What Genre do you use GURPS for?
With all the discussions about Original Settings and what Licensed material people would like to have I was just curious what people are actually using GURPS for.
Just write down Name and Genre of current games being played then maybe games in the works/development then maybe games your concidering but may never get to. I guess I should start Currently Playing Arcane - Homebrew high fantasy Wuxia, playing three different game in this world. In Development GURPS Doctor Who GURPS Battletech GURPS Roma Arcana Concidering GURPS Robotech GURPS Infinite Worlds GURPS Homebrew Space or Firefly or Transhuman Space |
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So: Old GURPS campaigns Uplift, set in the world of David Brin's Uplift books and using the GURPS supplement First Contact, set in the 1930s shortly after an alien civilization enters the solar system and makes contact with Earth Oak and Ash and Thorn, set in a present-day version of the Faerie realms of the British isles and focusing on five adolescents who take a wrong turn one Midsummer's Even Unmoved Movers, set in the world of Ayn Rand's Atlas Shrugged ten years after the start of the novel, and focusing on the rebuilding of North America Whose Woods These Are, set in a small American town "sometime in the 20th century" and focusing on some seemingly ordinary people who discover that Weird Stuff Is Going On and Things Are Not As They Seem Whispers, a Transhuman Space campaign about private investigators in Fifth Wave Montreal Just completed: Salle d'Armes, focused on students at a fencing academy in 1717 Paris About to start: The Foam of Perilous Seas, set on the Pearl Bright Ocean of GURPS Cabal and focused on the privateer ship Heliobia sailing under Atlantean letters of marque Sovereignty, set in an alternate present day where the 60 most powerful superbeings on Earth are legally recognized as sovereign states; the PCs are second-tier heroes who have been recruited by NATO as an emergency force to deal with rogue sovereigns So: Three science fictional, one post-holocaust, one historical/swashbuckling, two fantasy, one weird Bill Stoddard |
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Running the first campaign now.
Black Cat Campaign Modern Fantasy, heavily inspired by The Dresden Files, Charlaine Harris, the Anita Blake: Vampire Hunter books, and the TV show Supernatural. Plus any other modern fantasy that I pick up. In a related note, is GURPS Fantasy relevant for a modern fantasy campaign? Having the author handy and all, I figure you can tell me the most. |
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I'm currently running a high-powered (starting point values of 400), epic fantasy campaign in my own setting. That's been going for about a year, and I expect it to last another 6 months to a year, barring complications.
That's the first campaign I've run, but I've played in a a homebrew RIFTS campaign, a lower-powered epic fantasy setting, a cyberpunkish (Shadowrun flavored)/Babylon 5-esque game, a space-based supers campaign, and a Lovecraftian-style horror, near-future dystopia setting. There's been talk of a Star Wars campaign at some point, as well. I don't have any firm ideas for anything after my current campaign, but I've toyed with the concept of a traditional 4-color supers-style game, a White Wolf-style Mage game, and a low-power psionics setting (though the specifics of the setting haven't firmed for me yet). |
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Currently Running Ring of Fire - pseudomedieval fantasy merc outfit Currently Playing Wider Sky - hard SF space opera adventure cargo Wilder Shores - postapocalyptic steampunk with hints of horror In Development End of Evil - ultra-tech version of Ring of Fire above Eulogy - submit a character description in the form of a eulogy; I'll write the character sheet from that, game will start after the funeral Considering Transhuman Space - but the Wider Sky campaign above will prolly scratch that itch Otherwise, trying real hard not to consider, and to turn my creative energies to the End of Evil campaign with an eye toward eventual publication on e32 Historically Super Galdiators - Mutants in Imperial Rome with Atomic Horror Cyberweird - Fantasy cyberpunk inspired by Shadowrun, ran for years Anglia - Low fantasy, my first GURPS game, still running as far as I know, but alas I have moved away Pirates - We though it was pirates, but it was really Aztec Horror SPRUGHammer - Warhammer FRP conversion; also a space campaign with the same GM reminiscent of 40k GEF |
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I am/was/will be a players in some of these campaigns, and a GM in others.
Currently Playing GURPS Fantasy - a homebrew low fantasy, early medieval setting (with isolated castles, warring "nobles", ancient ruines and so on) In Development GURPS Greece, a short martial arts campaign focused on Olympic Games (PCs will be boxers, wrestlers, pankration pratictioners, disc/javelin throwers) Considering GURPS Swashbuckling GURPS Firefly (the sci fi / "western" tv series) GURPS Interstellar Wars Past campaigns GURPS Rivania - a homebrew low fantasy "medieval urban" setting (with merchant families, assassinations, plots) GURPS WH40k - this short campaign was set in a isolated world in the WH40k universe, and was a somewhat cyberpunk/military game GURPS Cyberpunk - various campaigns, mostly set in a very near future, dystopian Italy GURPS Traveller - the campaign was soon aborted when we realized that cat-like and dog-like "aliens" make suspension of disbelief nearly impossible. The setting is very nice and detailed but some alien race are *too* silly for our tastes. |
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Bill Stoddard |
Re: What Genre do you use GURPS for?
Lessee, most recently I've done:
A semi-traditional fantasy type campaign set in a world a century or so after the end of a truly devastating war. TL 3-4, semi common magic, divine magic with its wielders needed for healing but distrusted because the gods were the cause of the war and responsible for around 60% of the pouplation dying when the war came to an abrupt end. A world shifting adventure in which the players were inhabitants of a TL3 world into which had been dumped a corrupt and highly unpleasant police officer with a passion for old gunpowder weapons and a con artist with the unusual hobby of clock making. The cop wanted to set up a nasty empire based on conquest, secret police, and a Reign of Terror, while the players and the con artist find themselves allied against him. All with the threat of a Mongol type invasion of deadly horse archers in the background, and the *need* for the cop's gunpowder and knowledge of military tactics to fight them off. |
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Like others I'm going to include what I've done, not only what I'd like to do...I think that gives a better sense of what is acutally going on.
