This supplement for campaign design deals with
portal fantasy,
specifically the sort in which people from Earth find thsmselves in a
fantasy world.
Disclaimer: I playtested and received an Additional Material
credit in this book, and therefore did not pay for it.
The book is divided into three sections; the first, Between Two
Worlds, explores the types of realm and means of travel that are
included in the concept; this includes wainscots (hidden fantastic
domains and societies in the real world) and enclaves (overt ditto).
THe section deals with types of story (from travelogue to saving the
world), and most crucially with how accessible the portals are: are
they the bookends to the story (indeed, just the start of the story,
with no return possible), or is there some possibility of frequent
travel and even trade? Alongside this, why is someone going through:
by their own choice or someone else's, or indeed by chance? Three
sample realms finish off this section.
Part two deals with the characters who are going through portals,
starting with defining a reference society (the baseline from which
characters are measured). Various traits are discussed in the context
of how they represent the kinds of thing that happen in portal fantasy
stories (and whether they should be regarded as zero-point features
once in fantasyland). Some templates come next, including someone
who's set up to be a mage once he gets to a place where he can learn
magic; the final section deals with wealth and possessions, in
particular how much equipment people can take with them if they have
time to prepare and do a bit of shopping.
The final part deals with practical hazards and opportunities: finding
one's way in an entirely unfamiliar landscape, finding out about
language, culture and law, getting into fights, and learning magic.
The part ends with a brief discussion of trade.
There's no single discussion of what sort of campaigns and stories
portal fantasy is particularly good at telling, which strikes me as a
bit of a shame; instead, although the material is all there, it's
spread out over different sections, which doesn't really suit my style
of campaign-building. This is not a hugely crunchy book, but it'll be
useful for the GM considering how to construct a portal fantasy
campaign. I think it's unlikely to fit well into an existing game,
though I'm biased; one of my least favourite bait-and-switch moments
was when a long-running campaign of modern mercenaries was suddenly
thrown into a fantasyland with no hope of return. GURPS Fantasy:
Portal Realms is available from
Warehouse 23.
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