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-   -   Norse based Campaign world concept - Could use some suggestions (https://forums.sjgames.com/showthread.php?t=196990)

the_matrix_walker 05-27-2024 12:44 PM

Norse based Campaign world concept - Could use some suggestions
 
I'm working on a campaign skerry that wandered into my head.

The notion is that it would be based on the nine worlds of Norse myth, but that it would not be apparent to the characters for a good part of the game.

The game would start with the reports of Kaiju attack, that was traced back to the discovery of a Monster Island type setting. The PCs would be of the kind you would design as an expedition to such a place. The characters would eventually discover the source of the monsters - A portal to a realm of giant monsters... (Jotunheim) The party would inevitably find their way to the monster world, where solving the problem of the biggest ones getting them through would reveal yet another "portal" (Following the roots of the world tree or some such) where they would discover yet another world.

I am not using the rainbow bridge for PCs as it will come up later and I want to reserve it for the 'gods' at least at first.




I wanted to ask the community if there are any ideas for interesting takes on the worlds of Norse myth and how they might be combined with other themes and genres... I'm considering re-imaging making Niflheim as a world in the midst of a post apocalyptic ice age for example...

johndallman 05-27-2024 12:57 PM

Re: Norse based Campaign world concept - Could use some suggestions
 
GURPS WWII: Weird War II, pp. 139-40. has a Ken Hite version of this, set during WWII.

Apollonian 05-27-2024 11:53 PM

Re: Norse based Campaign world concept - Could use some suggestions
 
I think, but am not sure, that Hite's version of this idea is also to be found in GURPS Infinite Worlds: Lost Worlds, as the Nine Worlds skerry. Each world is some variation on WW2, either an alternate version of real history or a very odd world that echoes the themes of WW2.

As for other ideas, I'd look at using Ratatosk as a guide for the PCs at some point. Alfheim as a world plagued with UFO aliens like the Greys and the Nordics (i.e., "ultraterrestrials" which have a lot of commonalities with Fae mythology) would be cool. Having a 1950s UFO setting ties in nicely with Monster island kaiju, too.

Fred Brackin 05-28-2024 12:50 AM

Re: Norse based Campaign world concept - Could use some suggestions
 
Quote:

Originally Posted by Apollonian (Post 2527115)
t. Alfheim as a world plagued with UFO aliens like the Greys and the Nordics (i.e., "ultraterrestrials" which have a lot of commonalities with Fae mythology) would be cool. Having a 1950s UFO setting ties in nicely with Monster island kaiju, too.

It would also be tangential to Merlin-1 which has "Seelie abductions" intead oif UFO abductions. Multi-world Seelie abductions lead you towards the Cabal and its' associated mythologies.

While you've got Weird War II out look at Cargo Cult Magic. Somewhere in your 9 worlds God-Manup must be operating and your PCs might need to perform the proper rites to get Him to send them a parachute drop of WWII-era supplies.

PS: iin performing those rites you get abig bonus for knowing the True Name of God. Bonus pts for you if you can get your PCs to spend a couple of hours chanting "Ken Hi-Tay Ken Hi-Tay!".!

johndallman 05-28-2024 03:41 AM

Re: Norse based Campaign world concept - Could use some suggestions
 
Quote:

Originally Posted by Apollonian (Post 2527115)
I think, but am not sure, that Hite's version of this idea is also to be found in GURPS Infinite Worlds: Lost Worlds, as the Nine Worlds skerry.

You're correct there.

dcarson 05-28-2024 06:03 AM

Re: Norse based Campaign world concept - Could use some suggestions
 
Day of the Giants by Lester del Rey is a modern Ragnarok where someone gets taken while alive to Valhalla.

King Leonidas 05-28-2024 12:51 PM

Re: Norse based Campaign world concept - Could use some suggestions
 
Quote:

Originally Posted by the_matrix_walker (Post 2527064)
I'm working on a campaign skerry that wandered into my head.

The notion is that it would be based on the nine worlds of Norse myth, but that it would not be apparent to the characters for a good part of the game.

The game would start with the reports of Kaiju attack, that was traced back to the discovery of a Monster Island type setting. The PCs would be of the kind you would design as an expedition to such a place. The characters would eventually discover the source of the monsters - A portal to a realm of giant monsters... (Jotunheim) The party would inevitably find their way to the monster world, where solving the problem of the biggest ones getting them through would reveal yet another "portal" (Following the roots of the world tree or some such) where they would discover yet another world.

I am not using the rainbow bridge for PCs as it will come up later and I want to reserve it for the 'gods' at least at first.




I wanted to ask the community if there are any ideas for interesting takes on the worlds of Norse myth and how they might be combined with other themes and genres... I'm considering re-imaging making Niflheim as a world in the midst of a post apocalyptic ice age for example...

You could do a normal Viking age adventure for a while then throw some hints and have Ragnarök happen. it seemed like your doing something a bit more modern though

Donny Brook 05-29-2024 09:27 AM

Re: Norse based Campaign world concept - Could use some suggestions
 
You could mix things up a bit by mingling the Norse World Tree ideas with the Kabbalah Tree of Life.

Ashtagon 05-29-2024 10:36 AM

Re: Norse based Campaign world concept - Could use some suggestions
 
One idea I've had for a while is to tell the players that the campaign is a [culture A] setting, and build their characters to match that culture. But over the course of the campaign, they slowly discover that the world is actually [culture B], and their culture is really just the "supporting cast" for the world.

whswhs 05-29-2024 09:26 PM

Re: Norse based Campaign world concept - Could use some suggestions
 
Quote:

Originally Posted by Ashtagon (Post 2527302)
One idea I've had for a while is to tell the players that the campaign is a [culture A] setting, and build their characters to match that culture. But over the course of the campaign, they slowly discover that the world is actually [culture B], and their culture is really just the "supporting cast" for the world.

Would they then be rolling a bunch of skills at -3 because they lack Cultural Familiarity for culture B?


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