Historically, GM: No-Magic Fantasy Swashbucklers x2 Espionage x3 Cthulhupunk Reign of Steel Traveller: Interstellar Wars Historically, Player: Old West Star Wars Transhuman Space Swashbucklers Current: None (I'm moving really, really soon) In Development: None (See above) Considering: WW2 French Resistance Banestorm (either gladiators of Megalos, or young nobles in Caithness) Old West (city-bases a la Deadwood) Cliffhangers (a bit more noir than high pulp) Scanners (Psychic powers and Michael Ironside...aw yeah!) One thing I think is interesting about my GM'ing habits...is that I've almost completely avoided GM'ing Magic or other powers. I tend to go grittier than I do cinematic...and clearly I like to do modern day gritty espionage. But one day my gritty dark dream of an RP heavy French Resistance game will come to pass! |
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Currently GM:
Gurps Spec Ops. EU spec op team in the year 2011. Gurps DF/Fantasy - Forgotten Realms rip-off. Victorian "Black Op´s". Been on hold for more than a year... considering revamping later. In Development: Gurps Star Wars. Been on a Hiatus for almost a year now. Gurps WW2 Action. Good for few sessions. Gurps Pulp. 1930´s. Been in development since Feb/March this year. Considering: Modern late 1980´s MacGuffin adventure. Vietnam - Links to Modern. Late 1950´s early 1960´s supers. Dark and Gritty Fantasy TL:2. Based on Roma Arcana. Cyberpunk/CyperPulp 2078. I have played or GM. Fantasy - More than 1 version. Old West. Horror. Sci Fi. Both Hard Sci and Cinematic Sci Fi. Oriental. Supers. Pulp. WW 2. Vietnam. Modern. All kinds. Gurps Star Trek TNG era. Gurps Firefly .... could have gone better. |
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About to start:
GURPS Cthulhu: year-long(ish) campaign covering an expedition to the Antarctic. Past: GURPS Dark Sun: Post-apocalyptic fantasy a la TSR's old campaign setting. Fell apart due to lack of thematic focus on my part. Considering at some point in the future: GURPS Hell Boy: Medium-Low powered heroes circa WWII, fighting mythological monsters from various cultures. GURPS Transhuman Space: Not sure what I'm going to do here. Maybe investigative journalists/cospiracy theories. GURPS Seven Kingdoms: Fantasy China/Phillipines/Japan/India/Indonesia-etc. with Wuxia elements, alchemy, and sorcery to be constructed after careful reading of Thaumatology. GURPS Malazan: Gritty High-magic campaign based off of Stephen Eriksen's Malazan Book of the Fallen series. GURPS Freedom City: Medium-High powered Silver Age supers using Green Ronin's Freedom City setting for Mutants and Masterminds. GURPS Golden Age: High Fantasy with multiple magic systems, test-bed for Thaumaturgy. Wizards with ritual magic and ceremonial casting with astrological correspondences, alchemy with the same astrological correspondences, clerics with threshold based spell magic, shamans with path based rituals and spirit assistance as optional, with no distance modifiers, herb lore as a cheaper and easier to learn version of alchemy, futhark rune magic modified so that one-shot items are easier to enchant, no finger tracing, syntactic realm based faerie magic with glamour, I think thats about it. GURPS Shadowrun: Magical Fantasy + Cyberpunk meet, converted from FAFSA's excellent setting. GURPS Deadlands: Wierd West, Horror + Wierd Science/Steampunk + Asian Martial Arts + Wild West. There's probably more, but so far thats whats currently sitting in the back of my mind. |
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Currently GMing GURP: Ravenloft
Up Next: Modern Psionics ---Rusty |
Re: What Genre do you use GURPS for?
Current Games:
I have several iterations of my Super San Diego game going. I have a GURPS BattleTech game going as well. In the works: GURPS Fallout I'll use GURPS for pretty much anything. |
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Current:
Past:
Considering:
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Presently GMing:
A swashbuckling campaign on an archipelago world that has degenerated from ultratech down to TL4. Presently playing in: A homebrew continent of Hindu/Muslim cultures and variant native races set on the Banestorm world. Recently played: -A low magic, high realism early Vikings campaign. -A First Crusade/Initial Banestorm campaign. Planning: A TL9 'just reaching for the stars' Illuminated Supers Space campaign. Considering: A framework for simple one-offs like an Autoduel home-brew, or a WWI Aces homebrew with horror. |
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*EDIT* I like your new sig, Figleaf. |
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Thanks, re: the sig. |
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I've just started running an Illuminati University game. Hopefully it will have some real legs.
Unfortunately, I seem to have bad luck with GURPS campaigns. Despite my love of the system, for one reason or another, the campaigns I try to run fall apart after only a few sessions. I've run Infinite Worlds (twice, one lasted a half-dozen sessions and is my longest-running GURPS game to date), Banestorm (twice), Transhuman Space, Cabal, Technomancer, a homebrew Steampunk setting, and a Supers game based on the Ultimate Marvel universe. I don't have this problem with other systems. I've run campaigns in D&D 3.5 and Buffy the Vampire Slayer that have run two years each (both with a few months off at a time, being run in college). I ran a Mage: The Ascension campaign for a year and a half (also in college). I'm hoping to break my bad GURPS streak with this IOU game. I'm shooting for 6 good months of gaming, if not more. If it works out, I'm thinking about one of the following for my next game (among several ideas for other systems):
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Re: What Genre do you use GURPS for?
