imagine what this is); and the Horatio Club, a “crossroads of the parallels” where anyone and everyone can hang out.

Bibliography – this is surprisingly comprehensive and interesting in and of itself. Alternate history fiction, comics, movies, TV, games, and websites are cited. Each has a brief, but informative note.


The Good
This book is very useful and inspirational for just about any RPG. The writing is clear and crisp, and makes grasping difficult concepts quite easy.

The Bad
There simply aren’t enough parallels detailed. I feel that should’ve been the meat of the book. Plus, in addition, the lack of maps showing how each world is divided politically (or even physically) is very apparent to me. But I have Alternate Earths, in which there are such maps, so maybe it’s just my own preconception of what should have been in the book.

The art, in general, is pretty bland. I can’t call it ugly, really, or even bad, because it’s technically very well-done and colorful. It’s just not all that evocative.

The Ugly
Reich-5 is as bad as you might imagine. It’s a scary place, uncomfortably so.

Why you will like it
The sheer wealth of ideas is breathtaking. This is one of the most densely-packed idea mines I’ve ever read. Need an idea for a possible campaign world? You got it right here. Want to tie together your campaign world(s) with any other world from myth, literature, popular culture, or your own imagination? Here’s the conduit to do it.

Why you won’t like it
If one world is enough for you, or if you simply dislike the concept of parallel worlds or time travel, this isn’t the book for you.

I like GURPS, should I buy this?
Yeah, I’d say so. This book is the nexus point for all those GURPS sourcebooks you’ve seen and loved throughout the years. Tired of your campaign world, but don’t want to scrap the characters the players have spent a good bit of time developing? Trot this book out and have them start hopping from parallel to parallel. This is my favorite GURPS sourcebook, which is saying something. It’s worth its weight in idea platinum.

I don’t like GURPS, should I buy this?
If, like me, you don’t play GURPS but love the sourcebooks, then this could be a worthy addition to your library. The book is pretty crunch-free, with most of it confined to one chapter – which can spark character concept ideas on its own. If you like parallel dimensions, alternate histories, and/or time travel, then this book is essential.

Where’s the fun?
The fun is in the pure “wahoo” potential of all the various parallels. Want to cross swords with a triumphant Spanish Armada one session, and thwart Nazi evil the next? Want to team up with smart dinosaurs to fight against high-tech Roman legions? Then this is the book for you. Pure distilled fun.
 
"Illegitimis non carborundum." - General Joseph "Vinegar Joe" Stilwell

4e definitely has an Old School feel. If you disagree, cool. I won\'t throw any hyperbole out to prove the point.

Dominus Nox

I've heard about IW and didn't really want it, but it was like the only fucking gurps 4e product to actually have some untratech weapons and gear statted out, unlike GTIW or gurps space. The only thing I would have wanted from it would have been the few items it had statted out, but naturally the asshats running SJG wouldn't release those to people running other types of ultratech SF games.....
RPGPundit is a fucking fascist asshole and a hypocritial megadouche.

Koltar

I just found this review.


I LOVE that setting & tool book.

 Right now I'm prepping stuff for a possible campaign using INFINITE WORLDS.

- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...