GURPS Community Campaign & Adventure Repository
Some GMs need ideas. Some GMs already had ideas, and like to tell other folks what happened in the games they just ran. Some of those GMs have websites where they post one or both of those items for public consumption.
As a (hopefully, temporary) replacement to published GURPS adventures and campaigns, let's make our scratch-made or converted material easily available to those who have it not. Since it would be somewhat clumsy to have everyone's campaigns in a separate thread littering about the forums, this thread is to be a repository for such information. Format: In each post, provide a brief summary of what the campaign(s) is about, how long, etc., so that readers can get an at-a-glance idea what they're looking at, and a link to a website/blog/forum/whatever where they can see a write-up or synopsis of the adventure or campaign. |
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Daniverse Campaigns & Adventures: Currently between campaigns.
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I'm stickying this in the hopes that it grows into something wonderful. Everyone, please keep your replies very on-topic -- sticky threads don't have room for derailment.
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I have quite a few GURPS adventure resources available for download.
First, there are two Quick-Play Adventures: "Race for the Dutchman" is an Old West quest to find a hidden silver mine, "The Bunnies' Tale" is a Bunnies and Burrows/Watership Down flavored adventure to find the way back home after being swept away from the warren. These are self-contained adventures in the vein of the excellent Lady Blackbird, and include pre-gen characters, GM notes, NPC stats, etc. Second, there is a wide variety of games I have run as one-shots at local conventions. These (generally) contain pre-gen characters, NPC stats, GM notes, player handouts, paper minis/figures, and more. Currently, they include:
And, finally, the recaps of some of my much older games are online, and may be of some inspiration. They are from before there was a 4th edition, but they're all GURPS and they were all a blast to GM (and play, if my players are to be believed):
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My current campaigns (July 2008-June 2010):
The Foam of Perilous Seas is a mythic high fantasy campaign set in the astral plane as described in Ken Hite's GURPS Cabal. The characters are the crew of a privateer ship in the service of Atlantis, variously escorting trade fleets, hunting pirates, and carrying out diplomatic errands. They've encountered a variety of mythic, legendary, and folkloric beings, from King Neptune during a "crossing the line" ceremony to the wounded and comatose King Arthur on the island of Avalon; they've battled pirates from Huy Breasil and Ys and the undersea city of the Yithoglu. The theme is myths and legends of the sea and of islands. Characters are built on 250 points and are allowed magic, mystical powers, and cinematic skills. Sovereignty is a present-day supers campaign set in an alternate timeline where the world's sixty or so most powerful supers are legally sovereign states, in recognition of their ability to fight an average national army to a standstill. The theme is power politics: the superheroic analog of "political power grows out of the barrel of a gun." The characters are supers a bit short of sovereign status, who've been recruited to work together to keep rogue sovereigns in line, by negotiation if possible, but by open war if necessary. A number of adventures have focused on the archnemesis of one of the team members, who has opposed her in one war after another since the time of ancient Sparta; now he's siding with the sovereigns who want greater freedom of action, while she defends humanity against them. Bill Stoddard |
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Dungeon Realm
This world is basically a mythical Earth that has been populated by Dungeon Fantasy creatures. All of the gods of myth are active and each pantheon has its own plane that connects to the Dungeon Realm. Asgard holds the Norse pantheon, Tir Nan Og holds the Celtic pantheon, the Aaru fields holds the Egytian pantheon, Olympus holds the Greek pantheon, Heaven holds Yahweh and his angels, Hell holds Satan and his demons, etc. There are any number of gods such as Nimue, who is the Lady of the Lake, to Mesopotamian gods like Lilith and Enki. All manor or monsters from myths and legend are also in this world as well as any number of mythological artifacts like Excalibur, the Golden Fleece, the Holy Grail, Strombringer etc. There are also gods and monsters from fictional pantheons such as the Lords of Chaos from the Elric stories, Sauron and orcs and elves from Tolkien, AD&D gods like Lolth (called Arachnia in my world) and of course the Elder Gods like Cthulhu and Nyalathotep. There is a constant battle between good and evil so that the gods from different pantheons often aid one another based more on morality than plane of origin, although the gods will squabble among other pantheons in order to protect their own interest. The Lovecraftian gods in my world are so utterly evil that even the evil gods from other pantheons will prevent their entrance into the Dungeon Realm because they will completely destroy the fabric of reality should they be allowed to enter. There are many ages in the Dungeon Realm. There is the rise of the Deep Ones and their attempt to bring forth the Great Cthulhu, and then there was the rise of the serpent men who worshipped other Elder Gods and then finally the rise of the Sakyss, the dinosaur-men, who ruled the world for eons. Something unknown caused the fall of the Sakyss but after their rise they broke open the walls of reality and all manner of monsters and gods from myths, legends and popular fantasy populated the Dungeon Realm. During this time man became the most dominant force. But eventually he became arrogant and filled with pride and no longer served the gods. Man began to use magic and soon became expert in the subject. Sorcerers ruled the land and it is thought they studied the texts they found in the ruins of the Sakyss and this led to the downfall of humanity. The sorcerers became cruel and petty, often feuding among themselves. The good gods were no help to the sorcerers so they appealed to the evil ones like Apep, Set, Ares, Thanatos, Loki, Hel, Hecate, Arioch, Orcus, Morrigan, Demogorgon, Arachnia, Chardhros, Loviator and the Devil. These gods brought forth armies of demons to help the sorcerers battle among themselves. This time became known as The Demon Wars where the Dungeon Realm was almost destroyed by the force of evil. Then something happened and none knows why, but the Demon Wars ended. Some say that the good gods formed a covenant with humanity; others say the sorcerers tired of endless war while others say the Elder Gods were trying to enter the Dungeon Realm and both good and evil deities united to expel them. After the Demon Wars the world was slowly rebuilt but humanity more closely followed the gods. The mystic races of elves, dwarves, gnomes and Halflings live in their own environments away from humanity. But the ruins of the past remain for those brave enough to explore them as there are treasures from ages past buried deep underground in the dungeons built by the sorcerers during the Demon Wars. Yet, these dungeons often are built beside the ruins of the even more ancient races of the Sakyss, Deep Ones and Serpent Men. |
Re: GURPS Community Campaign & Adventure Repository
Over on the WoTC boards I used to participate in the 'Build A City' thread. The most recent version of the collective game/experience never really took off due to various reasons (one of them being that the end product of D&D 4E turned out quite differently than we had anticipated based upon the preview books.) Regardless, there are still some good ideas to be found there if you don't mind browsing through the large amount of thread pages.
