This historical GURPS supplement looks at the Silk Road during the
peak years of its importance, between roughly the second and tenth
centuries AD.
After giving a basic orientation, the first chapter deals with
the geography and terrain of the trade routes that have collectively
come to be known as the Silk Road (with diversions into the
shortcomings of pinyin romanisation), and some notes on just where
navigation becomes challenging, and the general experience of travel
along the roads. Maps are not well-handled, being monochrome and
broken across multiple PDF pages: all right if there's going to be a
print edition at some point, not so great for on-device reference.
The second chapter deals with the history of the area, in particular
which states controlled various parts of it, and as a result how safe
(and therefore worth doing) trade could be at different times – and
what travelled along the roads, both goods (silk and horses shifting
to porcelain, but that travelled better by ship) and ideas (Buddhism
in particular).
The third chapter is a gazetteer of notable places, with notes on
local geography, junctions in the routes, and a few significant
features; it's a necessarily superficial treatment with only a
paragraph or two per town or pass. The chapter continues with a list
of the various nations and groups with an interest in the area, both
political and religious.
The fourth chapter, "War and Money", is a bit of a grab-bag: which
soldiers and fighting men will be travelling and how armed, but more
importantly what gets shipped and how. Most of the trade is relatively
local, of course, with few merchants having the funds or time to
undertake the full length of the trip, but silk and horses may make
the whole trip, and other goods are noted with typical costs (as well
as the costs of transport).
Finally, "Life on the Silk Road" deals with the day-to-day routine:
what do you wear, what music do you play, what else do you do for fun,
what do you eat, what sort of building do you sleep in, what languages
do you speak? This leads into the final chapter which deals with game
mechanics in rather more detail than we've seen so far: no templates,
but some notes on skills, cultural familiarities, and likely types of
character. Four very rough campaign ideas come next: travellers (for
money, religion or war), a "wild east" of isolated pockets of
civilisation, the Great Game (though there's very little support in
this supplement for the 19th century), how readily one can drop in
various sorts of foreigner, and finally a suggestion for relatively
fixed campaigns with travellers passing by. The chapter ends with some
suggested crossovers, from the historical to the fantastic (in the
latter case of course all the real-world cultural information would
have to be rejigged).
This is an odd book. It's a solid real-world reference, which is a
type of role-playing book that's largely gone out of style these days,
but Matt has made
a good case
for the value of research that goes beyond what's readily available
on-line. It's a very high-level and minimal-stats view of a huge
subject, and there's nothing here that a harrassed GM can reach for in
a hurry: it's a planning tool at the campaign level, rather than
anything that can be dropped into existing settings. Both quotes and
art are pretty sparse, and the book comes over as dry at times… until
you start digging into the possibilities in the text.
I'm not immediately inspired to run a Silk Road campaign, but it's
something I'll certainly keep up my sleeve next time I'm thinking
about new games. And of course it could be tacked on quite effectively
to that brutal fantasy game I've been thinking of… Hot Spots: The Silk
Road is available from
Warehouse 23.
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