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Old 04-16-2016, 05:10 AM   #21
Sir Tifyable
 
Join Date: Sep 2010
Location: Sheffield, England
Default Re: GURPS 1920's

Quote:
Originally Posted by cyberpuppy2015 View Post
Hitler and his pals are abducted in the middle of the night, blind-folded and flown to London for trial.

"Since I'm assuming your players are not interested in having their characters become Nazis, what will they do? Leave the country? Join a secret group trying to overthrow Hitler?"

Offer 10,000,000 Deutchmarks and a couple bars of gold to get rid of him.

Problem solved.
Only if there are time travellers handy who know what's coming. In the early 1920s in Germany there were a lot of fanatics on both sides - Communists and what would later be known as Fascists - and the NSDAP were no more prominent than many others. Why would anyone offer DM10,000 for Hitler, let alone a thousand times as much? Besides, OP says they aren't up for murder-for-hire.

The other things to consider are colonial adventures: Darkest Africa, South America, East Asia don't have the most modern developments so they can be the site of the same adventures as in Victorian times - King Solomon's Mines, The Lost Valley, etc. If they annoy a significant faction at home, there's always the rest of the world.

One of my favourite past campaigns was when the PCs were hired to be bodyguards on a film shoot going to the South Seas - it turned out to be the filming of King Kong. (My version turned out differently: the ship carrying them and Kong home sank in a storm, the PCs' boat got separated so they adventured for months through the South Seas islands till they managed to get a ride home, while the film crew's boats, carrying the film from Skull Island, were picked up quickly. the film company then hired Ray Harryhausen to do his stop-motion for the end of the film. The party got back just in time for the premiere.)
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