http://community.wizards.com/go/thre...UILD_A_CITY_40 FYI: It may be a little strange to read. The format doesn't look right anymore because the new version of the WoTC site no longer supports the same code that the old site did. An older version of the same idea can also be seen here: http://community.wizards.com/go/thre..._a_City_Thread |
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In addition to converting 1e AD&D to generic Gurps Fantasy I have run:
GURPS Quantum Leap- Travel through time, guide history. Easy to write for, find strange occurences in history write an adventure around it. Quantum Leap, Voyagers!(1982) and lots of others for inspiration. GURPS Alpha Missions- Based on the Alpha Misions described in World War Z, this takes Spec Ops troops and lets them Cut Down Zombies like so much wheat. The story of course is whats causing the zombie outbreak and who is behind it. It may lack a bit in charachter development the way we play it, but flicking the M60 to full auto and doing suppression fire is alot of fun! Did I mention I love zombies cuz you can kill them in droves and not feel guilty? Again, easy to write for. Pick a nemesis, Use google maps to pick an isolated location (So far Ive used northern Korea, Rocky Mountains, and the Amazon river), Add zombies to kill, innocents to be saved and secrecy to be preserved. GURPS Broken Moon - Based heavily on the Thundarr world from the old TV show. Not too tough to write and has the uncommon combination of 'Savagery, Superscience and Sorcery!'. Lots of uplifted creatures, some high and ultra tech, and some mispronouced location names are really all you need to get this one off the ground. It helps alot if you watch the episodes. Nymdok |
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Have run (but have no site to link to):
GURPS: WWII, Zha Rodina! (yes, I know it's spelt wrong): a Red Air Force cinematic-but-lethal WWII squadron of frontal aviation game. Ran for about 12 weeks, one night a week, some years ago. Went from the German invasion to the Crimea, time on fast-forward. GURPS: The Box. A TL9 or so interplanetary State (totalitarian along Buearaucratic/Progressivist lines) discovers a teleport box on Mars. Characters are ordered to take interstellar beacons through, with colonists to follow later. No going back; you are what you bring with you. The ultimate escape for the oppressed, or the triumph of The State across the Stars? Based on a favourite SF short story of mine. Played for about 10 weeks, one night a week, with some Sundays as well. GURPS: Knights of the Star. Conflation of Star Wars Jedi, Dune politics and houses, animoid folks from Cordwainer Smith books. Rubber science, cinematic in the extreme, signature gear, script immunity for PCs. A slow-burning campaign that has been revisited several times with various groups and players; has lasted over ten years now. GURPS: Teen Muties. A 'school for gifted youth' collects or finds students who are taught to employ their gifts by teachers who were once heroes themselves. Outcasts, orphans or simply odd-looking; they exist in a world where all other comic characters exist or have existed (mostly UK-based ones). Plots mined from all of comic book history. Other timelines and alternates, vistors from the future, 'the very last nazi giant robot of all', demons and angels, it's all happened. Has been rebooted and revisited several times with different groups, resulting in a fourth-wall-breaky style that means characters and events are reworked and reinterpreted as time passes; while the time is an eternal present day. |
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GURPS Manifest Destiny: MY first attempt at a GURPS game, it was Sci-Fi Western before Firefly did it...500 years from now, mankind has established a space republic, there were ups and downs along the way, such as the Robot Uprising which resulted in the laws against Artificial Intelligence. There was also the civil war between the Terran Republic (the governing body) and the Solar Federation, the governments of some of the other planets in the Sol system attempted a bit of a rebellion and failed. Most of the campaign took place on the frontier of the Terran Republic, which was largely like the American West. Basic TL assumptions was that it was TL 10 or 11 (forget which exactly, this was in 3e right before 4e was released), people wandered around armed with blasters, and FTL travel included both jump gates (for established systems as ships with hyperspace capabilities were expensive), think of them as serving as sort of a railroad. I've toyed with returning tothis setting and am debating on running "Trouble at Traver's Rift at local convention in March.
GURPS Western Horror: (I never did come up with a name for the campaign...But, it's as it says...Western horror...It included such things as Death wandering the world as a gun fighter. GURPS Ronin Enterprises: I'm still toying with this one a bit...But, it's a supers game, where the "heroes" of the world work for Blackwater-esque corporations to help keep the peace from rogue paranormals. GURPS Improbable Adventures: Set in an alternate 1930s, it's a mix of Flash Gordon, Indiana Jones, Untouchables, Sky Captain and the World of Tomorrow, with a dash of Lovecraft thrown in. I've got more, i'll post 'em when I get the chance. |
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Campaigns with websites:
Dawn of Magic. A TL2/3 fantasy campaign set in an imaginary world where all the cultures were modeled on real-world ones, if improbably distributed and modified. The central premise was that the gods kept redoing creation to clean up after inter-planar wars between their reality and another universe with dark, life-sucking gods. Except that this kept getting screwed up by the gods' imperfections, enemies . . . and creations, especially wizards. The PCs came into this situation as creations of such wizards: purpose-built heroes for breaking the cycle. Not that they knew this for 80% of the campaign! The campaign ended when the PCs successfully rallied their world's armies in a massive battle to crush the extra-planar invaders and slam the door on them for good. One of my players had a site for it here, while the last 30 or so game sessions (out of nearly 300 played over almost 7 years) are recapped on my blog here. |
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Starting up sometime next Jan/February.