Currently Running
Tethira, a fantasy campaign now in its fourth version, the first three being DnD games. Beyond The Veil - Modern Horror/Conspiracy heavily influenced by the Anitaverse and Call of Cthulhu. X-Side - near future mutant superheroes. (This and BtV started out as the same campaign, but it was too much in one setting so we junked it and started again, separating out the supers from the supernaturals.) Infernal reign - post apocalyptic Hell On Earth, with demons entering the world in 45 through the Trinity banestorm. Currently Playing Tethira, a different part of the world as GMed by my son. Contemplating A conversion of my CP2020 campaign to GURPS Traveller, with a twist based on my old Star Frontiers campaign from two decades ago. Infinite Worlds Regards, C |
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Past campaigns:
GURPS Cliffhangers, taking off from the initial "Black Diamond" episode in the original book. That one ended up bouncing from Brazil to the Balkans to China and then on to a climax at the Great Pyramid. GURPS Horror (modern setting) GURPS Cyberpunk, using the Shadowrun setting for two different campaigns. (I was a player rather than a GM this time) Contemplating: As someone said earlier, I'll use GURPS for anything (and I own most of the 3E and 4E books). Ones that I would like to get off the ground soon are: GURPS Infinite Worlds, for a "lost in the infinite dimensions" game, where the PCs have World Jumping but can't control it. I'm also thinking about a more "standard" I-Cops or Time Tours campaign. GURPS Supers with a college-age team of heroes. GURPS IOU, just for the sheer lunacy of it all ..... |
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As a player:
Stephen's Star Wars Imperial TIE Pilot Academy - SF action (be that SciFi or Science Fantasy, depending on your opinion of SW). Wicked's Post-Apocalyptic Space Cyberpunk Campaign - military action survival. Chris's Planescape-inspired campaign - fantasy railroad action. Alerie's Nightmares campaign - occult action. Solid's Saint-Aglain campaign - occult horror with some economical and investigative aspects. Alerie's Academcity one-shot - high school horror with investigation and some gadgeteering. Very cool for an inexperienced GM. DæmonSpace - a series of short scenarios set in an anything-goes space fantasy. Different GMs, including me. Planning to play: Chris's WHFB. Solid's First National Military Academy - a campaign inspired by IoU, Full Metal Panic, and some others. Solid's THS - maybe if he decides to do it in a few decades. :) As a GM: Project Numinous Children - a teen supers/black ops cross. Humor, action, sex and even some horror elements. 3e. Skyfallen Chronicles - optimistic TL3/early TL4 alternate fantasy - action, socials, exploration, and lots of other minor stuff, including several creepy sessions. Started pretty realistic, despite magical elements, but ended up rather cinematic (remember my Bodice Cutting technique thread?). Æthereal Sun one-shot demo: An Unexpected Delay During an Oceanlab Tour - a technothriller set in a science-fantasy world. DæmonSpace - see above. Current (GM): Urban Decay Playground - a slightly silly post-apocalyptic campaign, filled with action (and I don't necessarily mean combat action), weird humour, and hopefully some other stuff if I continue GMing it, which I probably will have to. Planning (GM): Legends of the Archipellagic Frontier - a TL4 fantasy world made for swashbuckling, same planet as the one below. Æthereal Sun, if I ever get back to the project (which seems to be likely in the next year or two). Planned to be about a team of troubleshootes mercs - action, investigation, whatever. |
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Presently I'm gearing up for a home brew Space campaign. I love the detailed feel and the seamlessness with which I can add alien races as the PCs venture into a never before explored region of space (beyond a Jump Gate) and another alien race finally begins to get to the same area of space that humanity is exploring presently (not beyond the Jump Gate, this is the region to the spiward of Sol).
In the past I used it for a very grim and gritty Conanesque campaign in Hyboria (way back in the late 80s) and conversely for a Supers (albeit a lower powered campaign, the toughest of which was about the 500 point range) game. Another thing I WANT to do with this is a CoC like game, but set in the very early 22nd century in an otherwise standard Transhuman Space type universe. That one is just on the drawing board though. Isshia |
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The nice thing about it is that for the alien races soon to be encountered I don't need much of anything definitive yet. One race is xenophobic and isolationistic in the extreme with a definite shoot first, second and third and don't bother to question the corpses mentality (except for their rebellious branch, who are suicidally rapacious by human standards and have a superiority complex the size of a nebula) and the other is literally in another galaxy that can only be reached by means of an ancient, little understood alien technology. Neither situation leaves much room for easy exploration in occupied territory, so I only need nearby systems early on. And, set in the not too distant future, although humanity has spread out to 52 permanently inhabited systems, there has not been the thousands of worlds proliferation of Traveller to worry about. All in all it's easy enough done, making the outer systems merely extensions of their patrons for the greater part with a few side lights that will stress the intrigue and exploration aspects without getting too much in to Ms Winfrey's backyard. Isshia |
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Alas, over here, we've only got the fantasy game that our 8-year-old is GMing for us: her daddy plays a mage, and I play his no-good 'prentice... O:> (3rd Edition GURPS.) |
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So far, I have done GURPS in a near-future setting with a little cyber and a post-apocalyptic biopunk setting, both home-brew.
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I've run:
Western/Horror -- A bit more subtle then Deadlands. Western -- Straight up, Old West. Space Opera/Western -- Kind of says it all I suppose, the old west in space, ran this before Firefly was out, have yet to see an episode of it (or the movie) Radioactice Zombie Killin' -- Have run this one twice, haven't gotten through the first encounter yet...Need to figure ot why it's so slow going...Though, the players never makin' called-shots to the noggin hasn't helped... Am Working on: The Brotherhood of the Rightous and Harmonius Fists -- Set in China in the years leading up to 1900... Improbable Adventures -- 1930s Pulp Shoot 'em up that has been inspired by Indiana Jones, Sky Captain and the World of Tomorrow, The Mummy, The Untouchables, The Spider, and Doc Savage... The Road to the Lotus Empire -- Set in my generic Fantasy Setting that I've been working on converting to GURPS from 2e AD&D...It's a campaign of exploration and political intrigue as several powerful factions are attempting to open up the distant east for trade. |
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We are using it for:
A modern SHTF game (Think Jericho) Stargate Want to use it for if I could find some good info: Robotech Battlestar Galactica |
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Currently running:
Agents of the League -- Spies/special agents pretending to be itinerant merchants in a GURPS Traveller/Space pocket empires homebrew universe. Lost Cities -- Explorers in an alternate 1880s where magic and paranormal phenomena are starting to appear in the remote corners of the world. Sort of a Shadowrun/Torg/Falkenstein mashup. Considering: Krasny Angar -- Stalin gets ahold of the Tunguska UFO wreck and starts using alien technology to export World Communism. Sort of Indiana Jones meets Sky Captain versus the Commies in the early 1930s. Connecticut Yankees -- Modern day enormous cruise ship gets warped back to 8th century Mediterranean France. Always 'Round Midnight -- Inhabitants of a magical realism pocket universe New York City analogue become enlightened players in the occult struggle to dominate the city. Bronze & Steam -- Fantasy Hellenic campaign in which one kingdom throws off the rule of the gods and develops anachronistic technology. Influenced by bicameralism and 300. Hazy ideas: "Woodjie Nights" [working title] -- Set in the dingy dives and glittering nightclubs of New York City in the 1970s, where magic metaphorically substitutes for drug use (and abuse/addiction). Different musical genres (disco, punk, glam, lounge, reggae, etc.) stand in for different types of magic. (This may turn out to work better with Unknown Armies.) "Hogwarts '14" [working title] -- Recent graduates of England's secret college of wizardry join up to Do Their Bit in the Great War. GURPS War World |
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I play GURPS since more than 10 years, always 3rd Edition.
