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Old 10-18-2017, 09:40 PM   #51
Apollonian
 
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Originally Posted by kingofthenerdz3 View Post
GURPS Cabal
GURPS Space (4e)
GURPS Powers
Since this thread deserves to live again...

In the late 21st century, a breakthrough in the infant science of psionics allowed humanity to breach the lightspeed barrier and make contact with the wider galactic community. Human psionic power granted our species a place at the table among the middling powers of the galaxy, and now humanity finds itself in, if not a golden age, a bronze age - the species is largely at peace internally, external enemies are constrained by great power politics, and civilization is progressing toward ever-greater prosperity and knowledge. Or so They would have you believe...

In the early 21st century, the rise of the surveillance society drove the Cabal deeper underground. The edge of decanic magic was no longer enough to keep the secret, and things only got worse when psionics began to gain respectability in mainstream science. The defection of most of the Cabal's own, under-appreciated psychics to various mundane governments was the last straw. The resulting witch hunts either killed off most Cabalists or drove them to seek refuge in the Inner Realms and the past, in a patchwork collection of pocket worlds and Astral territories. For the last few centuries, maybe - it's hard to say - the Cabal has been busy establishing itself as a true power of Astral Yetzirah, and made some inroads into the Iconic realm of Briah. But now the Cabal's attention returns to the material realm, and the distant stars beckon.

In short: In a space opera game where psionic powers and tech enable interstellar human civilization, the secret magic and monsters of the Cabal threaten society from the shadows.

Next up:

GURPS Transhuman Space
GURPS WW2: Return to Honor (France sourcebook)
GURPS Illuminati
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Old 10-19-2017, 08:33 AM   #52
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

The year is 2107. The United States of America has conquered the post-Canadian states. Collaborationist client states cut across former national and provincial borders, to better exploit resources and secure control of the country. The PRA and the EU vacillate between continuing the war and signing a peace. The only force that can liberate the Canadas are the various resistance movements.

A great deal of the Canadian armies and Navies managed to escape destruction, but with an ocean separating them from their homeland, they are powerless to do anything. Some units have gone guerrilla, and form a core fighting force. Civilians carry on the struggle too; from gathering information and slowing down work, to smuggling arms and planting bombs, the resistance carries on. The resistances main challenge is to overcome squabbles with former national rivals, and work to drive out the bigger threat.

With the attack by the United States so sudden and unexpected, conspiracy theories are abound. Are stories of mass forced disappearances exaggerated stories of resistance sweeps, or something darker? Are the Americans really testing black nano, or is it just idle speculation? Stories of resistance members being turned by memetics can't be true, right? The Americans aren't really tampering with the genefix process, right?

GURPS Robin Hood
GURPS Seals In Vietnam
GURPS Horror
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Old 10-20-2017, 09:12 AM   #53
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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GURPS Robin Hood
GURPS Seals In Vietnam
GURPS Horror
The robin hood story in viet nam does funny things. And that makes this combination hard. At least without a politically explosive story line. Particuarly when you drag in horror.

The straightest version has Vietnamese villagers playing robin hood, with taxes being years of back-rent demanded by a particularly harsh reinstated land owner. You've got to tweak these villagers a little to make them awesome shots and give them a sense of chivalry though. The SEALs play the part of the monsters in the wood. As I said, politically explosive, and not a game I'd actually want to play with most groups.

A twist on this has the SEALs haunted by the ghost of the robinhood mentioned above. He doesn't care about the war, he just wants to make sure his village is all right. And there are few things more terrifying than a sharp-shooting ghost in the jungle.

A more light hearted version of this has SEALs who have taken pity on the villagers, and are playing robin-hood -- against themselves. this explains all the sharp shooting and show-boating that always seems to turn out right. While maintaining this masquerade, they uncover monsters. The Seals in vietnam book suggests a bunch of possibilities. Most of the suggestions are for what Monster Hunters would call "The living".

This is an odd set:
Gun Fu
Mass Combat
BioTech
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Old 10-21-2017, 03:29 PM   #54
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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The robin hood story in viet nam does funny things. And that makes this combination hard. At least without a politically explosive story line. Particuarly when you drag in horror.

The straightest version has Vietnamese villagers playing robin hood, with taxes being years of back-rent demanded by a particularly harsh reinstated land owner. You've got to tweak these villagers a little to make them awesome shots and give them a sense of chivalry though. The SEALs play the part of the monsters in the wood. As I said, politically explosive, and not a game I'd actually want to play with most groups.

A twist on this has the SEALs haunted by the ghost of the robinhood mentioned above. He doesn't care about the war, he just wants to make sure his village is all right. And there are few things more terrifying than a sharp-shooting ghost in the jungle.

A more light hearted version of this has SEALs who have taken pity on the villagers, and are playing robin-hood -- against themselves. this explains all the sharp shooting and show-boating that always seems to turn out right. While maintaining this masquerade, they uncover monsters. The Seals in vietnam book suggests a bunch of possibilities. Most of the suggestions are for what Monster Hunters would call "The living".