The Wine-Dark Sea: A campaign set in another world. A fantasy version of the Greek city-states, with cultures similar to celts, scythians, and persians nearby. I use Path/Book magic from Thaumatology. I've just finished most of the fluff, so it's time to operationalize it as crunch. Characters begin with 150 points, but I use some house rules, so they'll probably be about as effective as 125-point 'vanilla' characters. In the beginning, characters will learn to live in and love their city-state so that, when it's threatened by Dark Forces later on, they can actually feel like defending it. |
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Islands of War is a TL4 fantasy setting involving quite a number of islands in an arctic archipelago. Each island is heated volcanically to different temperatures, creating a plethora of environments.
The political atmosphere is highly charged, with many of the island kingdoms constantly on the brink of war. This should give the PCs a chance to affect things, for good or ill. Here are some adventures from this setting that I'd suggest for a Dungeon Fantasy game (some re-tooling might be needed if you're not using Islands of War, but it shouldn't be too difficult): Clearing the Gnomish MinesPlease note that I didn't use the GURPS magic system to build these adventures. I rolled my own magic system using a spells as powers approach, so spell casters will look a little odd to you, since all their spells are equipment (spell-book pages), instead of skills. Just poke around in the wiki a bit. It should become clear what's going on. Try the Rules page. |
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Sins of the Crusade: Alternate History of the Crusades time line resulting to a new and reinvigorated Byzantine empire composed of 5 houses: aDin, Osman, Baldwin, Komena, and Flor.
Mahadlika, the People under Heaven: An Alternate History taking place in 19C Philippines. History Diverges in 1821 when a devastating famine, changed the course of events. 19C Philippines is was a very tragic place and time, marked by much strife, suffering, and abuse. GURPS Adventure templates, NPCs, and Game Preparation tools and notes can be found in http://gameinthebrain.blogspot.com/. I also have a few write ups for dealing with Modern Combat. |
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The Fungal Sprawl: (DnD game originally). The PCs investigate the history of a fallen human empire and find disturbing signs of meddling by two ancient nonhuman civilizations. Soon they find themselves trapped in a three-way contest between a fungal civilization, a lizardman civilization, and the remnants of humanity. Worse still, a shadowy alien sentience is at work behind the scenes, playing all three sides off against each other. A mature-themed subversion of the Super Mario Brothers story.
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TEAM WEIRD: Our weekly Infinite Worlds group has been on since the first 4e books published. See http://groups.google.com/group/GURPS-NYC for scattered information on the different worlds (we rotate GM duty), characters and adventure logs.
My world started as a Merlin/Deadlands mashup where the first A-bomb test burnt the veil between the Physical and Spirit worlds and woke up powerful nihilistic demons. The campaign now focuses on Merlin-X, a hunk of New Mexico real estate splintered off the original world, a reality shard bouncing through the quanta in the Space Between Worlds and occasionally picking up strange bits of them on the way. Adventures of late have centered on finding a reliable way to travel there from Homeline and to negotiate resource rights to Spirit Glass between Infinity Unlimited and the eccentric townspeople of Bruja Gorda. Spirit Glass is a physical remnant of the A-bomb that emanates mana; it can create small normal-mana zones on no-mana worlds, and it is only found on Merlin-X. Team Weird's latest nemesis is Dark Jacques, the former familiar of one of the PCs who became independent in a freak parachronic accident. This mana-construct monkey with deep feelings of insecurity is hellbent on flinging all kinds of cosmic poo at Team Weird and Infinity Unlimited. We're almost 40 sessions in on my setting, so the backstory is...involved. My journal entries chronicling the salvation of Merlin-11b and subsequent adventures on Merlin-X are on the site. |
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This link goes to a thread which talks about ideas for fantasy races: http://forums.sjgames.com/showthread.php?t=58998
Although it doesn't necessarily discuss campaigns or adventures, there is some interesting discussion about how campaign feel may or may not interact with the type of characters and character races found in a campaign. There are also a variety of ideas for different races. Some of these ideas might serve as a spark to ignite your imagination and help to build a campaign or adventure. This link will lead to a campaign path which I helped work on over at the WoTC site: http://forums.sjgames.com/showthread.php?t=60286 Unfortunately, much like the other project, it died out. There's still enough there (including a map) to provide a campaign path though. You'll need to convert some of the ideas from D&D to GURPS, but it shouldn't be too difficult. |
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Current Campaign...
Victorian Fantasy. (Okay, it's not the most original name, but it's what we're using.) Steampunk and occult heroes in an alternate 1890s where magic works. The heroes have survived fairies, a cult reviving Balor of the Evil Eye (Celtic Death God), and an unexpected and thankfully short visit to that charming little timeline...Gotha-10. The current adventure has taken the heroes... ...to France, where they learned that the nightmarishly powerful and maniacal necromancer Oliver Brookfield, who is also the uncle of one of the player characters, and who everyone thought was dead, is actually alive and seeking something from someone called Chantico... ...to Wales, where the dragon Rhagfyr told them that Chantico might be a Mexican dragon, or something else of a Mesoamerican nature, something extremely powerful and evil and dangerous... ...to Mexico, where impromptu sacrifices of several horses appeased Chantico, who appears to definitely be something a lot worse than just a dragon with a bad temper, so she did not kill them (although she may have done something unpleasant to their souls), but sent them on a quest... ...to Canada, where three of the six player characters died fighting the Wendigo, Chantico's ancient enemy... ...and back to America, where, while they were on their way to New York to take the dirigible back to London, Miss Vivien Brookfield, player character and niece of the evil necromancer, was kidnapped! Although Oliver Brookfield is unlikely to kill her (he is actually quite fond of his niece, in his obsessed and maniacal way), he wants her to join forces with him, and who knows what unspeakable outrages might be practiced on her mind or (gasp!) her person in order to gain her acquiescence!? Meanwhile, the Sky Fiend, an evil techno-genius with a rocket plane, plots his next crime against civilization. If the heroes can stop Brookfield, they may be asked to bring him to justice. But can he be stopped before more innocents are killed and before more precious monuments are destroyed!? |
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Wow, that's cool. Sounds fun. Unimaginative as the name "Victorian Fantasy" may be, it sounds like a real fun campaign.