Usually I use GURPS for a more realistic, historical roleplaying (as opposed to D&D for High Fantasy, Call of Cthulhu for Horror and some more obscure settings occasionaly). What we did in GURPS:
Last weekend I finally could not resist anymore and acquired GURPS 4th Edition. I am still reading the rules and then will start converting... :) I'd like to continue all campaings with the new ruleset. |
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Homebrew Cinematic Steam Punk is FTW!!!
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I've used GURPS for...
D&D-style swords & sorcery Wild West Supers (both original and based on existing universes) Steampunk (adaptations of SPACE 1889 and CASTLE FALKENSTEIN) Modern-Day Espionage Space Opera Pulp Adventure Pulp Space Opera Victorian Era Horror Modern-Day Monster Stompers Urban Werewolves Saturday Morning Cartoons And a number of D-Hopper campaigns (e.g. "The Horatio Club" or "Infinite Worlds") where the PC's visit different gameworlds. At the moment I'm running a "Secret Heroes" campaign, (Supers in a world where super-powers aren't generally known) and a solo campaign set in the Star Trek: Next Gen universe. |
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Currently playing/GMing (shared campaign):
30's Pulp Adventure Planning: World of Darkness (Demon, mostly, may allow some other character types) Science Fiction (Firefly-ish tone with aliens and biotech) |
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Currently planning: Very non-mainstream fantasy (Celestial Ocean), with a gritty/cinematic style combo (think Prince of Persia: Warrior Within, but with realistic bleeding etc.), some early horror elements, and Final-Destination-esque middle part, and not sure what in the final chapters.
Oh, and the the Urban Decay Playground has stalled. 2/3 players love it, 1 hates it, but I definitely can't continue GMing it the way it turned out (not cinematic enough, too much planning and economics, despite the setting). |
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We usually cycle between these settings, adding a new one from time to time. SpacePunk is the current - though paused - game.
SpacePunk Reign of Fire Fantasy vs Extradimensional Space Nazis Modern Occult Horror Conspiracy ("Witchcraft") Pulp Fantasy |
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Currently Playing?
Fantasy Homebrew Currently Running? GURPS Kingdoms of Kalamar (we start tomorrow) |
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Future (I hope): Near-hard science fiction. * If you are in my group, pretend you didn't read that. |
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Currently running:
- Zombie Apoc game in the setting of rural Alberta. Playing in: - A crazy black ops inspired modern game. Future, I'm hoping: A fantasy set in a custom world. -or- Star Wars set in the universe well before even the Old Republic. -or- well, a lot of others. |
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I played in GURPS Horseclans long long ago...it's possible we might restart the campaign again sometime. That was fun...some of the characters were from a settlement that knew the old ways, but the resources were running out, the genepool getting shallower...others were members of one of the horseclans. Campaign lasted a good 2-3 years of intermittant gaming. (We usually have 2-3 games ongoing at once, to spread the GMing load.)
I ran GURPS Lensman...homebrew...long before lensman came out. After a while, a hyperspatial accident left the PC's stranded in Hostigos in place of Lord Kalvan, and a new PC came in. That lasted a long time before morphing into a brief Crosstime, after they seized an Infinity conveyor, and accidently activated it. Many years of gaming before we let the campaign drift to an end. |
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As GM:
Current - Modern horror "Universal Monsters" meets CoC-like millennial conspiracy horror done as a road trip through haunted places in America. I've been running this off and on since 2000. And it ends in 2012, it has to by the plot. But then it can be post apocalyptic or something. Previous games: High school horror, basically "Buffy" vs. Cthulhu Low power level supers vs. "Atomic Horror" terrorists. Post apocalyptic Fantasy with touches of Jeremiah and Lord of the Flies. Rat-men ruled Disneyworld, the Florida swamps were filled with Lizardmen. Viking types were in Minnesota... Things like that. The kids that survived made up their culture in a world that no longer had one. Men in Black, but I made the players make up the bad guys by telling them it was a 500pt Supers/Aliens game first. Took away the super characters and handed them blank sheets and told them, "You have 150 points. Make MiBs to hunt the things you just made." Some of them quit, the others have loved me ever since, and don't abuse the system as much... Fantasy Time Travel - a dimension that consisted an infinite hallway of doors that could open to any time or place. Stargate - My first game! I started the campaign about 4 hours after watching the movie opening night in the theater. :D As a player: Horseclans - But very early, before the coming of the clans. A Modern "Red Dawn" variation Victorian Era British Army run by a historian. That was neat, we had no Disadvantage limitation and he gave us historical examples... But if you went to far you got retired from service at creation. ;) Cyberpunk Dune MechWarrior A Cyberpunk/Shadowrun/Technomancer/Black Ops game A fantasy game where we were all Orcs Some assorted horror games. |
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I'm an avid GURPS GM who has been living in Hungary for the last year and just started playing again online.
