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Interstellar Wars (Gurps Traveller) [Englisch] [Gebundene Ausgabe]

Paul Drye , Loren Wiseman , Jon F. Zeigler


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13 von 13 Kunden fanden die folgende Rezension hilfreich
The book I have been waiting for 25 years! 5. April 2006
Von N. Sandy Ferguson - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
When I first started to play Traveller 25 years ago, I was really intrigued by its back story, especially the story of the Terran Confederation and its epic struggle against the Vilani Imperium, and I wanted to know more, that was the story I wanted to role-play. Now here it is, and it's really worth the wait.

GURPS have done an excellant job in creating the world of the Interstellar Wars. This is a book that leads to real role-playing, as the characters struggle to survive and flourish in the background of this epic struggle, and we are following real people, not simply stereotypes. This is especially true for the Vilani. In this book, we see Vilani as real people, with a culture and society that is worth defending against the Terrans, not just simply an evil space empire.

And the writers have done a wonderful job in creating the world of the Terran Confederation, of a humanity that struggles to live and learn together in the face of the Vilani threat. The nations and peoples of Terra don't always agree with each other, yet we survive. It's not a perfect world, or Golden Age, but the Terran Confederation is also certainly worth fighting for. And what I really apprecaited is that the Confederation is not the United States writ large, but truly a reflection of the diverse nature of humanity and the struggle of the great powers of the 22nd century.

The mechanics of the game are well done, to create the characters for the various campaigns that are suggested, especially for the worlds of Free Traders. I especially appreciated the starship design protocols.

So get this book, and take part in history in the making, become a Free Trader and follow in the wake of the good ship "Cutty Sark"!
10 von 10 Kunden fanden die folgende Rezension hilfreich
Good Transistion Product 29. März 2006
Von Wallace D. Greer - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe|Von Amazon bestätigter Kauf
GT:IW sets out on two difficult missions; first, the long awaited detailing of the Terran/Vilani Imperium conflict, second, to serve as a transistion to the Fourth Edition GURPS rules set. Done seperately, each one of those tasks would be a major release by itself.

The first mission is an unqualified success. This detailing of the background of the Interstellar Wars (virtually system-free) does an outstanding job of dealing with the "UN Future History" conundrum, and also with explaining the Vilani Imperium and its peoples. This part of the book is worth the sale price alone.

The second mission is hampered by the fact that a great many of the supporting rules are still in third edition limbo, particularly Vehicles. As it is, this book is effectively the GT 4E core book, and does well covering almost all of what a beginning GM would need to know for a complete sc-fi RPG campaign (in company with the 4E core rulesets). A complete re-issuing of the GT core book, modeled on these lines, would work well indeed. Such a book should assimilate GT Free Trader, Starports, Ground Forces, Starships, and First In (although the upcoming GURPS Space would seem to embody all the lessons of First In). This book, GT:IW, goes a tantalizing 50% of the way there, and stops.

You can see it, just behind the glass, the revised edition of GURPS Traveller. In one HUGE book. Until SJ can afford it, this is as close as we can get, for now.
4 von 4 Kunden fanden die folgende Rezension hilfreich
Traveller Redux... 15. Dezember 2007
Von AWAbooks - Veröffentlicht auf Amazon.com
Format:Gebundene Ausgabe
I've been away from RPGs for a while. I played Traveller (T1, '77 era) from about '79 - '82. Recently, I found a group of folks playing Star Wars Saga edition. It's not bad, but the lack/imbalance of certain technologies gets a little annoying. But the game got my juices flowing, and I've got a campaign arc in mind. What other Sci-fi RPG can I run?

I happened upon GURPS Ultra-Tech 4th edition. I was really impressed with the clarity and conciseness of the writing. It provides very good guidelines for choosing a sci-fi background, and which of many technologies--and technology "paths"--to incorporate. Then I spot GURPS Traveller Interstellar Wars. Here's the Table of Contents:

1. A Dangerous Galaxy...10 page intro to the current time period, the Terran Confederation and the Vilani Imperium.

2. The Epic Struggle...30 pages of in-depth timeline on the Terran-Vilani conflict, plus ten "biographies" of important people in the setting.

3. Terra...20 pages of: The Home Front, Terran Confederation, Navy, Ground Forces, Merchant Marine, etc.

4. The Imperium...24 pages of same for Vilani.

5. The Known Universe...37 pages of: one sector and 9 subsector maps and star system/planet descriptions, how to describe and generate your own planets, populations, starports, tech level, trade routes, etc.

6. Characters...24 pages of Point Totals, Advantages/Disadvantages, Skills, Ranks, Wealth, Racial & Occupational Templates, and Jobs. (You need info from the GURPS 4th Ed Basic set to generate your own characters.)

7. Technology...10 pages of Armour & etc, Communications, Computers & etc, Med Gear, Sensors & etc, Survival Gear, and Weapons. NOTE: As another reviewer noted, this book refers to Basic Set pp. 267-281 for Tech Level 9-11 weapons. Keep in mind that this Traveller time period is waaay earlier than the time periods of the older Traveller games, so slug, gauss and the rare laser weapons make sense here.

8. Starships...almost 20 pages of Component Systems (Drive, Bridge, Sensor, etc) Operations, Trade, Exploration.

9. Starship Design...30 pages of: 15 Steps of Ship Design, Common Ships, including 25 separate ships and 4 deck plans (nicely done.)

10. Starship Combat...10 pages of Sequences and Phases, Charts and Tables. Haven't tried this, so no comments, except that you can download a FREE pdf of starship counters from Jackson Game's e23 website.

11. Campaigns...10 pages of The Default Campaign, Alternative Campaigns, Campaign and Adventure Seeds.

Index...approx. 525 entries.

So, to run a GURPS (4th edition) Traveller campaign, at minimum you need the two GURPS Basic Set books, and Interstellar Wars (other GURPS titles, like Space and Ultra-Tech are not required, but nice to have).

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