All I'm doing right now is playing in Mark Langsdorf's Westmarch Saga DF game online. So I'm not a person in a position to add anything to this thread. But, at the risk of diluting it's goodness, I just thought to give the thread a little positive feedback. |
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Kippelo: The Hundred Lands
Swashbuckling TL4 adventure, on another world. Several humanoid races organized in dozens of states and other entities vie for survival and advantage in an archipelago world of complex intrigue and strange creatures. Website: (Good idea!) Style: Not quite cinematic. Lethality higher than average, but with 'death insurance' (qv). World Name: Kippelo A the moon orbiting the second planet (a small gas giant w. a single ring) of its stellar system. Kippelo is slightly larger than Earth, but gravity slightly less. Poor in fossil fuels and minerals, particularly heavier metals. Campaign Geographic Region: The Hundred Lands An archipelego covering a land and sea area approximately the size of Europe. Campaign Starting Location: Falzmith A large, vibrant coastal city on a large island called Stosteg, in a state called "The Concession of Stosteg", or simply 'The Concession'. The Concession is the largest mineral producer in the whole Hundred Lands. Interpretive Note: This campaign is completely outside the knowledge of our terrestrial/mundane existence. Mana and magic are unknown in the Hundred Lands. Historical Highlights: The Hundred Lands suffered a great Deluge c. 500 Kyears ago. The present calendar runs from that point. It is presently Kippelo-year 497 P.D. A brief sketch of the races follows: Es'ee Smallest in stature of the races, the Es’ee are cautious, nimble, practical, and hard-working. In appearance, they have mobile, sympathetic faces; graceful hands; and a noticeable nervous energy. Es’ee have largish ears that move a tiny bit with their changes of facial expression. Many Es'ee exhibit a variety of characteristic facial hair growth, e.g. bushy eyebrows, ear tufts, etc. The Es’ee are also prone to a kind of genetic anomaly which can result in the occurence of functional animal-like features or appendages. These individuals are a bit stigmatized, but usually participate fairly normally in the broader society. Es'ee are about 30% of the population of Stosteg, but somewhat less than that proportion in other parts of the 100 Lands. Es’ee tend to live in nuclear family groups, and employ a high-K rearing strategy involving both parents. Se'em The largest-statured people of the 100 Lands, aggressive in combat, strong, and very resistant to injury. In a fight, one Se'em is usually a challenging match for several other-race individuals. Their skin-colour is a uniform grey, they have heavy facial bones, and almost no body hair. Se'em are the rarests of the 100 Lands races. Outside of Sayabah, they are uncommon enough that a visiting Se'em will usually draw out crowds of unabashed gawkers in most places. Es'em Smaller cousins to the mighty Se'em, the Es'em are formidable fighters and soldiers themselves. The Es'em are usually of 'normal human' height, but somewhat more heavily muscled. Their skin colour is a uniform grey, they usually have a prominent brow, and hair colours range widely but usually has a metallicness. Es'em are most common in Sayabah, where they make up a substantial majority of the population. They also live in much smaller numbers in other parts of the 100 Lands, or in Sayabah outposts along the shores of Ragyen. Little is known by outsiders about lifestyles of the Se'em and Es'em in Sayabah. In other parts of the 100 Lands Es'em usually live in small self-contained communes, or are hired troops/bodyguards barracked by their employers according to their contractual terms. Se'el Are the most populous race, comprising the majority of individuals across the 100 Lands. The Se'el are a creative and fecund race, but shorter-lived than the others. Taxonomically, Se'el look like compact, moderately-muscled, olive skinned, any-eye-colored 'normal' humans. Normally, they all have thick straight black to grey-brown hair. Se'el are most populous in Nioord, where they make up the vast underclass of agricultural serfs. They also live in significant numbers in Mayalshor and Stosteg, where they can fare much better socio-economically. Se'els can be found in smaller numbers virtually anywhere in the 100 Lands. Se'els can have different family structures, usually conforming more or less to whatever social norm prevails in the areas they live. In Nioord, for example, children are raised cheifly by their mothers' families with fathers having little participation in raising their own children. In Stosteg, by contrast, more Se'els follow the Es'ee model of nuclear families led by pair-bonded parents. Es'o The long-lived Es'o have a large population in Old Qaside, but are relatively uncommon in all other parts of the 100 Lands. Es'os also live in Nioord, comprising the over-class in that sharply divided society. Es'os also populate the great Fleets (q.v.) that forever travel the 100 Lands. Es'os rarely exceed 'normal human' height. They are usually fine-featured, with lean bodies and broad shoulders. E'sos can deliberately control their skin pigmentation, and are capable of significant changes of hue over the course of several days. They have fine hair that ranges from wavy thru curly to frizzy; whether blond, brunette or red-haired. Matrilineal (but not matriarchal) clans and familial sub-units are the basis of organization. Mating is exclusively exogamous, but all resulting children are raised by and live with their mother's family and clan. Es'os rarely know or care who their fathers are, but maternal uncles and grandfathers are significant figures. |
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Amy's Amazing Adventures / Amazing Adventures in Archaeology. An often re-interpreted / re-visited campaign beginning in 1929, normal tech, using real history, 'Boy's Own Paper' / 'Girl's Own Paper' style adventures and pulp history equally.
