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Old 04-18-2010, 06:50 AM   #1
Wulfnor
 
Join Date: Sep 2008
Location: Bremerton
Default Dies the Fire/Emberverse RPG

Are there any Fans of S.M. Stirling's Emberverse series here? That begins with the first book "Dies the Fire"?
http://en.wikipedia.org/wiki/Dies_the_Fire
http://en.wikipedia.org/wiki/The_Emberverse_series
I'm thinking about GMing a GURPS game set in it's alternative history setting. Set in the area that I live in. With the Players PCs are Themselves as they are now, with what knowledge and skills that they themselves know and have. Living where they now do, with the dependants that they now have, etc.
So are there any good guidelines on how to write up a GURPS Character of yourself? Has anyone else set a GURPS game in this setting? I know there was a article in The Roleplayer or Pyramid way back not long after when I went from The Fantasy Trip, to Man to Man and then to the 1st Edition of GURPS. Does anyone know what I'm talking about. With ST based on a scale of how much you could bench press for 4 reps. IQ based on how well you did on a IQ test. DX based some sort of eye/hand cordination test that I can't remember, etc. Does that sound familiar? I tried to search for it on this website with no luck.

In the game it will be the evening of 17 March 1998. An the Player/PCs are RPGing at there weekly Tuesday night GURPS session at the GM's home that is slightly out in the woods. When the effects of the Change happens
"What do they do after the Change takes effect"?
To play a PC, a Player really wouldn't of had to read the series. Just the first few chapters of the first book to get the primus down. Here is a link to those Chapters
http://www.smstirling.com/
(Go down the page halfway and click on the Book Cover for "Dies the Fire"?)
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<===)=o Wulfnor o=(===>

Last edited by Wulfnor; 04-18-2010 at 07:08 AM.
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