View Single Post
Old 11-19-2009, 03:17 PM   #35
Phaelen Bleux
World Traveler in Training
 
Phaelen Bleux's Avatar
 
Join Date: Apr 2005
Location: Chicago, IL
Default Re: GURPS Community Campaign & Adventure Repository

The Company of the Keys: Fantasy. A quest for 9 keys to unlock a powerful sword. The nice part was that each Key Quest was run by a separate player who became GM for that episode, allowing for the 10 adventures to be independent and yet united into an overall whole. It was the beginning of our Arnur Soghal world; nothing was developed except for the map, and each player/GM was able to build a little part of the world without worrying about conflicting with another GMs story arc/campaign plans.

Sail to the Island of Hronn: Fantasy. The players are sent by a Duke to explore a mysteriously erupting ice volcano, and stop a demon from entering Arnur Soghal. A definite GM's cunning plan to force Winter Weather gaming.

The Year of Wild Magic: Fantasy. The players discover that magic doesn't always work right. Every time they cast a spell, they had to roll 1d. On a 1, they were subjected to the Wild Magic failure table in the Forgotten Realms campaign setting. Also all metal armor and weapons were electrically charged--touching metal caused 1d damage. Spears and leathers became the gear of choice. After they figured out What Went Wrong, they were off to defeat the wizard who created the problem.

The Zophsprae Islands Campaign: Fantasy. After much difficulty as a GM keeping the party on task, one PC was told to conquer the local "evil" duke and replace him in the name of the queen. Success was bittersweet when the ennobled PC was dubbed an usurper by the remaining nobles. . .

The Lost Archipelago Campaign:
Fantasy with Gun Powder. The players were allowed to build the usual suspects for PCs, given lots o' magic, then shipwrecked on an island that was a no mana zone. Magic is forbidden, witches are burned, and muskets rule in an India-flavored culture. The spread of gunpowder to the rest of Arnur Soghal was prohibited by making it mana-reactive--every day that black powder is in a normal mana area--roll 3d--on a critical failure, it absorbs enough mana to explode!!

The Tween Meanders: A Fantasy evil-PC campaign. The PCs begin by being on the way to the king's gallows. They are "saved" by an evil dragon, and forced to be her vassals. Given that they are still wanted by the law, rampant evil-doing is minimized by needing to keep a low profile. But the players are having fun playing "taboo" races--a dark elf, a giant, a bale, etc.

The 6 Million-Dollar Men: Modern. So far just an idea. The players are allowed to spend $1 million each on bionics. They work for a secret government agency doing covert ops. Essentially Steve Austin meets 007.

Behind Enemy Lines: WWII. Each player got two PCs. . .filling out the crew positions of a B-24. They are shot down in Romania (role played, but by GM-fiat decided that they ARE going to be shot down) and are trying to make it back to the Greek coast to be rescued. They are forced to cope with little in the way of supplies (each bullet is precious) or learning the use new gear (i.e., spend earned points on German/Czech weapons).

Pyrates: Swashbucklers era piracy, but with one willing PC who was secretly a Voodoo Initiate. Slowly the party is dragged into the Shadow War and must face down a Devourer on the Isle of Dread (yep, I stole from the old D&D module). The campaign would flip back and forth between mundane (i.e., pirating) and magical adventures.

And of course the straight up rip offs of Indiana Jones, Star Wars, and Top Secret.
__________________
"People demand freedom of speech as a compensation for the freedom of thought which they seldom use." -- Kierkegaard

http://aerodrome.hamish.tripod.com

Last edited by Phaelen Bleux; 04-18-2012 at 01:55 PM.
Phaelen Bleux is offline   Reply With Quote