I don't necessarily intend to post about these in anything like a systematic fashion, but I'm inclined at the moment to post some brief thoughts about at least some of the entries in this year's GURPS PDF Challenge. To start: GURPS Action Adventure 1: Templar's Gold.
Despite being part of the GURPS Action line, this is a bit historical rather than modern, set in the aftermath of WWI. The heroes set out in search of a lost treasure in the still dangerous former battlefields of the recent war, pursued by enemies after the same thing. This is a relatively straightforward adventure (it's ten pages; what do you expect?) but it reads like one which would be satisfying, probably a good game for a con, though there are hooks to more adventures to follow up on what it begins. There are, alas, no maps, but the descriptions give a good sense of place, particularly of the devastated Zone Rouge, and the few NPCs who get many words are quite well drawn. Indeed, the only real problem here is that the obligatory guy who dies at the beginning to kick off the adventure seems way too interesting to leave behind like that. As written, it feels more gritty and noir than my preferred pulpy feel, but could easily be run either way. Recommended.
Comments