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Gurps: Illuminati [Paperback]

Nigel Findley
5.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback: 128 pages
  • Publisher: Steve Jackson Games,U.S.; illustrated edition edition (Dec 1996)
  • Language English
  • ISBN-10: 1556342233
  • ISBN-13: 978-1556342233
  • Product Dimensions: 27.6 x 21.4 x 1 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 1,008,240 in Books (See Top 100 in Books)

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Customer Reviews

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Most Helpful Customer Reviews
7 of 8 people found the following review helpful
By A Customer
Okay, you've seen the X-Files, you've watched Roswell High, you've read the dubious accounts of alien abductions by toothless country hicks and the truth is that you've barely skimmed the surface.
Players of the GURPS system of role-playing will be well aware of Steve Jackson Games work of brilliance that allows you to play virtually any setting with just a few minor tweaks to the basic rules. They will also be aware of the company's logo which, in truth, is the symbol of the Bavarian Illuminati.
The whole concept of the Illuminati is built upon the "Illuminatus!" Trilogy books (by Robert Shea & Robert Anton Wilson) and Principia Discordia (also available from SJGames).
Right, imagine a group of people that control the destiny of mankind... and they control not only governments but also, mega-corporations, cities, unknown technologies, ancient artifacts of power, the internet, small businesses, big businesses, the weather, micro-biology research labs, the CIA, FBI, MI5, NSA & the Men in Black (really!) satellites, alien devices, sub-conscious mind-altering stimuli... the list goes on. But none of these things are controlled directly; they are controlled through other groups that give the orders, who don't know where they get their orders from, with instructions to pass the orders to groups controlled by them. The result - everyone is in their control but no-one knows who THEY are! Add to that the fact that there are many illuminated groups and you have a recipe for paranoia, assassination, conspiracy, double dealing and diabolical mayhem that you don't have a chance of understanding completely but you may just survived (and stay sane) long enough to really enjoy yourself.
The book is crammed full of lavish illustrations, ideas to make you think, facts to make you question established 'facts', useful tables for gaming, seed ideas for scenarios, cartoons and lists of new rules.
If you like intrigue, conspiracy and back-stabbing duel-handedness then this is the book for you.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  4 reviews
9 of 9 people found the following review helpful
Combines Conspiracy theory and gaming well! 30 Aug 1998
By Captain Nemo captainnemo@rica.net - Published on Amazon.com
I have always been a fan of conspiracy theory and gaming. There is no better book available for bringing the darkness of the conspiracy into the world of RPG's. Whether you believe or not, this book contains the best. Even the cover gives you a "glimmering" of what's inside. If you want to play "X-Files" style campaigns, this book has my very highest recommendations. If you want to bring a little "light" into this type of campaign, try GURPS IOU.
6 of 8 people found the following review helpful
Encyclopaediac! 30 Mar 1999
By Cedric Chin - Published on Amazon.com
This book's a fun read and "chock full of" Illuminati information, but the art is taken directly off the INWO cards, and few guidelines are given to GMs who are not already experienced in subterfuge. Long-running non-fantasy campaigns that could use a "something lurking in the background" could benefit from this book.
Too shallow, not enough HOW TO 18 Jan 2011
By kentmatt - Published on Amazon.com
I found this book disappointing. It had very little hard, practical advice on HOW to GM a conspiracy type game - such as how do you plot it out? How do you gradually reveal the conspiracy to the players, how do you keep them guessing and intrigued?

It was also heavily padded with large, badly-drawn 'illustrations' that added nothing to the information, or to the 'feel' of the game. The space could have been much more usefully employed fleshing out the mechanics of running the game.
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