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A hypermedia supplement for use with the
GURPS © roleplaying system.


Copyright © 1998 by Kevin Self. All rights reserved.
No part of this work, including this page and any other pages, images or text linked directly or indirectly to it, may be reproduced in any form or by any means, electronic or mechanical, by any information storage and retrieval system, without permission in writing from the author at myself@airmail.net.

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CREDITS
WHAT IS THIS?

 

GURPS, Generic Universal Role Playing System, and related terms are registered trademarks of Steve Jackson Games Incorporated. All names of other products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, and any implication to the contrary in this document is purely accidental. Steve and his crew make great games: Buy lots of their stuff so they achieve the fame and wealth they deserve.

 

 

 

CREDITS

Most of these pages contain artwork that was "borrowed" from web artists and subsequently modified for use in this program. No intent of ownership is implied, and the non-profit nature (and limited appeal) of this work means that it will have little or no pecuniary impact on the artist(s). Thanks to all the web artists everywhere for your support.

 

Thanks to my muses:
Harry Harrison for the grungy underside of things.
Michael Crighton for the Garoon.
Joe Haldeman for T-Mat theory.
Jack Chalker for spooj.
Stanley Kubrick for the rippers.
Frank Herbert for the Khlee'to.
Theodore Giesel and J.R.R. for the Hom (Horton, the hasty Hom?).
Chris for reminding me that sneaky can be a good thing.
Lee for reminding me that RPGs, like life, are swarming with "colorful" characters :).
Bruce for reminding me that a necessary evil like astrogation can be fun.
Colleen for reminding me that not every encounter has to end with a pile of corpses.
Jim for reminding me that sometimes a pile of corpses is a good thing.

 

 

 

 

 

 

 

 

 

What this is, and Why I did it.

The Encyclopedia Galactica is a player resource for a science-fiction roleplaying game. Think of Dungeons and Dragons, swap the swords for regenerative pulse rifles, and you've got the basic idea. The body of the Encyclopedia is an abridged reference of the people, places, and things that the player characters may have encountered or heard about at some point in their lives. It is NOT a GURPS sourcebook: you will not find time described in 'rounds', abilities described in 'skill levels', or aliens with "advantages' or 'disadvantages;' that's not the way PCs or NPC's talk. The book is intended for use by the PCs.

Reading an encyclopedia is pretty boring if you don't know something about the world it was written for. Please read some of the stories from the Narrative Archive section. It provides snapshots of the world that the players live in, and how everything relates.

Sci-fi games have a lot of problems for people weaned on your basic medieval AD&D dungeon crawl. For starters, that they're just too convenient. You can talk to each other over unlimited distances, high-quality medical care is universal, and hardly anyone ever has bad breath. Also, I wanted to create a universe where the players couldn't run out to the local game store, plop down a yuppie food coupon ($20 bill) and instantly learn everything about the universe. The easiest (and most ego-inflating) way to do that was to write my own game material.

Technology in this universe is like technology in the Babylon 5 or Star Trek milieus. It's there, it's very sophisticated, and it's also so complicated that it takes a team of engineers to figure it out, even with the help of a supercomputer. This helps control the "magic" of technology. As for the other aspects, the absence of FTL (faster than light) travel means that people and material move slower. That makes it easier for the GM to restrict gee-whiz items. I like to call it a "slow-tech" universe.

Someday I might put this material in a GURPS "worldbook" format, but to do that I would have to write down all the stuff in my head, which would take much too long. Who knows? If the amount of time I've wasted on this is any indication, I might just be fool enough to do it!

Kevin Self
August 1998