Gurps New Sun lets you enter the weird and wonderful world of Gene Wolfe's Book of the New Sun, wherein one is allowed to accompany the young Severian, journeyman of the guild known as The Seekers of Truth and Penitence (the torturers), on his travels through an ancient and dying earth. If you haven't read the books, you should, be it just for the greater enjoyment of this roleplaying supplement. Gurps New Sun is maybe the strangest world yet to be published for Gurps, but it is also one of the most beautiful: strange beasts, aliens and smilodons, knights with "pyrotechnic polearms", mysterious guilds, barely human nobles, enourmous cities and antique spaceships, all set on an earth so ancient, it's inhabitants no longer practice history, for fear of an overwhelming past. In this setting ANYTHING can happen - and the possibility of time travel makes it the ideal "Far Future" setting for any Gurps Time Travel campaign. P.S.: even the artwork is good.
First of All, this was written by Michael Andre-Driussi, who also wrote Lexicon Urthus, not the writer credited to it on this page. This is a good GURPS supplement, and useable with other RPGs as well. I think the broad strokes of the world Wolfe presents make a worldbook based on Urth a bit thin. Too much detail and stuff would have to be made up. I really wanted more fleshed-out plot ideas for adventures in the New Sun world, rather than a guidebook. Also, I missed having an overall area map.
This is a great book! I truly wondered; after seeing that it was to be made, if they could POSSIBLY do it justice. They did and more. I found this to be valuable enough that I reccomend it even to non-gamers who want a cool resource book for the series itself. DO you have questions about societal caste? Look it up it is in there. It also gives a complete breakdown of the life of Severian in case Mr. Wolfe was a bit oblique for you. (Which is ENTIRELY possible:))