Mmmm, Universe had one of the first "realistic" space combat systems, and pretty sophisticated rules for planetary environments for its time. Its robot rules were pretty gearhead oriented as well. One feature that was either fantastic or a flaw (depending on your tastes) was its aliens section. Some were sketchy, but I think they also had rules for designing your own. Of course, all the aliens were non-humanoids, as I recall. I'd call it a wash.
As for Space 1889, I have to agree- its strength was largely in the depth of detail in its campaign world, not its mechanics. Despite my dislike of GURPS, I am surprised they haven't produced a sourcebook along those lines- they've been doing just about everything else over the past decade.
I did, however, use it as one of my sources for a Champions (HERO) campaign, alongside things like The Difference Engine, Wild, Wild West and some of the early steampunk/gaslight comicbooks.
One of the best GMing experiences of my life. The players were so stoked, their table talk provided me with adventure seeds- once I got past running my initial 4 adventures, I never had to think of an adventure idea again.
With the current fiction atmosphere producing things like Hellboy and LXG, I tried to do something like that with my current supers campaign (Mutants & Masterminds), but the players wanted modern.
C'est la vie! Wait till the alien invaders hit...Beholders, baby! Starships full of them!
(Corrected a typo.)
As for Space 1889, I have to agree- its strength was largely in the depth of detail in its campaign world, not its mechanics. Despite my dislike of GURPS, I am surprised they haven't produced a sourcebook along those lines- they've been doing just about everything else over the past decade.
I did, however, use it as one of my sources for a Champions (HERO) campaign, alongside things like The Difference Engine, Wild, Wild West and some of the early steampunk/gaslight comicbooks.
One of the best GMing experiences of my life. The players were so stoked, their table talk provided me with adventure seeds- once I got past running my initial 4 adventures, I never had to think of an adventure idea again.
With the current fiction atmosphere producing things like Hellboy and LXG, I tried to do something like that with my current supers campaign (Mutants & Masterminds), but the players wanted modern.
C'est la vie! Wait till the alien invaders hit...Beholders, baby! Starships full of them!
(Corrected a typo.)
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