Statistics: GURPS Cliffhangers

Core Game Ratings

Rating: 5.91 / Ranking: 1618

These ratings are based on 12 ratings with 2.41 average weight and 1 reviews.

This is compared to an index-wide 3.64 average ratings and 1.98 average weight.

This rating earns a high level of trust because it is high weight and thus probably the result of knowledgeable raters weighing in.

Ratings + Reviews:

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Index Ratings Only:

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Core Game Comments

All User Comments

Rating User Comments
8 / 10walkerpAn excellent overview of the world in the '30s. The information presented is realistic, with suggestions for pulp adventure (and there are plenty of those).
6 / 10Sleeper[First Edition] The first half of the book hits the highlights of the 1930s, with a timeline and a random rundown of some of the world's major countries or regions. The entries are very brief and definitely contain some errors (e.g. temperatures in the Sahara do not reach 150 degrees), but accuracy isn't very important to the genre, there's enough data to serve as a starting point, and there are some good plot hooks. Though I do wish some of the information (like how much it costs to hire a local guide, or some of the climate data) was presented in tables for easy lookup and comparison, instead of being presented narratively in paragraph format.

The PC section has tips for creating characters based on the major archetypes. Despite leaning toward a faithful representation of the pulp genre (acknowledging, without trying to sanitize or replace, all the racism and sexism that entails), the book makes it clear that capable female "heroines" are definitely in-genre. The advantages/disadvantages and equipment lists are okay.

The GM section is much poorer. Most of the advice seems geared toward writing pulp fiction, instead of recreating the tropes in a game. And even when it's game related, it's never fleshed out (Underhill suggests handing out wallets full of receipts, identification, and so on as a prop -- which is a good idea, but he never says what kinds of papers are common in the 1930s, or what receipts from that era look like).

While focused on the heroic pulps, the book seems to shy from the larger-than-life aspects. Characters are assumed to be built on the third edition GURPS default of 100 points (with perhaps a mentor at 250 points), which just isn't enough to replicate someone like Doc Savage. The gadgeteering rules seems more geared toward making flashlights a couple of tech levels early, instead of fantastic alt-science like phlogiston generators. Overall it's not bad, but mechanically it's too rooted in GURPS' more gritty, realistic conventions to properly capture the high-flying action of the genre Cliffhangers attempts to emulate.

6 / 10Geburah(Refers to the 2nd Ed) What I found to be an average take on the Pulp and Cliffhanging "genres". Most of the text is devoted to a gazetteer of the period, with some very standard genre advice at the end. I think what turns me off this book is a certain lack of flair, of style, of the runaway energy that characterises the genre...
6 / 10JDCorleyBoth versions were quite good. However, there was insufficient attention to customizing the system in both editions.

Core Game Reviews

All RPGnet Reviews

Link Reviews ]
Rating User Summary
3 + 3Til EulenspiegelGURPS Cliffhangers.

All Magazine Reviews

Year Magazine Synopsis
1989Abyss #44"for the stuff you need to stimulate your imagination in order to run a campaign, it is tops"

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