Historically Fantasy GURPS (every one has to do it least once! As GM and player) Steampunk GURPS (with a Fantasy bent) Eternally (Always in the background, never finished, and we return often. Our 'relaxation' games): Adelaide GURPS: A game based in my real home town with lots of weird stuff and tongue in cheek hyperbole. It is the outlet for every silly monster, every ridiculous piece of high tech equipment, every kind of heavy-handed cultural satire we can think of. Over the years there have been Ricki Martin vampires (that's how long we've been playing it), giant koalas, derro, dinosaurs, mecha, robots, shapeshifters, living muppets, God, the TARDIS, etc. etc. etc. Space GURPS: A hard (enough) science, gritty game set in the future. Ordinary people are in the vastness and emptiness of space and they have some mostly very ordinary jobs to do. When something strange does happen it is huge and awe inspiring because most of space is an empty lifeless void. Currently: GURPS WWII: It follows history and is mostly gritty with a hint of the cinematic at times(after a year's hiatus, about to restart) Crusades GURPS: This also follows history, uses 'realistic' rules and is set during the First Crusade with mostly Norman protagonists (the first game was played last week) A year ago people made characters for Supers, which would have been another good avenue to explore, but we never got it started. We've also dabbled in Atomic Horror and a few others. |
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Currently Playing
Nothing. Nobody Likes Me *Maudlin, maudlin* *whine, whine* Ready to Play: Wooden Ships and Iron Men - A Gurps low-magic fantasy. Very cynical and Jaded world where the villains seem to profit, and the good seem to fail. It will use almost all the realistic rules in Gurps Martial Arts. And yes, mooks will swarm you (no sword-fighter's etiquette) A Changeling: the Lost game* The Created of Gary (A Promethean Story)* In Development A Cyber-military game An Age of Unreason style game. A homebrew dystopian magi-punk world. A Vampire: The Requiem Game* Considering Gurps Terradyne Gurps China An Iron Kingdoms Conversion *These are put in because I felt that my GURPS list lacking, and I didn't want people to think I was "slacking" when it came to games. I have other ideas, but the come and go like wind. I had at least 2 today that I forgot. |
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Currently Playing
Redline High: although it went through a LOT of changes, it´s nowadays a high-school game were the PCs are a bunch of students in a illuminati school (that they are just starting to outguess), and slowly discovering that they are gods themselves. Or children of the gods. Something like that, whatever. Clearly inspired by Orphans of Chaos, with a Beverly Hills 90210 twist. In Development GURPS Shadowrun: out-of-the-box seting, 4th edition, only with the magic in GURPS-style and slightly toned down (so it´s less like Technomancer and more like Dresden Files). Instead of being regular shadowrunners, the PCs are members of a "consulting" office for the very rich and not very famous. GURPS Dogs in the Vineyard: just, just like it said. I love the setting, my players love weird westerns, but hate the mechanics. So, GURPS. A group of dogs walking around the land, righting wrongs up and down in the name of the Lord of Life. Seriously Considering GURPS Millenium Mercs: a space-opera military campaign, set in a brazilian sci-fi RPG´s universe (sadly out of print since the early nineties). The PCs are a mercenary company operating in a dangerous neutral zone between the imperialistic Republic, the opressing corporate systems and the expading Organian Expanse of the Orion Arm. GURPS IST Undercover: superheroes goes to the dark side - in this gritty-toned IST world, the PCs are member of an elite group that goes against terrorists, organized crime and the drug dealer business, always in a black ops manner. |
Re: What Genre do you use GURPS for?
Currently playing:
*Legacy of Duat, an "early" Interstellar SF campaign in my own universe, featuring high nanotech, limited superscience and a few background elements similar to some from the Stargate universe. "Early" means that interstellar travel is easy compared to a realistic scenario from today's point of view, but still hard and time-consuming enough that it's a major untertaking for a powerful civilization. Player's won't be routinely exploring far-away star systems, and there's no interstellar political entity (yet?)... Recently finished: *Tales from the Enlightened Empire, a long-running fantasy campaign where magic is ubiquitous but limited in scope and enchantment, with a few ultra-tech elements, in a world of my own making. This will probably be continued somewhen. *The Hand of Apep, a historical adventure in Ancient Egypt with a few fantasy elements, later reinterpreted as a precursor to the abovementioned Space campaign. *Artifacts of the Ennead, a Mystery campaign transformed into a First Contact scenario after three chapters, set on 22th century Earth, another precursor of the abovementioned Space campaign. This, of course, cannot be continued as such. If it is continued, it will be a separate theatre of Legacy of Duat. In the planning phase: *Masks and Mirrors, a time travel/alternate world adventure in an early 16th century Mediterranean, set within a universe loosely based on Infinite Worlds. Maybe it will become a real Infinite Worlds adventure, I don't know yet. Seriously considering: *An adventure somewhere between dark fantasy and supers, loosely based on two recently read books I'm sure my players don't know ;). These are all mastered by myself. Unfortunately, I haven't had the opportunity to play GURPS as a player for more than 10 years. That was, IIRC, a GURPS Vampire:TM adventure. |
Re: What Genre do you use GURPS for?
Active GURPS:
Cliffhangers: Pulp adventure of the 20s and 30s - campaign started 14 years ago Merc: Modern day military campaign, although several subcampaigns, the whole project started 12 years ago. |
Re: What Genre do you use GURPS for?
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Re: What Genre do you use GURPS for?
I'm currently converting a fantasy setting Of Poets, Fools and Madmen from D&D 3.5 to GURPS 4 - skill based system helps get away from the excessive combat focus of D&D play and promotes more interactive role play around social abilities and intrigue.
For future (if I can find the players) I'm looking toward some Discworld (primarily the Ankh-Morpork Watch probably,) and some very steamy screampunk. |
Re: What Genre do you use GURPS for?
Currently Playing
GURPS D&D Forgotten Realms - Just switched with my group over to GURPS (after years of playing Midgard) and currently I'm running the original Pool of Radiance campaign from the year 1989. We didn't bother to fully convert the rules to be D&D conform. Instead we're using the vanilla GURPS rules and magic system and play with them within the D&D FR setting, tweaking them where needed. Considering GURPS Cyberpunk (W. Gibson style) GURPS Aliens GURPS Cthulhu (as a replacement for the original Cthulhu system) |
Re: What Genre do you use GURPS for?
Currently Playing none
Have Played In Alternate History Campigans with light fluffy fantasy feel, set around the years procedding the first crusades Post Apoctalypic world with mix tech levels, it was good game. Zombie Slayer Quicky Horror Game: It was goofy quicky fun game. Gurps Horror game Warhammer Good guys and Bad Guys game: I ran both of them, the bad guys killed each other, the good game got suspended. I would definitly like to bring this game back to life. Campigns brooding in my mind Gurps DnD game: aka dungeon fantasy, but set in Greyhawk or Ebbaron.. i like the settings for DnD i hate the game, also the monsters are pretty cool in DnD and its always fun tring to convert things accurately to GURPS. Warhammer Themed Good Guy Game: All good guys form one warhammer faction, I have several games where they are Dwarves looking for Runes and artifacts. Bretonians on a Holy Quest, High Elves looking to twart the Dark Elves, Wood elves looking to stop the forest form being destroyed, Empire mages looking for research and artifacts, Engineers looking for long lost secrets and creating gadgets, Counts looking to expand their lands. Warhammer themed bad guy game: Same as above, but i'm slightly agianst it because it requires me to be a strict GM and set alot of rules pre game. Warhammer bad guys are real mean people, they either bully each other and end up killing each other, challenge each other constantly, sneak behind hte others back and stab them, or just out right each other.. so i got to find a way to nip that in the butt with out it happening I've mulled around a space pirate type of game. A crew goes around and hyjacks ships, loots broken ships or abandon ones... reacks a little havoc hear and there. I've also thought about a Shadowrun/cyber punk setting. Another Warhammer idea i've thought, was a blood bowl game =) Where the players are on a similar team, they are like 9th string players(which means you could be called in to play tomarrow still) and they work and practice and wheel deals to be on the first string after gaining experience or making the money to buy the spot on the team, they start playing becoming stars. This wouldn't be a very long term game, but i've really thought about it. |
Re: What Genre do you use GURPS for?
