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The Future Is Yours!

Now updated for GURPS Fourth Edition, this is the ultimate toolkit for any campaign between the stars.
Explore options for space travel and technology, from the realistic to the miraculous. Design alien races and monsters.
Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.
With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems... quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

240 pages, Hardcover

First published April 3, 2006

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Jon F. Zeigler

15 books6 followers

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5 stars
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Displaying 1 - 6 of 6 reviews
345 reviews2 followers
February 2, 2013
GURPS Space has two things going for it. The first is the best (or at least closest to scientifically plausible) random world and star system generation rules on the market (although the hardcover has a glitch in the lunar tidal force equation which is corrected in the PDF). The second is a alien generation system which is an update of the fascinating system used in GURPS Uplift.
Profile Image for Julia.
428 reviews8 followers
September 23, 2026
What a blast.

I got this book specifically because I'm writing space-related magic-systems in a fantasy story as an original project these days. While obviously fantasy and sci-fi stories can have magic systems that are "mysterious and unexplainable", I think it's more compelling to have them at least kind of "grounded in some reality" so that their limitations can also be interesting and readers can have at least a general idea of the "kinds of obstacles the characters will be stopped by" and "the kinds of strategies that could work". (We avoid the "Eric Cartman: 'My power is that I have all the powers'" setup this way IMO).

This guide both gives suggestions and examples and models for writers/game masters to follow AND ALSO just... gives general definitions and leaves room to imply "but you don't HAVE to do it the way I model in this book" too. I'm writing a fantasy story, not a sci-fi game campaign, so I won't do the "dice rolling to create my new type of solar system" method necessarily, BUT it was profoundly helpful to learn genuine science facts such as: "a moon around a giant gas planet will deal with different problems than a moon around a small terrestrial planet will." I... 'knew' that, but, no, that was a great example of a thing I hadn't considered! Reading this feels like two writers sitting together and asking: "but what if I tried THIS????" and the other says "hmmmm that definitely fits BUT then that means [something else] is affected..."

Fun stuff. Maybe after I finish this space-fantasy project I'll go roll some dice and see what star and planet system comes up.
Profile Image for Vince.
463 reviews11 followers
August 25, 2013
Fantastic source manual for creating speculative fiction settings for gaming or story-telling. The text adequately reduces to understandable models a number of key astrophysics elements defining our current understanding of stellar mechanics, while also suggesting copious ideas drawn from exemplary fiction on how to set stories in such locales.
Profile Image for Tomaž.
34 reviews1 follower
March 12, 2016
This is my go to book when it comes to star system generation. By far the best Sci-Fi world building system I came across, so far, for pen and paper RPGs, anyway. It's a bit time consuming if you do it on paper, but at the end of the process you have a scientifically sound star system and you might even learn a bit of basic astronomy along the way.
Displaying 1 - 6 of 6 reviews