02-13-2010, 08:52 PM | #11 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: GURPS 4th Campaign Types
Quote:
Edit: That'll teach me to post slow.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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02-13-2010, 09:43 PM | #12 |
Join Date: Sep 2004
Location: Medford, MA
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Re: GURPS 4th Campaign Types
Can you tell us something more about them? What are their backgrounds? What sort of disadvantages and advantages do they have? Do they have any goals? Enemies? Do they have any interesting hobby or job skills?
In short is there anything on the character sheet that might be a place to create a plot hook? Last edited by trooper6; 02-13-2010 at 10:48 PM. |
02-14-2010, 02:23 AM | #13 | |
Join Date: Mar 2006
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Re: GURPS 4th Campaign Types
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Sounds good to me - I think that could work well. Since you asked what others are playing: I am currently GMing/playing a campaign together with another GM (we take turns) in a world where a great catastrophe happened many ages ago that left most of the high-powered magic useless. Only recently some of the artefacts (teleporters mostly) started working and it seems something is going on. Basically we run Dungeon Fantasy with various classic adventures and every now and then throw in a little bit of "bigger picture" things.
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02-14-2010, 02:56 PM | #14 |
Join Date: Aug 2004
Location: Pittsburgh PA USA
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Re: GURPS 4th Campaign Types
If you're interested in GURPS Banestorm, the nation of Araterre is TL 4 in some fields, notably shipbuilding and fencing weapons.
The rest of Yrth is predominantly TL3, though, so Banestorm may not be quite what you're looking for. GURPS Fantasy has a lot of good advice about designing your own fantasy campaign.
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02-14-2010, 05:59 PM | #15 |
Join Date: Dec 2007
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Re: GURPS 4th Campaign Types
Does the mage have the social status to be the son of a king?
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02-14-2010, 06:30 PM | #16 |
Banned
Join Date: Feb 2010
Location: Warren, MI
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Re: GURPS 4th Campaign Types
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02-14-2010, 08:51 PM | #17 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS 4th Campaign Types
Here are the GURPS campaigns I proposed the last time I circulated a list of possible new campaigns:
___Fixers: Player characters will be, not consulting detectives, but consulting criminals: highly skilled professionals for hire by organized crime groups that need their special skills. They can have professional standards but can’t have any objection to breaking the law. We might have each player running two characters, to increase the number of options for skill sets. Characters will have enough points to be good at a wide range of skills, but not at everything! Emphasis on skill use and problem solving. ___Heartland: During the era of Prohibition, the United States sees a secret war between two factions: the Mafia, covertly allied with the Roman Catholic Church, and the vampire-dominated nativists of the Ku Klux Klan. Player characters will be anti-vampire agents of the Mafia. High combat with lots of blood shed, in more senses than one. ___Lögreglusaga: A Viking police procedural, set in an alternate history where Viking raiders have conquered Constantinople and circumnavigated the world. Sworn men of a chieftain in the trading town of Vindaborg, located in the interior of Vinland, keep the peace and investigate crimes. Technology is comparatively low, about equal to the English Civil War, and forensics is limited to naked-eye observation; most criminal investigations depend mainly on asking the right questions. The main focus will be on legal conflicts and procedures, but this is a Viking campaign and there will be fighting as well. Rules system: GURPS. ___Mentat: Immediately after World War II, but with a historical divergence: effective mind-control drugs were developed before and during the war, making possible most of the effects attributed to hypnosis, telepathy, and brainwashing in popular fiction. Induced autism drugs made digital computers unnecessary for codebreaking and no one has them. Can the United States use this technology to preserve world freedom, or will it be corrupted by the use of these methods? And how long can they be kept secret, or is the secret already out? Agents of the United States’s most secret organization confront these issues. –––Water Margin: An alternate history campaign set in a world ruled by the Ming Dynasty, in the Middle Kingdom’s English province. Swashbuckling adventurers deal with the problems of an empire losing the favor of Heaven, including scheming Chinese officials, ambitious English gentry, pirates, the Irish triads, and the threat of intervention by the elite Eyes of Heaven. Characters will be larger than life; action will be cinematic, with both Western and Asian martial arts available, but no overt supernatural elements. ___Xenophobia: Humanity has gone to the stars, encountered new life and new civilizations, and set up trade with some of them—but it’s neither easy nor safe. Aliens in this setting are really alien. At one of the main ports, the personnel of a special agency work to facilitate trade, resolve conflicts, and limit humanity’s exposure to unknown dangers, while trying to build up humanity’s credit as trustworthy business partners. Characters will be human but may have unusual abilities. Play will be realistic, with emphasis on mysteries and negotiations. And, yes, I'm confident that GURPS really could handle all of those. Bill Stoddard |
02-14-2010, 09:03 PM | #18 | |
Join Date: Oct 2004
Location: Philippines, Makati
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Re: GURPS 4th Campaign Types
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:D thanks for sharing |
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02-14-2010, 09:05 PM | #19 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: GURPS 4th Campaign Types
Medieval fantasy is a very good place to start, so just go ahead. If you have specific questions about any aspect of GURPS, except fixing that which is broken, you can almost always get a lot of help in here.
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02-14-2010, 10:09 PM | #20 |
Banned
Join Date: Feb 2010
Location: Warren, MI
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Re: GURPS 4th Campaign Types
Honestly, I just want some other Campaign ideas for A medieval fantasy (TL4) setting, before i use my own
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4th edition, campaign ideas, campaign types, gurps |
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