One of the first such supplements Steve Jackson Games released was GURPS Space (1988), co-written by William A. Barton and Steve Jackson himself. In hindsight, it feels like one of the pivotal books of the line, the one that established GURPS’s reputation as more than just a flexible rules engine. It showed how you could take a broad genre, in this case, science fiction, in all its wildly different incarnations, and provide the referee with the tools needed to create (or recreate) any SF setting he could imagine.
By the late ’80s, science fiction roleplaying was in a state of flux. Traveller (in both its classic form and the then-new MegaTraveller) was still the reigning champion of the genre, but its dominance was showing cracks. West End’s Star Wars had burst onto the scene in 1987 with cinematic flair and wide acclaim, while TSR’s Star Frontiers had quietly stalled, its last release appearing in 1985. Against this backdrop, GURPS Space (1988) offered something no other SF RPG of the period did. It didn’t compete on the basis of a single setting, canonical future history, or a familiar franchise license. Instead, it handed referees the raw materials with which to build their own universes, be they grounded hard SF colonies, two-fisted pulp romps, or baroque planetary romances in the tradition of Vance and Burroughs.
It was precisely this approach that first caught my attention. At the time, I hadn’t yet played or even read GURPS. I knew it only dimly through advertisements, probably in Challenge magazine. But when I finally encountered GURPS Space, I was enchanted. Here was a book that didn’t tell me what science fiction ought to be but instead gave me the tools to make it whatever I wanted. I bought a copy almost immediately, followed by GURPS itself, largely on the strength of this one supplement. This would have been around 1990 or ’91, just after the release of the second edition, which is why the cover you see above accompanies this post rather than the original 1988 cover.
I was not disappointed. The worldbuilding section alone struck me as one of the most useful pieces of RPG design of its era. It provided step-by-step procedures for generating star systems, planets, ecologies, and cultures that felt simultaneously playable and evocative. The alien-design rules were equally impressive, demonstrating how the flexible mechanics of GURPS could be harnessed to create a wide array of nonhuman beings, from the truly strange to the more familiar. Even the treatment of technology impressed me. By abstracting progress into “tech levels” (an idea borrowed and refined from Traveller), the book offered a simple but powerful shorthand for describing entire societies without resorting to endless lists of weapons and gadgets (though, in time, GURPS would provide those as well).
Of course, GURPS Space bore the characteristic style of the line: dry, methodical, almost textbook-like. GURPS Space was never going to win any rewards for its writing, nor did it offer the convenience of a ready-made universe. This is both a strength and a weakness. For referees seeking inspiration and tools, it was definitely a godsend. For players wanting a game they could pick up and play straight away, however, it could feel intimidating or even sterile. Of course, that was the point. GURPS Space wasn’t trying to compete with the likes of Star Wars. It was offering something entirely different: freedom.
Taken as a whole, GURPS Space is one of the most significant supplements in the history of the line. It established the idea of GURPS as the “toolkit RPG,” a system whose real strength lay not just in its rules but in the genre handbooks that supported them. In my own case, it was the book that convinced me GURPS supplements were worth buying even if I wasn’t actively playing the game (which, truth be told, was most of the time). I wasn’t alone in this. Many referees I knew freely admitted to pillaging GURPS books for ideas and procedures to import into their homebrew campaigns. I strongly suspect Steve Jackson Games realized this and leaned into it, tailoring its supplements to appeal as much to curious referees as to dedicated GURPS players.
Looking back, it’s easy to see why GURPS Space made such an impression. It is fundamentally optimistic about exploration and the potential of alien contact, yet flexible enough to support darker, more cynical futures. It treats science fiction not as a single genre but as a sprawling field of traditions, each with its own possibilities. Above all, it captures what Steve Jackson Games was attempting to do with GURPS, namely, provide tools rather than a finished product and trust the imagination of referees and players to supply the rest.

One of the first setting books they did for this was GURPS Humanx, based on Alan Dean Foster's sci-fi novels set in the same milieu, though sadly long out of print. GURPS Uplift, based on the David Brin Uplift sequence was brilliant as well. Both had space dolphins and whales - great minds think alike! :-)
ReplyDeleteThoughtful review.
ReplyDeleteI had a similar experience in 1987 with the first edition of GURPS Horror. Similarly, it was a toolkit that laid out the different horror campaign possibilities from Lovecraftian horror that man was not meant to know, to the Gothic themes of Dracula and Frankenstein, to Jason-like slasher movies, Invasion of the Body Snatchers, Dawn of the Dead, and a Kolchak-esque monster of the week game.
And it dove into the pros and cons of each approach from a GM perspective.
It was all there. And it was rocket fuel for me.
FWIW GURPS Terradyne was an absolutely killer setting: relatively near future, plausible extrapolated tech, tons of great hooks and details to build on
ReplyDeleteI really liked Terradyne.
DeleteDidn't Terradyne's future timeline predict the International Space Station and some sort of 9/11 disaster except in Russia? I think it also mentioned a nuke attack in the Golan Heights in 2027....!
DeleteI may be misremembering the details, but I remember at the time thinking its "future timeline" seemed really thoughtful and realistic. It's possible that I'm remembering details that I've modified or retroactively filled in the blanks, but I am pretty sure that Terradyne's timeline had some real crunch and reasonable projection in it.
great world build guide from peak gurps setting a month book - bridges lotsa of settings with ideas
ReplyDeleteI have GURPS but never played it. However, I have used many of the supplements when designing various adventures and campaigns.
ReplyDeleteWhile I only ever dabbled with actually playing GURPS, their setting and source books have been, since the '90s at least, my goto for whatever else I was getting into.
ReplyDeleteJames: one of the things you are a master of is in secreting the science fiction underpinnings of fantasy settings, sometimes in plain sight.
ReplyDeleteHave you ever thought of running a science fiction campaign with esoteric fantasy underpinnings? For example, a mining expedition in Traveller stumbles upon something that indicates that they have been deluded by powerful forces into thinking the pre-Copernican flat, domed earth upon which they are wandering is merely the testing environment of a malevolent supernatural entities. Sort of a reverse-Metamorphosis Alpha, where to the non-deluded primitive/fantasy realm, the Traveller characters have appeared as wandering troupes of insane "holy men" or something.
I think that's one of my favorite things about your approach to fantasy settings (including the wrap of House of Worms that you mention a few posts from now): your open secret about the deep and influential "reversed roots" gameworld.