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Originally Posted by whswhs
3. GURPS Mars [4th edition GURPS]: Carry on with the current campaign. Setting: An inhabited Mars in the nineteenth century, which people from Earth have begun to visit. Theme: Exploration and discovery. Characters: Ordinary human beings who have travelled to Mars in search of knowledge, wealth, or strange experiences.
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I feel like you can't go wrong with the Livable Fanstasy Mars style. Only hit 3rd preference due to a couple of others standing out more.
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Originally Posted by whswhs
5. GURPS Space [4th edition GURPS]: A campaign about frontier life. Setting: Pavonis Portal, a colony of the Brazilian Empire on Mars, and the ground terminus of the orbital elevator on Mars in the twenty-fourth century. Theme: To be chosen by the players. Characters: Residents of Pavonis Portal, often but not always of Brazilian descent.
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a cool idea but I'd try the others first.
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Originally Posted by whswhs
2. GURPS Supers [4th edition GURPS]: A campaign about people with superhuman abilities. Setting: The United States in the years right after World War II, in a world where people with special abilities have been around since the 1800s. Theme: Changing the world. Characters: Human (or other) beings with extraordinary abilities trying to find or make a place in a postwar world where they or others like them played a major role in the war. Power level to be decided by the players: streetlevel, classic, or major military asset.
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This is my number 2 preference, but only at the streetlevel view and low power. Maybe because I loved the recently cancelled "Powerless" TV Comedy series so much. I think there'd be some good stories and gaming plots to be had in a Supers-type world that pitted low-powered super characters w/ their wits and tech against Normals and High Powered Supers (probably indirectly for survivability's sake).
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Originally Posted by whswhs
1. Mage: The Ascension [2nd edition]: A campaign about secret magic in the modern world. Setting: London in the years before World War I. Theme: The conflict between science and wonder. Characters: Students of magic who have awakened to the true nature of reality—and the struggle to control it.
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This sounds the most interesting to me. I've not tried any of the WoD ruelsets but am passingly familiar with them. A good GM and story would outweigh games system for my tastes. If *I* ran any of these, it'd have to be GURPSified. I like the "Secret Magic" early TL6 concept.
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Originally Posted by whswhs
4. Sorcerer (part of the World of Darkness): A campaign about the slow failure of civilization. Setting: A college town in the Midwest in the mid-21st century, in a world where technology is breaking down and magic is reawakening. Theme: Survival and mutual trust in the face of the unknown. Characters: Small town people with useful knowledge and skills. A minimal level of magical arts will be an option.
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Another one where I'd have to trust a GM's running style and an unfamiliar rule set. I'd love to explore the "why don't my tech work no more" aspect and have it make sense in the plot development.