Minor Brit noblewoman, her friends and employees have jolly adventures, discovering ancient tombs to raid, meeting Doctor Jones, thwarting the nazis' sinister agents, going to tea parties / murders, studying old haunted houses and churches (sourcing M.R. James ghost stories), going to symposia, meeting new friends in new lands, meeting old schoolfriends in old kingdoms in India or Africa. Not very cinematic, except where cinema crosses over with the high-jinks typical of 1920's/30's adventure fiction. Less 'Indiana Jones', more 'The Adventures of Jack Harkaway from 'Ensign' magazine'. Deliberately a more innocent style than the later re-imaginings by Hollywood or TV. |
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I've recently stopped GMing so that I could tweak my campaigns some. (sorry, no websites for them)
Tethira: TL3 fantasy campaign set about midway on the "use of magic" scale between Banestorm and DF. Setting is the rump of a Romanesque empire and the intrigues of provinces emerging into independent kingdoms. Overall, the Dark Ages are approaching and nothing the PCs do can halt the oncoming tide of barbarism and invading nonhuman hordes. Tragic heroes in the Celtic style, not that they know that yet. Beyond The Veil: modern day "Secret paranormal" based off VtM, Laurel K. etc. PCs are an uneasy alliance of trouble-shooting vamps, Sidhe, weres or mages in Seattle, using "magic-as-powers" system. Pretty bog-standard stuff, really. Tapesty of Stars: TL10^ space opera in the Traveller style, only with an alien space-Nazi race of evolved raptor-analogues as the Big Bad. All the usual cliched tropes. Various star-nations give a political dynamic based off pre-WW2 Europe. Tech designed to give a late WW1 "feel" to space battles. Retired setting: Infernal Reign - a variant on the zombie apocalypse idea...demon apocalypse. The Trinity event banestorm tore open a gate to Hell as well as pushing ambient manna levels up. PCs are survivors from various hidden enclaves, trying to make their way and master their new abilities while scavenging among the ruins of late 1940's USA. A mashup of Reign of Steel, Weird World War and Technomancer. In planning: Iron Empires - cinematic Steampunk campaign. |
Re: GURPS Community Campaign & Adventure Repository
Oh, neat. I had an adventure rejected by SJG for Dungeon Fantasy, so I'll make sure to knock the map into better shape (it didn't make it all the way to that stage, and I don't draw well, so it's a scan of a drawing that I'm touching up in Gimp) and upload it.
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My dungeon template can be found here. |
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Edit: Well, it's not raining here, but I just finished adding a hex grid to the two files. The hex grid layer is hidden by default, because it's easier to draw maps with nice, straight grid lines, but hexes are handy for the final product. |
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I've made a new thread for discussion of the template so that this thread can be kept on topic.
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The Pearl of the Ebon Orb: Although the title may sound like it's a fantasy game, this campaign was actually a sci-fi campaign. Superficially a post-apocalyptic setting, the game was intended to explore three separate models of future society.
The first nation is the Bunker: a militaristic remnant made up of various old nations' armies and their descendants, scrabbling for survival and striving to reinvent key former technologies amidst the wasteland. Its drive to survive internal and external tensions puts it in opposition to the Oval City. The second nation is the Oval City, a genetically advanced sterile subspecies of human, made up of biological females conceived through ovular parthenogenesis. Each individual has the collected memories of her ancestors deep within her psyche, and can reactivate them for guidance by dreaming with narcotic stimuli. This nation represents technological stasis as a conscious societal choice: no new technologies have been developed for centuries, and no new citizens are born unless and until an existing citizen dies, whereupon her eggs are harvested and her brain matter is incorporated into the newborn. The third and final nation - the Elevated - is a genetically human, but technologically very advanced faction comprised of outright clones led by a War survivor. This society represents strict devout devotion to technology, in a quasi-religious hierarchy with the highest scientists commanding priestlike faith among their subordinates. The nation is based onboard a space elevator at coordinates (0,0) off the coast of old Africa, but has been searching for ways to exploit the remnants of civilization on the surface. They enter the endgame of the campaign as a hostile force, small in number but with considerable technological power at their disposal. |
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I have 16 adventures on my site covering a wide array of genres, from horror to dark fantasy (GURPS Warhammer to be specific).
http://sites.google.com/site/tectuct...oversions/Home |
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I have some GURPS rules and campaign notes for my Wilderlands Campaign. I switched from AD&D to Fantasy Hero in 1986 and then to GURPS in 1988. We been using GURPS since.
http://wilderlands.batintheattic.com |
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I've finally decided on which campaign to focus on building. It is Hell's Dawn where demons are invading the planet and the increase in mana has caused magic, super science and powers to appear. There isn't much info on it now but I hope to post at least one or a few things a week for it on this blog.
Thoughts and feedback is always welcome. I am considering running it as PbP game for the moment. |
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Re: GURPS Community Campaign & Adventure Repository
Past campaign:
ForeverQuest (GURPS Space 3e). Ran for three years. A motley collection of Terran citizens answered an ad for assistants to an archeaological expedition. Said expedition led to evidence that Earth had not only been visited by aliens millennia before, but now needed help to revive the survivors of their race, who had escaped a terrible war with an ancient enemy. Planned campaigns (one of these days...) The Ares Agenda (GURPS Cyberworld). A Cyberworld campaign (with some changes, notably making it more tech noir) featuring emerging technologies; dark deeds done in the shadows; and many conspiracies, human and otherwise... Penumbra (GURPS Old West). A campaign set in the Old West with paranormal activity bubbling just below the surface and conspiracies abounding (think Unforgiven meets The X-Files...) The Dark Beyond (GURPS Space). A space opera campaign in which the PCs kidnapping and enslavement leads to the discovery of a new and terrible threat to Earth. The Blackheart (GURPS Fantasy). A campaign set on a fantasy world undergoing a slow corruption and takeover by an ancient, unseen, and seemingly unstoppable evil. Sorry, no websites or anything. I might post the notes from ForeverQuest at some point if I ever get around to typing them up. |
Re: GURPS Community Campaign & Adventure Repository
Not mine, but this is a pretty well thought out 4e supers setting: Trinity's Children. Dystopic alt. reality with metahuman apartheid in the US.
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Re: GURPS Community Campaign & Adventure Repository
The Company of the Keys: Fantasy. A quest for 9 keys to unlock a powerful sword. The nice part was that each Key Quest was run by a separate player who became GM for that episode, allowing for the 10 adventures to be independent and yet united into an overall whole. It was the beginning of our Arnur Soghal world; nothing was developed except for the map, and each player/GM was able to build a little part of the world without worrying about conflicting with another GMs story arc/campaign plans.