Two themes really
Super/Cyberpunk/SF wtih martial arts and conspiracies A mish mash of genres but sort of hard science. 19th Century fantasy with some fantasy races and gunpowder, magic etc. plus minature based Generic fantasy for man to man episodes of cheesy film plots. |
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Re: What Genre do you use GURPS for?
Currently:
Deadlands (Old West, horror, magic, steampunk) Weird WWII (WWII, 3e ritual magic, horror, mad science) Both are 3e. Favorite genres are mystery and horror. |
Re: What Genre do you use GURPS for?
Well, what haven't I used it for.
I'm currently running a fantasy campaign set in a world of my own devising. I've used it in the past for Banestorm/Yrth (with numerous interworld crossovers). Several fantasy settings of my own devising. Traveller. A 1950s weirdness campaign featuring flying saucers, time travel, an Illuminated Winston Churchill, Atlantean mages and shapeshifters. One offs including TORCHWOOD, WAREHOUSE 23 and many more. Harn. And oooh more than I can remember at the moment. |
Re: What Genre do you use GURPS for?
Played:
GURPS Delta Green. Best game I ever played in. Ever. I still talk about that game. And all our GM did was run the adventure in the back of the Delta Green book. Took 6 sessions, that did. Ran: GURPS Apocalypse: I took Fallout and mixed it with Gamma World. Ran it about 5-6 sessions with two PCs. Great fun. GURPS Constantine/Department 7: Took the Constantine mythos idea and slapped it into Department 7 from D20 Modern. Went really well. A short story arc, about 5 sessions. Contemplating: GURPS Napoleon, Transhuman Space, Supers (a la Heroes sorta), and Infinite Worlds. Currently running 50 Fathoms with Savage Worlds but when that's done, I'll be pushing back to GURPS. Not that I don't like Savage Worlds, but, well, I always feel something's missing... |
Re: What Genre do you use GURPS for?
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I did not know of its existence when I started to construct this world. My ideas were a mish mash of Warhammer and Shadow Run. I thought both were rubbish and I could do better, we had GURPS 3rd ed then and it was fun making up anarchronistic devices and the politics of Europe. |
Re: What Genre do you use GURPS for?
Twilight 2k, military sci-fi(battlesuits and star empires), fantasy(in development), and I've also played or GM'ed a murder mystery, a pulp "Indiana-Jones-meets-The-Mummy"-type scenario, as well as a short campaign set to the Roman Empire during the Punic Wars.
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Re: What Genre do you use GURPS for?
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Hmm...currently, none unfortunately. In fact, we don't even have the group going ATM, and I'm not sure what it's going to look like when we do. It may be after 2010. I'm in various stages of preparation to GM a few games.. 1. A high school game with supernatural horror aspects, the characters will seem to be just normal teenagers. It's going to involve the "novel inspired" improv magic I posted on awhile back, once I figure out exactly how I'm going to do that. Their new powers will be shrouded in mystery, this will be easy since we're all GURPS newbs, but I think I'll secretly give them some Magery to represent their innate talents and make up for the lack of initial points put into spells. Will have pretty much no occult stuff in it, it's pure fantasy. 2. A horror/magic/conspiracy game that takes from a plot seed I had 8 years ago of modern, warring magickal cults and what happens when some newbie magicians have their mentor/Lodge blown away in a strike. Cut and run! Heavily steeped in mystery, the characters will be fledgling cultists just discovering fireballs can be as real as new age good luck spells. Will contain a lot of "real" occult stuff, chaos magicians with odd, made up names..sigils(hands to yourself), servitors, the Enochian calls and Watchtowers, Pythagoras's pentagram, maybe even some real figures..like William Burroughs or Grant Morrison, haha. ...Nah. Obviously I'm using a LOT of Cabal for this. One potential player wears a Seal of Solomon necklace and is a bit of a "believer", so it should be interesting. The whole thing really kind of makes me want to re-read Foucault's Pendulum, now that I think of it. 3. a short, basic sword-n-sorcery game, mainly just as a way of easing everyone in to GURPS. I'll run this one first, obviously. I'm going to call it "Demons & Nymphs", as a nod to Gamers, with appropriate imagery. And I'll set it in a corner of the world of "Briah", which will mean little to them until they play the above game and discover the Four Worlds. Considering? Lots of things...one "fantasy" campaign inspired somewhat by the film "Outlander". I'll use a wizard NPC with odd charms and gestures for his spells. The players(though probably not the characters) will discover their mage is actually a rather non-magical visitor, stranded and cut off from his technologically advanced civilization. The small, shiny charm he inserts in his ear to understand these "foreign" tongues is a universal translator, etc. We'll see. I've wanted to run MANY genres(maybe even something inspired by Dr. Horrible's sing along blog, hahah), supers, anime/sci fi, etc. But the top three campaigns continually take precedent. In fact, I have a plan to subvert one player's pledge to "NEVER play a demon!" and conceal it in mystery... You guys think I use the word "mystery" too much..? |
Re: What Genre do you use GURPS for?
