Gurps Viagem No Tempo

by John M. Ford

First published 1993

This GURPS supplement provides game masters and players with comprehensive rules for time travel campaigns. Ford establishes multiple theoretical frameworks for temporal mechanics, from fixed timelines to branching realities. The book covers paradox resolution, temporal police organizations, and the consequences of altering history. Players learn to navigate the complexities of causality while managing characters who jump between eras. The supplement includes sample adventures ranging from preventing historical disasters to exploring alternate timelines. Ford addresses the practical challenges of running time travel scenarios, offering tools for tracking timeline changes and managing player actions across multiple temporal periods. The book serves as both a technical manual for game mechanics and a creative guide for storytelling across time.

Genres: science-fiction, adventure, fantasy, alternate-history

Vibes: suspenseful, thought-provoking

Tropes: found-family, time-travel

132 pages · Paperback · Devir

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