Sail to the Island of Hronn: Fantasy. The players are sent by a Duke to explore a mysteriously erupting ice volcano, and stop a demon from entering Arnur Soghal. A definite GM's cunning plan to force Winter Weather gaming. The Year of Wild Magic: Fantasy. The players discover that magic doesn't always work right. Every time they cast a spell, they had to roll 1d. On a 1, they were subjected to the Wild Magic failure table in the Forgotten Realms campaign setting. Also all metal armor and weapons were electrically charged--touching metal caused 1d damage. Spears and leathers became the gear of choice. After they figured out What Went Wrong, they were off to defeat the wizard who created the problem. The Zophsprae Islands Campaign: Fantasy. After much difficulty as a GM keeping the party on task, one PC was told to conquer the local "evil" duke and replace him in the name of the queen. Success was bittersweet when the ennobled PC was dubbed an usurper by the remaining nobles. . . The Lost Archipelago Campaign: Fantasy with Gun Powder. The players were allowed to build the usual suspects for PCs, given lots o' magic, then shipwrecked on an island that was a no mana zone. Magic is forbidden, witches are burned, and muskets rule in an India-flavored culture. The spread of gunpowder to the rest of Arnur Soghal was prohibited by making it mana-reactive--every day that black powder is in a normal mana area--roll 3d--on a critical failure, it absorbs enough mana to explode!! The Tween Meanders: A Fantasy evil-PC campaign. The PCs begin by being on the way to the king's gallows. They are "saved" by an evil dragon, and forced to be her vassals. Given that they are still wanted by the law, rampant evil-doing is minimized by needing to keep a low profile. But the players are having fun playing "taboo" races--a dark elf, a giant, a bale, etc. The 6 Million-Dollar Men: Modern. So far just an idea. The players are allowed to spend $1 million each on bionics. They work for a secret government agency doing covert ops. Essentially Steve Austin meets 007. Behind Enemy Lines: WWII. Each player got two PCs. . .filling out the crew positions of a B-24. They are shot down in Romania (role played, but by GM-fiat decided that they ARE going to be shot down) and are trying to make it back to the Greek coast to be rescued. They are forced to cope with little in the way of supplies (each bullet is precious) or learning the use new gear (i.e., spend earned points on German/Czech weapons). Pyrates: Swashbucklers era piracy, but with one willing PC who was secretly a Voodoo Initiate. Slowly the party is dragged into the Shadow War and must face down a Devourer on the Isle of Dread (yep, I stole from the old D&D module). The campaign would flip back and forth between mundane (i.e., pirating) and magical adventures. And of course the straight up rip offs of Indiana Jones, Star Wars, and Top Secret. |
Re: GURPS Community Campaign & Adventure Repository
2418:
In 2003 a new cold war starts, that soon becomes a war against US, EU+ against Russia, asia +. this war soon beocmes an atomic war.. After 250-300 years the seceret droid senter reveals it selve and starts the hunt on humanuty, humanity go to gather to fight the new threat. Since the atomic wars the humans have begone to mutate. The setting is inspired on Terminator: Salvation VS X-menn. and the players are one of the elite teams of mutants on the Resistance army. i got a lot of plans on this world, and i just GM'ed my first session. It wass a lot of funn. Planing to putt in mutaded insects and aimals later on, Basen on Star Crafts Zerg's. PS: This is my first Campain in Gurps. Gave GM'ed 3-4 times in other games tho |
Re: GURPS Community Campaign & Adventure Repository
Diagnosis: Amnesia
The characters (planned for one but could be adapted for more) wakes due to the insistent banging on the door of the run down hotel room they wake up in. The hotel room shows signs of recently having been the scene of a fight. Broken furniture, fresh (ie, less than a week old) bullet-holes. Their clothing are torn, in some places ripped, as if they'd been in a fight. Even a bullet-hole in their clothing too, though no where near a fatal area. However, they have no scars, no aches ... and NO memories. On one wall can be seen the word "Out!" drawn in something red, and "NO!" written on the door the police is banging on, demanding them to open. The door is blocked by a wardrobe, and a headless body ... --- Players (played with one, worked fine) can define their characters appearance, to a point. No apparent cybernetics or magic effect items. Inspiration for the adventure: Deus EX 1&2 (game, for names, locations and some equipment), Dark Angel, season 1 (TV-serie, for some background, and yes, the chars are equal to X5's), Bourn Identity (for more background) and of course; Amnesia: Total. Goal: Recover memory and help expose VersaCorp. (Edited for clarity) |
Re: GURPS Community Campaign & Adventure Repository
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Substitute Heroes was my GURPS Supers (3e) campaign in which the PCs played teenaged mutant supers-in-training who are suddenly pushed by their teacher to become a full-fledged public super team when the previous team of mutant heroes is slaughtered by a powerful demon. The team made some rookie mistakes, but wound up helping to save the world from the precog's vision of a demon invasion anyway. The ideas are drawn very heavily from Marvel Comics storylines from the late 1980s. This campaign ran slightly more than two years (100 or so sessions?). GURPS Twilight Zone only ran four sessions, but could have gone on many more. The PCs were not individuals at all, they were tropes or templates who were different people in each adventure (ie: the old woman, the kid, the athlete, etc.). Each session was a separate story with different characters. Two were modern horror, one was a psi-powered/mad scientist parable, and one was an encounter with aliens on a trans-oceanic airplane. GURPS Tunnels & Trolls was an experimental adventure which only ran three sessions. It started out as a standard DF-style fantasy (in 3e days), but as the adventure continued, the PCs started to realize that they couldn't trust their perceptions and might have hallucinated that whole dungeon quest. Space Cops was my final GURPS campaign before switching to 4th edition. The system of five planets under a unified, TL9-10 government sans FTL has no army because it has no external enemies. Instead, it uses various police (space marines, feds, beat cops, etc.) to keep the peace. In the early days of a terrorist threat, the PCs inadvertantly stumble upon a very stealthy alien first contact and become the government's Alpha team for rooting out the alien threat while dealing with an increasingly violent terrorist movement. This campaign only lasted about 8 or 12 sessions before my player base imploded for metagame reasons. It would not take long to translate my materials into GURPS 4e, and perhaps someday I will. GURPS 1861 was a two-session adventure I used to playtest a magic variation that I found in Pyramid magazine. The PCs were essentially Men in Black employed by the Union government to prevent a necromantic preacher from swaying the Maryland government away from secession less than a week after the start of the American Civil War. GURPS Onion was a two-session adventure I used to playtest a magic combination that I got from GURPS Thaumatology. The PCs were physically 18-year-old humans who had been created from pure magic less than 12 hours previously on a bowl-shaped world which was also about 12 hours old. They got into a magic-filled skirmish with sapient lions who concentrated on Light/Dark and Fire colleges. Portal was thus far my only GURPS 4e campaign. It lasted about two years (about 80+ sessions). PCs were 50-point normals who happened to discover an interdimensional portal which would take them to numerous (but not infinite) other worlds. It was a sort of Collegio Januari before that wonderful supplement was published. As the characters wandered through several worlds, they realized that an army of insect-people were attempting to conquer many of the same worlds they were visiting. In the end, it became a race against time to gather a multi-dimensional army, locate the insects' homeworld, and seal the portals before the entire multiverse fell to the insect armies. My apologies for not having web-links for these. As soon as I establish a website of my own, I will link from here. |
Re: GURPS Community Campaign & Adventure Repository
I'm going to beg pardon on this once since I don't have links to a website/blog/whatever, since much of this is in development when I get a spare minute or otherwise learn to make GURPS 4e dance in ways that I hadn't imagined the day before (normally after reading one of the threads herein).
