Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-23-2013, 11:40 PM   #1
joshualevy
 
Join Date: Nov 2009
Location: Silicon Valley, California
Default GURPS Adventures easy to port to a Mythic American Indian setting

Does anyone have any pointers to GURPS Adventures which would be easy to port to a Mythic American Indian setting? The adventures can be free or commercial, all I care about is that they use the GURPS rules (prefer 4th edition), and the adventure itself is easy to retarget to a low tech, native American setting.

By Mythic American Indian, I mean that magic does exist, so it is sort of "arrows and shamans" rather than "swords and sorcery".

Obviously, I'm not looking for a classic dungeon crawl. Something in a village, or maybe a horror adventure, or low-tech merchant, exploration, etc.

Joshua Levy
joshualevy is offline   Reply With Quote
Old 10-24-2013, 08:06 AM   #2
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: GURPS Adventures easy to port to a Mythic American Indian setting

Quote:
Originally Posted by joshualevy View Post
Does anyone have any pointers to GURPS Adventures which would be easy to port to a Mythic American Indian setting? The adventures can be free or commercial, all I care about is that they use the GURPS rules (prefer 4th edition), and the adventure itself is easy to retarget to a low tech, native American setting.

By Mythic American Indian, I mean that magic does exist, so it is sort of "arrows and shamans" rather than "swords and sorcery".

Obviously, I'm not looking for a classic dungeon crawl. Something in a village, or maybe a horror adventure, or low-tech merchant, exploration, etc.

Joshua Levy
I don't know of anything other than GURPS Classic: Old West - but I'm a part Cherokee and my grandfather used to tell me all kinds of stories. I even posted one here. What are you most interested in, specifically?

For the game itself you're going to need Low-Tech(and its Companions), Martial Arts, the book for whatever magic system you're going to use*, and maybe Horror for supernatural critters.

* If I were you (and not because I am a advocate of it), I'd use ritual path magic with Ritual Magic as the core skill to represent various magic-workers. Then spend character points to buy a ritual path magic-only Energy Reserve (1 CP = 25 mana) to cast spells. Since in most tales medicine aka energy usually has a finite amount unless you have a spirit Patron. I'd completely disallow Ritual Adept except maybe with the limitation "Only to tap sources, 80%."
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:45 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.