|
05-23-2006, 05:56 AM | #1 |
Join Date: Dec 2004
Location: Surrey, UK
|
GURPS 1920's
I need ideas for adventures. We are playing Cliffhangers without all the zombies and mummies and other weirdness; essentially 1920's era (1922 to be exact).
The players are all German ex-WWI soldiers in one form or another and have set themselves up as a Private Investigation/mercenary firm and are prepared to do pretty much anything for money as long as it's not out-and-out murder or likely to get them executed. They are operating out of Berlin and I've had them on a couple of rescue missions (people and property) and have another lost person rescue mission waiting in the wings. The thing is, I don't want to keep using the same tired routine of going off rescuing some damsel in distress or runaway kid. I'm also putting together a gun-running scenario to South America, but would really appreciate some more good ideas that I can develop while I build up the campaign sub-plot in the background. I don't know much about the 1920's and am beginning to run out of hooks. Cheers, Stilletto_Rebel
__________________
Pvt. John Reese: The outfit I came from was a real dilly. There was a general, a major, two captains, two lieutenants, and me. Sgt. Bill Pike: Sounds like a court martial board. |
05-23-2006, 06:11 AM | #2 |
Join Date: Sep 2004
Location: Oldenburg, Germany
|
Re: GURPS 1920's
Well, first of all I recommend plundering Call of Cthulhu sourcebooks on the era - even apart from the Mythos stuff they tend to have excellent period information.
And if you can read German, Pegasus Press have published both a Berlin sourcebook and a Germany boxed set for CoC...
__________________
GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
05-23-2006, 06:50 AM | #3 |
Join Date: Dec 2004
|
Re: GURPS 1920's
Look to the east, since 1918 a lot of stuff happened tehre and convinenty
recently tehre was a lot of germans tehre. This gives a lot of potential espetially for German PC At fist you will need hoks to get PC tehre, most of it are of rescue damsel variety but you need introduce Pc to new enviroment. I thought of following reasons: Rescue X : relative of german articrat be it his lover from wartime or enemy who impresed him, Russian aristocrat, infliuetiall and respected orthodox clergyman, kindnap German articrat who is red comisar and family badly wants him in germany (and to convinently keep him in asylum) to avoid shame. Get X: important documents (espinage dossier, official sign of ritht to X probanly land in Poland, Baltic republics), gold (let's say some german soldier stased some gold in Russia/Ukraine during withrawal .. it could be army's gold .. coming from private enterises :P ). Transport X: Deliver person, sutff (most liekely weapons ) to some lication/person (tehy may need to seek it/him) as twist tiy may make Pc wonder whenewer they are doing unoffcial work for Govenment or for Comunists. As complications you may use Gemrman, Polish .. well generally Comunists, same goes for thir inteligence agencies. You may play also on Polish-Geman tensions (if tyou want straight action tehre are silesian uprisings), involve them in hiding Germant araments form Allied inspectors(who addictianly may be foregin spies). |
05-23-2006, 09:56 AM | #4 |
Join Date: Jan 2006
Location: Washington state.
|
Re: GURPS 1920's
I'm American, so I'm biased, but when I think of private-eye types operating in foreign lands, I think Casablanca and Indiana Jones. Sahara is probably a good start, too... most of these are pretty timeless, although rooted in their time frames, the base plot can always be shifted to a different era.
I'm also a big fan of the "Road to..." movies starring Bing Crosby and Bob Hope. Although silly, those might give some ideas of "stuck out of my homeland" adventures as well. |
05-23-2006, 11:02 AM | #5 |
Join Date: Sep 2004
Location: The Enchanted Land-O-Cheese
|
Re: GURPS 1920's
I agree about "looking to the east". The era and the setting is ideal for foriegn intrigue and espionage stories. You need shady aristocratic Russian exiles and Bolshevik agents. Have the players encounter a amnesiac girl named Anna who could be related to the Grand Duchess.
Do a little research into the art of the time. It's been too long since my Art History classes in college for me to remember a lot of details, but Berlin inbetween the Wars was center of German Expressionist art and the avant garde. This is more of an atmosphere thing, but you might be able to find some plot hooks off of it. (I don't remember; when did Hitler get kicked out of art school anyway...?) |
05-23-2006, 11:56 AM | #6 |
Join Date: Dec 2004
Location: Surrey, UK
|
Re: GURPS 1920's
Some good ideas there - thanks guys :)
__________________
Pvt. John Reese: The outfit I came from was a real dilly. There was a general, a major, two captains, two lieutenants, and me. Sgt. Bill Pike: Sounds like a court martial board. |
05-23-2006, 04:08 PM | #7 |
Join Date: Apr 2005
Location: Video games destroyed my life. Good that I have 2 extra lives!
|
Re: GURPS 1920's
I'd go with the Russian civil war (1918 to 1922), with the PC's hiring on with the Whites as mercenaries perhaps, or dependable third-parties.
http://en.wikipedia.org/wiki/Russian_Civil_War Or the War of Greek Independence (playing any side for money). http://en.wikipedia.org/wiki/Greco-T...281919-1922%29 The Shah of Iran / Iran independence might be ok too (probably with PC's playing on side of British seeking interests in the country). http://en.wikipedia.org/wiki/Reza_Shah And they wouldn't even need to leave the country to play for or against Nazi's. Against would probably be as members of the federal gov't. http://en.wikipedia.org/wiki/Nationa..._Workers_Party |
Tags |
1920s, germany |
|
|