GURPS Earthdawn/Shadowrun Exploration of each individual setting, but one that is primarily focused around two specific campaigns that explore the inter-relationship of the two settings:
GURPS Rogue Trader I know it's not particularly original, but I've been exploring a GURPS interpretation (but not conversion) of 40k RPG. While originally meant to be a toolkit approach to the setting, I've found just like with the officially produced RPGs that a thematic approach can be useful. Thus, once a custom magic/psyker system is produced (Powers of the Mind--tweaking, now), it's onto Servants of the Imperium, or a game focused around the Inquisition in a similar manner to Dark Heresy (but which provides a tad more information on how the Imperium and the Inquisition operate). GURPS (3e) Anovia A low fantasy setting that uses "psionic wizardry" (old 3e variation from Pyramid) set in an England/Ireland/Scotland/Wales of an Alternate Iron Age. The setup is basically pre-Roman IA tribes in a Deverry-esque (Katherine Kerr) conflation of "celtic" society, but one in which "elves" have been pushed to the brink of existence (evocative of Tad Williams' Memory, Sorrow, and Thorn trilogy). The game was originally a 1-on-1 PbP that ended up winking out of existence as old friends lost contact, which is a shame since the initial explorations were rather interesting. Definite4ly something that I would like to come back to in the future. And those are the major campaigns/adventure ideas that I have for the moment. There are, of course, numerous adventure/scenarios within the broader campaign, but I thought that I would post these to start with at least. Kage |
Re: GURPS Community Campaign & Adventure Repository
I've run a number of games over the years. Here are the two that have web presence and (at least in theory) could continue again.
Aevalyn: My take on DF. I'd build the religion section before DF7, and haven't updated it to incorporate any of that book. This game is ongoing. Njordlund: A lower powered fantasy game in a more thoroughly drawn out world. Currently on hiatus, but I would like to revisit the New Kingdoms again one of these days. |
Re: GURPS Community Campaign & Adventure Repository
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Re: GURPS Community Campaign & Adventure Repository
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I've seen it described as "a TL8 psi/magic/martial arts campaign by Dr. Kromm (Sean Punch)." However, I can't find it on the net, the link http://www.io.com/~kromm/pcs.html doesn't work. This is the sort of campaign that interests me. EDIT: I found it. http://web.archive.org/web/200406111...kromm/pcs.html Definitely something I'd love to see updated to GURPS 4e and and detailed in an e23 PDF available for sale. It's one of the coolest campaign concepts I've seen. |
Re: GURPS Community Campaign & Adventure Repository
Apocalypta-
This campaign has 100pt characters, whatever the Players want. Robot with a laser on your shoulder, fine. You want a wererat thief, fine. You want a universe hopping World of Warcraft Warlock, fine. As long as it fit in 100pts and they were able to stand my meddling to work them into the fabric of the universe. The players receive about 3-5 CP per session to move them upto hero status quickly. They just started with 100 to avoid the totally unbalanced 1 power wonders that might happen. The campaign starts out with visions and dreams to prompt action by the players. Some of the players don't know their history, having amnesia of anything beyond a couple of years ago. This allows me to develop their back history without messing up their WOW warlock idea. Plus, my players were all new to GURPS and so was I, having never played it, so I have been adding rules quite slowly. It was 3-4 sessions before anyone even realized you could do a deceptive attack. It started on Athas (D&D campaign world) with a hunt for an artifact. This was a fairly linear adventure. You do this, then get a mission, then this etc. A shadowy being was contacting them a couple of times to provide foreshadowing of future events. Save the rod of time from some hidden location and stop the evil sorcerer kings. They travel from location to location picking up clues and learning the rules. They picked up some papers that were meaningless off an old druid they were supposed to save, ended up they killed him and so lost all his useful intel. They interacted with the Veiled alliance of wizards on this world who were fighting against the sorcerer kings as well. At the end of about 6-7 sessions, they finished that adventure arc which landed them saving the rod of time and jumping through a player created wormhole to and I quote "some random plane". Needless to say, that player didn't come back to the game. :) Then they went (those who survived the wormhole), to KoK(Kingdom of Kalamar) for adventure in the Vovhen Jungle. Each piece of their adventure seems disconnected from the last, and yet there are familiar dreams that tie bits together. They travelled the garden of ancient halfling travelers from Athas who populated this jungle hundreds of years ago. These are non magic, non psionic, bio tech beings that manipulate DNA. They were in a war with another race which has yet to show its face in the game. These halflings create a poison to use on the other, EVIL race and the players move on with it. We have lost several PCs with only two originals still going and all the rest new to the party. The campaign is mostly high fantasy with standard GURPS magic, divided into divine and arcane colleges. The campaign is set up so that if the Players want to do high tech, it can travel in that direction, if they want to stick with just fantasy, it can go there as well. The flexibility of it all makes it easy for me to respond to what they want to do. By using Bio tech aliens for the ultimate adversary it allows freedom to say, nope you don't detect any magic or psi, and yet I can justify some pretty weird effects on biological organisms. Been going well I think, sorry we don't have a website. Maybe later. Hope that sparks some ideas, if you want more info, PM me as I have players that may be wandering around here. |
Re: GURPS Community Campaign & Adventure Repository
Here are some games I have run in the past. Some have turned into campaigns, others not. I have never posted anything on them on the web, but might someday.