Currently running and playing in
Anything goes TL 3-4 Fantasy/Fantasy Supers, 300pt based (to start), no real name other than 'the fantasy setting' - longest running game, perhaps 7yrs Tanuki City USA - Anything goes TL 8 Modern Urban Fantasy/Low Supers/Anything, 300pt based (to start), often called 'the modern setting', is 'about 500 years and 3 doors to the left' from 'the fantasy setting'. Mostly happens around the hapless Tanuki City USA, which combines the worst aspects of Cleveland, Sunnydale and Tokyo (or whatever else) and freely changes to meet the needs of the plot (though the backstory is its destroyed on a biweekly basis). Based on the Sunnydale-esque assumption that the public just doesnt notice weird stuff, and the governments bastard lovechild of the MiB and the local DMV helps this by means such as spraypainting 'Honest Al's Used Cars' on Godzilla and declaring him a rogue advertising balloon - about 5 years Currently play in GURPS VtM - Immortal Desires - Online GURPS game of great fun, lasted circa 3 years so far, pretty much straight VtM (I think, I dont know VtM so well) Used to run High Cinema Japan - Martial Arts Fantasy set in Japan, with as much cinema as we could squeeze into it . . . . I burned out though due to trying to give everything a very cinematic feel. 150pts, characters must vaguely make sense Space Fantasy - Anything goes TL10ish Space Fantasy, Ultra-Tech, Magic and anything else - the future of the Tanuki City USA setting (and thus the far far future of the Fantasy Setting). Magic is in the open, as are elves etc, but the bastard lovechild of the MiB and DMV still exists! Very laissez-faire government that borders on pure anarchy - this setting still exists, but we wound up switching to D6. 300pts (to start), anything goes Every Book We Own - My very first GURPS campaign I tried to run, Space Fantasy, where the Earth still exists, but is all worn out, and Mecha exist and stuff - 150pts, anything goes. Basic premise 'try to logically use every book we own!' GURPS Sailor Moon - Sailor Moon, in GURPS, it didnt work so well, largely because I knew almost nothing about Sailor Moon at the time. Basic premise was it was somewhat in the Sailor Moon future, so Chibi-Usa was in charge. 300pts (to start) Used to play in Non Sequitor GURPS - Modern/Future/Video Games/Absolutely anything . . . the characters started at 150pt, 'normal' people. Nothing made any sense in the world and things just seemed to randomly happen with no form of any predictability and it was pure flat out fun, my gunslinger (who eventually actually got the advantage of that name) got turned into a vampire, and lasted 3 rounds in a duel with Ares . . . . ended when I left college, lasted around 8 months The 2000pt Space Fantasy Game - A very short lived Space Fantasy game, I think based off RIFTS, but 2000pts! I played a Vampire Magical Girl, Mahou Shoujo Miyuki-chan in Spaceland! Who had a pygmy marmoset familiar/cute animal Will hopefully play in GURPS Wild Arms - Based off the Wild Arms video games, TL 5 with magic! 300pts Will maybe start running The Space Fantasy Setting - I may try this again, I didnt like 3e Ultra Tech very well, but now its 4e! Dungeon Fantasy - This seems like it might be fun |
Re: What Genre do you use GURPS for?
I use GURPS for ANYTHING! I have put on paper a lot of ideas from many souces of inspiration. But actually I am GMing (or will beging to GM) two games:
1) Fantasy: High Fantasy/Low Magic Viking inspired game using many classical fantasy elements set in my own setting (Imortal Kingdons). 2) Modern: An Espionage game set in an alternative world where the Cold War never endend, the two great WW never happened and others changes. The main players in the world are: Nipponic Empire, Qing Empire, League of the Arabic Emirades, Africa Freedom Movement, New Union of the Sovietic Republics, Sweden Kingdon, September Seventh, Australian Free Republic, Holy Britannic Empire and Union Federative of the Prata. |
Re: What Genre do you use GURPS for?
I use GURPS for High Fantasy/Sword and Sorcery.
When playing 3e, I made heavy use of GURPS Robots, my favorite GURPS book ever, Mecha, Space, and Ultra Tech 1+2. If 4e had Robots just like the 3e version, I would get all of those tech and spaceship supplements and add Space Opera and Cyberpunk to my list of 4e genres. |
Re: What Genre do you use GURPS for?
Another guy who uses GURPS for anything. A sample of the campaigns I ran recently:
gritty cyberpunk cinematic cyberpunk fading suns - cinematic space opera fallout - borderline cinematic post-apocalypse star wars - doh firefly - gritty space western cinematic modern monster hunting (a la WoD, but not as dark) gritty WWII realistic, 200-point Infinite Worlds cinematic, 500-point Infinite Worlds utterly cinematic, 1000-point Infinite Worlds (equivalent to supers) over-the-top utterly munchkinized space with demons and magic and stuff gritty low fantasy cinematic high fantasy gritty play-yourself-as-character kind of game cinematic steampunk cinematic space western superpowered cinematic space western trotter independent trading - gritty space sandbox (don't ask) |
Re: What Genre do you use GURPS for?
I play action/horror (ala Buffy), Lovecraftian investigative horror (ala CoC), Lovecraftian Action/Horror (ala Delta Green), Low Fantasy, Historical Fantasy/Horror, Dimension Hopping adventures (ala Infinite worlds), and Non-four-color super heroes.
Right now I'm planning a modern action/horror campaign of monsters, witches, and faeries battling the greater evil of Things-Man-Was-Not-Meant-To-Know. I consider it a combination of themes and tones from WoD, Hellblazer, and Hellboy. I'm also planning an Occult/Bladepunk 16th century campaign inspired by Solomon Kane. When I get a group together again, I'll let them pick between the two. |
Re: What Genre do you use GURPS for?
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Ongoing GURPS: Knights of the Star, Amazing Adventures in Archaeology. Currently 'Halfallaan' a Celto-Viking low-magic fantasy, 'Zombie Survivors' solo game being developed into a group game. Back Burner GURPS: The Box (SF exploration), Teen Muties/St. Martin's School for Gifted Youth, GURPS WWII: Zha Rodina! Red Air Force squadron. Desperadoes II, a cinematic Western. Considering GURPS Green Lantern Corps, Shong (China/Wuxia fantasy in a shared world, another continent on Halfallaan). |
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Re: What Genre do you use GURPS for?
Currently Running:
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Re: What Genre do you use GURPS for?
I've been away from GURPS for almost 20yrs, though I did buy 4e when it came out and have tried to keep up on the sourcebooks. Now, I'm finally heading back to GURPS goodness to start the next chapter of a homebrew fantasy game I originally started back with 3e many years ago.
I've ran: Fantasy Horror Supers Batman/DC conversion Horror Supers Indiana Jones Espionage/horror |
Re: What Genre do you use GURPS for?
