登録情報
|
There was one point I did not like about the book though. It would make many references to other GURPS source books, some of which were out of print, for more material on a subject. I feel that some of the writing was judt put in a advertisements and "plug" for other books.
Personally, I wish they had touched more on the "Mad Max," "Postman," and "Fallout" (a post-apacalyptic computer game) scenarios, but I do realize that the book was created for post Y2K campaigns and that everyone does not like what I like.
Overall, though, the book provides good post distaster material.
Starting with a chapter on Y2K (which we know on 20-20 hindsight never became the calamity that some were predicting), there are ideas in this book for everything from a complete world-wide computer shutdown, to "Mad Max" type worlds, and even the biblical "Judgement Day", along with several others. There's also a section on a super-hero world suffering from post-apocalypse blues.
The "sidebars" (sections of the book along the sides of each page) contain even more material that can be used to put your game world in a state of chaos. Some of these sidebars beg to be put into whole worlds of their own.
But the book suffers slightly when it reads a little like a collection of articles about post-apocalypse scenarios in gaming, rather than a single world presented in RPG terms. The =nine= authors each contributed a section or two to this book, and only the excellent effort by Sean Punch to put it all together under one roof keeps this book from being merely a collection of unrelated after Armageddon articles.
I'd still recommend this book for people wanting to see what their campaign world would look like after a major catastrophe, or for people wanting to explore what happens after.
|