Transhuman Space (Steve Jackson Games, March 29, 2018). Illustrated by Christopher Shy
In the 1990s, I made a big decision about tabletop roleplaying gaming: Rather than coming up with my own rules for running games, I ran campaigns using published systems. Some of these used my own original settings; some borrowed settings from published fictional or dramatic works, either as adapted by game publishers or in my own adaptations; and some used published original game worlds. I hardly ever used a setting more than once. But one that I found worth coming back to was David Pulver’s Transhuman Space, a setting for Steve Jackson Games’ game system GURPS.
As its name suggests, Transhuman Space was a science fictional milieu. Tabletop roleplaying has had a lot of these, going back to the classic Traveller, first released in 1977. For a long time, most of them built on the premises of what might be called classic science fiction: The stories of Old Wave authors such as Poul Anderson or Frank Herbert, and of later hard science fiction authors such as Larry Niven, or of the original Star Trek. That is, they were about aliens, robots, supermen, interstellar travel, time travel, parallel worlds, and psionic abilities, singly or in combination.
Transhuman Space does have robots, though they’re quite different from Asimovian robots. But it avoids all those other classic story elements. It has space travel, on an interplanetary (but not interstellar) scale, with human inhabitants from Mercury to the Kuiper Belt — but also with many machines that don’t need life support.
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