Cover page |
Overview
Table of Contents |
The PDF is 11 pages long. Subtracting three pages for Title, table of contents, introduction, and a ad for Warehouse 23 (The online store to buy GURPS books,) there are 8 pages of content. Let's dive into that.
The Body Shop
This chapter covers the macro elements, descriptions of the 11 different generic types of cars (various coupes, sedans, SUVs, pickups, and vans) followed by several dials to increase (and sometimes, decrease) particular attributes of a car. The chapter continues with around 2 and a half pages of extra features you can add to a car (Most realistic, and even mundane; some less so.) Then ends with heavy vehicle mounted guns. Overall, fun chapter to look over just to amuse oneself with all the flexibility. I feel like it's a pain that the table showing what gun weights are allowed on each vehicle is different than the table for either the vehicles or the actual guns, but the rest of the chapter is straightforward and makes total sense.
Examples
This chapter gives a handful (five) pre-customized vehicles generated from following the rules in the book. Some feel like obvious nods to popular in-genre fixtures, but the chapter is very helpful for giving a bunch of immediately useful vehicles that are, on the face of things, immediately useful for most games (with the caveat that after all those enhancements are tallied up, the majority of these vehicles cost more than my first house did?) There's a little bit of guidance on how to get around that problem, but starting with any of these vehicles seems pretty daunting... maybe it's something to work towards?
Conclusion
I'd recommend this book if you are running a game that will use cars and you are not satisfied with the options in Basic Set. Even outside of basic set, finding good car options is pretty difficult. The book is decidedly not based in reality, so if that is a concern, maybe you won't like it, but for me, it was one of the books in the kickstarter bundle for which I was most excited.
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