This is an odd set:
Gun Fu
Mass Combat
BioTech
You could also do ghost hunters in modern Vietnam, dealing with ghost SEALS and VC fighting an old war in the modern jungle. Corrupt government and corporate sorts oppress the common folk and suppress reports of the ghost war, so the heroes are balancing Robin Hood and ghost hunting. Sounds like a pretty reasonable Monster Hunters framework, actually...

As for your trio, I think you could do something with a long-running WWI setting featuring biologically enhanced super soldiers and monsters in the hellish no-man's land of a 30-year Western Front or the Central Powers controlled Ukraine and Central Europe.

GURPS Blood Types
GURPS Alternate Earths
GURPS Powers: The Weird
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Old 10-21-2017, 03:58 PM   #55
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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GURPS Blood Types
GURPS Alternate Earths
GURPS Powers: The Weird
Thats too easy.
Vampires created by a weird reality warping virus, Several things from beyond time and space in an Alternate Parallel that likely needs to be quarantined.

GURPS Aztecs
GURPS SPaceships
GURPS Fey (Myth came up first but thats a setting)
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REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
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Old 10-21-2017, 07:07 PM   #56
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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GURPS Aztecs
GURPS SPaceships
GURPS Fey (Myth came up first but thats a setting)
The very first post in the thread included a setting book, so I'm going with Myth instead of Faerie.

Life is but a game... played for the highest stakes: the survival of the universe itself. The player characters are the ones who have to use their vast magical powers to win against other tribes and nations and gather human sacrifices from them to the gods ... and take those sacrifices to the heavens where the gods will judge whether they are worthy. If they are not, they will be lucky if it is only their conveyances that are destroyed.


My three, rolled by random.org because I don't have a 464-sided die for this list:

Dragons
Traveller: Planetary Survey 5 – Tobibak
Dungeon Fantasy 6: 40 Artifacts
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Old 10-22-2017, 01:17 AM   #57
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Dragons
Traveller: Planetary Survey 5 – Tobibak
Dungeon Fantasy 6: 40 Artifacts
High Concept: PCs are adventurers and mercenaries who have been, persuaded, by a powerful dragon to secure a set of usual items, that all happen to be located on the backwater planet (hehe), Tobibak. Adversaries include other treasure hunters, pushy bureaucrats, natives, and dragons who have decided that Tobibak would make a great place for their lair.

On second thought, this works better with selections from Alphabet Arcane or MacGuffin Alphabet than 40 Artifacts, but the frame works all the same.

Next Set (This might be excessively unfair):
After the End
Harkwood
Operation Endgame
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Old 10-22-2017, 12:37 PM   #58
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Next Set (This might be excessively unfair):
After the End
Harkwood
Operation Endgame
Since two of the books are adventure books, the campaign is actually based on After the end and then includes the two as adventures.

The players in an after the end game stumble upon a working holographic training/recreation facility and are told by the computer running it that there are team based challenges and that by completing them they earn prices. The whole place is built like a vault so it is very hard to get bits and pieces so they are likely to try the scenarios to try to earn the prices.

They then have to complete all of the the 5 adventures in the holographic training area to get the grand price(a nice virtual medal and a printed out certificate of their feat)


Next set:
Gurps Traveller Alien Races 2
Creatures of the night volume 5.
Thaumatology: Chinese elemental powers
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Old 10-22-2017, 03:17 PM   #59
David Johnston2
 
Join Date: Dec 2007
Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Since two of the books are adventure books, the campaign is actually based on After the end and then includes the two as adventures.

The players in an after the end game stumble upon a working holographic training/recreation facility and are told by the computer running it that there are team based challenges and that by completing them they earn prices. The whole place is built like a vault so it is very hard to get bits and pieces so they are likely to try the scenarios to try to earn the prices.

They then have to complete all of the the 5 adventures in the holographic training area to get the grand price(a nice virtual medal and a printed out certificate of their feat)


Next set:
Gurps Traveller Alien Races 2
Creatures of the night volume 5.
Thaumatology: Chinese elemental powers
Perhaps it's on a far off planet or another dimension, but somewhere there there is a great human empire that fights an endless war against the K'Kree, holding its own against their physical superiority through the human mastery of the powers of Chi. But now some kind of mysterious corruption has set in among the great towers of the capital city driving the leaders of the ruling council increasingly mad, and there are rumblings of a possible alliance among the Aslan clans against the empire, and in the south more and more people are mysterious vanishing from the empire's greatest port city...

Next set

Atlantis
Ultra-Tech
Age of Gold
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Old 10-28-2017, 02:35 PM   #60
ericthered
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Default Re: You are allowed three random GURPS supplements. What's your campaign?

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Next set

Atlantis
Ultra-Tech
Age of Gold
Long ago, a fantastically advanced civilization thrived: Atlantis. Bands of explorers chase down the legend of Atlantis to the depths of the ocean, seeking its advanced technology, riches, and the fame of being the ones to discover the ancient continent. Once there, they find themselves unable leave, forbidden by law and advanced electronics from ever returning to the surface.

This is the tale of the men who broke back out of Atlantis. A wide ranging band of strong willed adventurers, with some unorthodox talents the technocentric atlanteans weren't expecting. Our story starts in 1929...

I'm not sure how this one will play out, but the books so far look awesome:

Monster Hunters 5 - Applied Xenology
Sorcery - Protection and Warning Spells
Banestorm - Abydos
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