I used to play a lot of GURPS Cyberpunk and Cyberworld. Also a lot of science fiction type of stuff from space opera to space monster hunts.
Later I played GURPS Vampire the Masquerade and Mage. After they stopped this series I quit until I saw the first DF books and now this is my favorite series. So now I mostly like DF. |
Re: What Genre do you use GURPS for?
Playing Currently:
Warriors of Haunden Taleed (Isle of Yerom) GMed Historically: (GMing varied:I could be Only GM, Head GM, Member of the GM team, Assistant/Occasional GM. If the below sound impossible, run 5 different GURPS games at three different conventions a year for years, and run home/online games for decades.)
...And more.Played Historically: Many of the above (I usually share GM duties for a campaign) and many more. |
Re: What Genre do you use GURPS for?
All genres.
I have run GURPS Traveller, Outer Worlds (adaptation of a computer game), Ancient Greece, Medieval fantasy (Middle Eastern and Western), 60's Spy Fi. I've played in friends Old West and Steampunk campaigns as well. Played Dungeon Fantasy stuff as well. When I was still a grad student, I was running GURPS Vampire the Masquerade, and we played a silly game set at GURPS IOU. I've run GURPS campaigns with Fantasy races combined with pirates where orc and goblin raiders could come over the side of the deck at any time. I've run GURPS Midnight RPG as well. I have ideas of all sorts of wild and crazy things to run, but haven't gotten around to them. Best, -Paraj PS: My employer has a blog, and they wrote a blog about me and my life in gaming. Sharing with you all: https://www.promegaconnections.com/m...playing-games/ |
Re: What Genre do you use GURPS for?
I'm GMing for a player who is a former FBI agent has gotten himself transferred to a sepecial division of the BSAA referred to affectionately by it's members as "Department 13" or "Omega 13", which was the unit that made up the core of the department. Their primary mission is to investigate the newly discovered origin of the proto-virus that started the whole mess, which happens to be demonic. They also tend to get the most bizarre and dangerous missions.
So, he gets to deal with terrorists, corporations, spies, and bio-weapons on one side. The other deals with cults, magic, the terrestrial and non-terrestrial supernatural beings and creatures. As long as he gets results they pretty much leave him alone to figure out how to complete his mission. Secrecy isn't a thing anymore, somebody sold to a group that really wanted to make a statement. Terrorists with gas canisters strapped to themselves, committed suicide by releasing a highly unstable mutagenat a Peace Memorial Ceremony at the Nagasaki Peace Park. The infection quickly spread through a sizable portion of the city, and was caught on broadcast. Then there was the zombie outbreak in East London, and the US blew up a city. So far the supernatural angle hasn't been confirmed, but plenty of people think it's the apocalypse anyway. Character recently found out he, and his siblings aren't totally human. Mom is a full demon, dad's a nut case member of Trinity who magically bound. We're working up his alternate form and when he gets it. Quote:
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Re: What Genre do you use GURPS for?
GMed:
Post apocalyptic space opera with magic Medieval Fantasy about craftsman guilds (with magic) Cyberpunk with aristocratic families of mages Steampunk with flying islands Wierd west Lit Rpg Generic medieval fantasy (too many, grow tired of them) Generic cyberpunk (with magic) Post apocalyptic cyberpunk (with magic) Medieval fantasy with rifts Post apocalyptic fantasy (kinda like dark souls) Working on: Magitek TL6-7(Depends on field) with rifts Played Different flavours of generic medieval fantasy Isekai from crusade times to fantasy world Fallout Medieval fantasy with megadungeons Supers Douluo dalu (cultivation martial arts where everyone have a bound spirit, that can do magic) Lit Rpg Space opera with religious magic Cosmic exploration Want to play: Magical academy, not starting in magical academy, not campaign featuring magical academy. But campaign in and about magical academy. |
Re: What Genre do you use GURPS for?
Short answer: everything.
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Re: What Genre do you use GURPS for?
Most of the campaigns I've run have been set in the late 19th century or later: Steampunk, Occult WWII, Cold War pulp, Lovecraftian horror and Transhuman Space.
Probably a majority of my GMing time was Infinite Cabal, an Infinite Worlds campaign set within the Cabal. Defining the genre for that was tricky: I guess you could call it occult worldpunk. |
Re: What Genre do you use GURPS for?
I'm curious what I actually use Gurps for. Lets see...
One shots include: Icops assulting a lich's castle (action, infinte worlds, magic as powers) Investigating aliens meeting with a warlord (action, first contact, space opera) And then there is Corco's Villa and Lost in Dreams, which are long term campaigns that span multiple genres, and would deserve their own post. |
Re: What Genre do you use GURPS for?
Personally, I'm far more likely to consider intended tone and play style than genre when deciding what system to turn to.
I'll usually run GURPS for any campaign where I'm looking for high detail. BESM if I want the details more broad-strokes. Fate if I want rules-light storytelling. I've run multiple genres in all three. |
Re: What Genre do you use GURPS for?
I use it as a source book to borrow worldbuilding ideas for a private science-fantasy verse.
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Re: What Genre do you use GURPS for?
I've run a number of Gurps campaigns
Bus Trip: the party is driving back from a convention and drives through a portal into a fantasy world. Without knowing it the players had prepared more than expected. One had a motorcycle that was on the back of the motorhome another had said that since they were in California he was going to buy a ultralight. A Cliffhangers campaign. A short one using the Hogswatch adventure from Gurps Diskworld. New magic where the players are college students as magic starts to work. Again on PC was given a phobia about squirrels without the player knowing that part of the first arc was a ancient spirit of a druid possessing squirrels to steal artifacts from the small museum on campus. Played in a Riverworld campaign. Played in a Yrth campaign. A Victorian Supers campaign. Ancient Greek demigods. The short pulp Dr. Z campaign that was a series of Pyramid articles. Batman Continues where a retired Batman is being replaced by the next generation of heroes on Gotham. A pulp era Stargate campaign Two Space 1889 campaigns using Gurps rules and the 1889 setting. One on mainly Mars, the other on Venus. Two Monster Hunters campaigns. A short robinsonaide campaign that failed from not enough rules and prep for crafting and such. I may have forgotten an early one or two, been running Gurps since early Third Edition. |
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