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GURPS Y2K Paperback – January 12, 2021
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The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD.
Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong.
The Big Crash. The Bug. The end of technology – the end of humanity. In GURPS Y2K, ten of your favorite GURPS authors take a long look at these millennial fears, from computer crashes to global warming, from a nuclear apocalypse to the Biblical Apocalypse.
Are you Y2K compliant?
- Print length130 pages
- LanguageEnglish
- Publication dateJanuary 12, 2021
- Dimensions8.5 x 0.3 x 11 inches
- ISBN-101556349297
- ISBN-13978-1556349294
From #1 New York Times bestselling author Colleen Hoover comes a novel that explores life after tragedy and the enduring spirit of love. | Learn more
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Product details
- Publisher : Steve Jackson Games Incorporated (January 12, 2021)
- Language : English
- Paperback : 130 pages
- ISBN-10 : 1556349297
- ISBN-13 : 978-1556349294
- Item Weight : 14.1 ounces
- Dimensions : 8.5 x 0.3 x 11 inches
- Best Sellers Rank: #3,995,530 in Books (See Top 100 in Books)
- #368 in GURPS Game
- #9,762 in Alternate History Science Fiction (Books)
- Customer Reviews:
About the author

Robert M. Schroeck (1962-present) is a life-long New Jersey resident. Although he majored in Creative Writing at Princeton University, he has made his living as a computer programmer since the middle 1980s. His secondary career as an author and editor came about mostly by happy accident, when a stray post in an early online forum earned him an invitation to write a chapter for an upcoming book from Steve Jackson Games. Although he has worked almost entirely in roleplaying games, he still hopes to break into fiction writing, just as soon as his life calms down a little. Although he has won no formal awards for his work, he is unconcerned; he considers Peggy, his wife of twenty years, prize enough.
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Reviewed in the United States on November 12, 2002
Starting with a chapter on Y2K (which we know on 20-20 hindsight never became the calamity that some were predicting), there are ideas in this book for everything from a complete world-wide computer shutdown, to "Mad Max" type worlds, and even the biblical "Judgement Day", along with several others. There's also a section on a super-hero world suffering from post-apocalypse blues.
The "sidebars" (sections of the book along the sides of each page) contain even more material that can be used to put your game world in a state of chaos. Some of these sidebars beg to be put into whole worlds of their own.
But the book suffers slightly when it reads a little like a collection of articles about post-apocalypse scenarios in gaming, rather than a single world presented in RPG terms. The =nine= authors each contributed a section or two to this book, and only the excellent effort by Sean Punch to put it all together under one roof keeps this book from being merely a collection of unrelated after Armageddon articles.
I'd still recommend this book for people wanting to see what their campaign world would look like after a major catastrophe, or for people wanting to explore what happens after.
Reviewed in the United States on June 22, 2013
So, I am a fan of GURPS source materials (half my Wish List on Amazon seems to be GURPS sourcebooks).
All of that said, "Y2K" was the worst sourcebook I have encountered from Steve Jackson. Abysmal.
Disclaimer: I submitted a formal proposal for a Y2K-related sourcebook and never heard any response from Steve Jackson Games, good, bad or indifferent.
What I look for in a GURPS sourcebook are character ideas, maps, layouts, equipment lists, chronology, adventure seeds, skills lists, etc. The "Y2K" sourcebook had little or none of these. It was a compilation of half-hearted essays from assorted SJG staffers and contributors who pondered the issue and hinted at possible game interpretations and supplied nothing tangible to anyone wanting to actually run a game where Y2K was a concern. (I did, in fact, run a successful Y2K game using a home-brew system. The premise was to assume that Y2K would actually be a problem, and plan/game accordingly. We ran the game for 4 months of 1998, prior to knowing if it was going to be trouble or not.)
Steve Jackson Games typically puts out magnificent work, such as my favorite, "GURPS Old West" and the raucously wonderful "GURPS Illuminati University."
"GURPS Y2K" was a token effort to be able to claim thoroughness in coverage of genres, but a limp-wristed failure at providing potential GMs anything substantial to actually run a game.
Reviewed in the United States on April 6, 2000
There was one point I did not like about the book though. It would make many references to other GURPS source books, some of which were out of print, for more material on a subject. I feel that some of the writing was judt put in a advertisements and "plug" for other books.
Personally, I wish they had touched more on the "Mad Max," "Postman," and "Fallout" (a post-apacalyptic computer game) scenarios, but I do realize that the book was created for post Y2K campaigns and that everyone does not like what I like.
Overall, though, the book provides good post distaster material.





