04-25-2016, 05:27 PM | #11 |
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: You are allowed three random GURPS supplements. What's your campaign?
The good friars at St. Leibowitz' Chapel have kept as much of the knowledge of the previous world intact as they possibly could, but now the preservation of that knowledge is at risk because of the actions of the Casters of the Arcane. It is your solemn task to either protect or expunge that ancient information.
Robin Hood IOU Old West
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
04-25-2016, 05:50 PM | #12 |
Join Date: Mar 2013
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Re: You are allowed three random GURPS supplements. What's your campaign?
The Department of Outpost Economics has opened its doors on a brand-new campus in Parched Bluff, Arizona. The Startups For Misanthropes students are complaining about their inability to finish their assignments...their funds keep disappearing.
The School for Redistributive Economics claims no responsibility. None. Nope. They just happened to open their campus across the street. Boardroom and Curia Flight 13 Japan |
04-25-2016, 05:56 PM | #13 |
Join Date: Oct 2011
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Re: You are allowed three random GURPS supplements. What's your campaign?
The Good Thieves: control the archetypes and you control human consciousness. After a surprise elimination of the Pirate and Pimpernel factions, only the Zorro and Robin Hood exemplars remain. Your students must decide between the two and install one into the vacant Archetype while the Dark Sheriffs - both Earps and Nottinghams - move to suppress both. If the Conspiracy can eliminate the Good Thief from human consciousness, obedience to the law will dramatically increase, and the conspiracy will be unassailable...
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04-25-2016, 07:11 PM | #14 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: You are allowed three random GURPS supplements. What's your campaign?
Quote:
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04-25-2016, 07:20 PM | #15 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: You are allowed three random GURPS supplements. What's your campaign?
Flight 13... I had no idea that existed.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
04-25-2016, 10:32 PM | #16 |
Join Date: Aug 2007
Location: Denver, CO
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Re: You are allowed three random GURPS supplements. What's your campaign?
I'm not sure it's fair to include an adventure as one of the supplements, but here goes...
One Japanese mega-corp has received some detailed intelligence from the future. The first mid-air alien abduction where it all goes bad, and we have to prevent it. But we can't reveal that we have this information. Phase 1: Each player controls a board member of the corporation as they maneuver people into getting the correct training and equipment before climbing aboard the doomed flight. But there are mysterious force trying to get their own agents aboard while blocking your efforts. Phase 2: Each player is now controlling one of the passengers as that fateful flight. Everything goes down, and we see whose preparation paid off. In Nomine Supers Low Tech |
04-25-2016, 11:05 PM | #17 |
Join Date: Sep 2008
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Re: You are allowed three random GURPS supplements. What's your campaign?
Not to rain on anyone's parade, but there's a generator for that! I think it's entirely 3e books but it's still neat:
http://generators.mechfish.in/iron.html |
04-25-2016, 11:16 PM | #18 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: You are allowed three random GURPS supplements. What's your campaign?
Quote:
EDIT: And here's a list for someone: Bunnies & Burrows IOU Bunnies & Burrows
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Ba-weep granah wheep minibon. Wubba lubba dub dub. Last edited by simply Nathan; 04-25-2016 at 11:27 PM. |
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04-26-2016, 12:09 AM | #19 |
Join Date: Jan 2014
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Re: You are allowed three random GURPS supplements. What's your campaign?
Superhuman mortals and celestials face-off in biblical times.
IOU suddenly has a rabbit problem, or it is too say rabbits have an IOU problem. The cabbage is causing weird changes and these cats are just plain creepy. This set is not fair at all: The Prisoner Discworld Alpha Centauri |
04-26-2016, 12:52 AM | #20 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: You are allowed three random GURPS supplements. What's your campaign?
Nerve Stapling the Great A'tuin
Agents from the UN have been captured by... someone (presumably the Hive... but are they?) and the controllers of this Village are using their mind-manipulation technology to break the characters by making them think they're characters being projected into a whimsical fantasy world where they are agents of Lord Vetinari being held prisoner by some wicked witches who are using their psionic powers to break their minds by convincing them that they're being held prisoner in a hellish, dystopian future-scape. The entire game is a mind-screw that doubles as deconstructive ,eata= commentary on mind-screw games. It's full of bait-and-switch bait-and-switches, or characters who stop and ponder why, exactly, they have to do those wicked-sounding monologues and postulate on what might be more effective mind-breaking procedures, etc. GURPS Locations: Hellsgate GURPS Martial Arts: Fairbain CLose Combat System GURPS Power-UPs: Imbuements
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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