"X-Files" Actually more of an X-files meets mission impossible (the old tv show), due to the number of characters. This one had an ecclectic group of characters that made all the paranormal investigating fun. One of them was an old russian ex-kgb "vampire hunter," who had seen it all and was very jaded. Funny when the younger players just getting used to the idea of a real but hidden supernatural were more than a little scared. "Road to Rome" Set during Caligula's reign, the player's job was to escort a provincial governor's son to Rome (to be a "hostage" to ensure loyalty). A Centurion, an ex-gladiator, a barbarian scout all shared the job, and their dynamic was interesting enough, but the real gem was that the governor's son was also a PC, and would have given Caligula a run for his crazy had they ever reached Rome. "USS Armstrong" Players were the crew of an Aegis Class Destroyer (Mark II with the helo-hanger) transported to an alternate world along with some classic civilizations, cave men, Conquistadores, A WWII bomber (actually lot's of WWI and WWII soldiers and units), etc, along with a mysterious race of intelligent reptillian spell users who actually caused the whole mess. (this was ten years before Taylor Anderson's fun Destroyermen series started, honest) "Lost Valley" 20's pulp adventure, complete with the spoiled rich girl, the ex-soldier/mercenary, the G-man, and the Chinese Orphan. Oh did I mention the hidden valley with Classical Romans and Cavemen? "Immortals" I hesitate to bring this one up, because it got strange fast. The basic premise is that the characters are transported by aliens into the distant past (read Ice Age) where they meet a tribe of Neandertals...and discover they have become apparently immortal due to the alien stasis machine. The strange came in when after the characters had split up somewhat, one of them decided he really really wanted to advance egyptian civilazation by teaching them how to make Pizza and Tacos...and have drive in's complete with skating waitresses. "Time Police" This was my first attempt at a time travel game. The players were allowed to create characters from whatever time they wished, and they were "recruited" into a time travelling organization just prior to being killed at their point of origin. Actually incorporated fantasy and real timelines. One of the characters was a Thief from a magic using "Roman era," while there was also a cowboy, a couple of soldiers WWI and WWII, and an astronaut/pilot from the near future Game's I've NEVER run, but thought would be fun. MASH or maybe a spinoff, like Fantasy MASH... Yes it would be a bit tongue in cheek. |
Re: GURPS Community Campaign & Adventure Repository
I ran a GURPS game that lasted...well about 10 years. The night I ran the 'final' session I brought out one of the characters from the first session and it's creation date was 10 years to the day.
Anyway, the campaign was very high fantasy - the PCs dealt with earth/universe shattering level stuff. It started with just a single player for a few sessions and then semi-regular games with 5 or 6 players on average. The beginning sessions involved the main PC taking a snatch and grab job that led him down a path of 'great destiny'. He was hired to steal a gem, but an agent of the evil god was there before him. He was nearly killed but the demon-thing stopped just shy of disemboweling him. He then became entangled in the quest by an elvish princess to retrieve the gem and take it to kill the god who had it stolen. I won't go into the details of each following quest, but here a summary of what I can remember (hey it was 10 years long and that was 6 years ago). - Kill the evil god - Prevent the 'resurrection' of the evil god - Take on the 'King of Hell' who was summoned via the PCs own life forces, making him invincible as long as they lived. - Stop an evil mage from traveling back in time to become the evil god - Find the pieces of the 'Rainments of Power' which will allow the creation of a new hopefully not evil god. - Collect all 7 of the 'Shards of the Gods' to help the gods fight against the 'Darkness' - A new set of characters, years later, become embroiled in a convoluted plot by a mage, driven mad by grief to resurrect his long dead wife in a world in which resurrection should not be possible. Turns out that is a very bad idea as the land of the dead/dreamworld is where gods have imprisoned the 'Darkness' - Find the 5 daggers of Damnation and dicover the existence of 3 more (one for each character playing at the time...what was I thinking running 8 PCs!?). Perform a ritual at the Tree of Life to make them the daggers of Salvation. Have final battle with Big Bad Some of the more 'unique' characters... Father Nicholas - Effectively Santa Claus Axe/Andrea - A Lady Hawk like curse to keep two lover seperated for eternity. Split personality...sorta. ???? - A shapeshifter kleptomaniac. |
Re: GURPS Community Campaign & Adventure Repository
I uploaded the adventure I wrote and playtested to Obsidian Portal. I know there are a few errors in the text and especially in the wilderness encounter stat blocks (I didn't playtest most of them), but it is here.
I know, the map looks terrible. |
Re: GURPS Community Campaign & Adventure Repository
I'm running Dungeon Fantasy with a bunch that has never played GURPS before.
Even critters they know seem new to them, because of the new system. I love it. The setting is Urf, a world abandoned by all of the important deities. Only the God of War remains from the Old Pantheon. (I'm using Thwak, from (I think) DF Allies.) Dwarves, elves and everything else... it's old school low-brow gaming, and it works unless someone has a Colts game on... in which case nothing happens. |
Re: GURPS Community Campaign & Adventure Repository
I am currently running Wandered Roads, an online GURPS fantasy style game set in the Palladium Fantasy world. We just completed our 98th session online and currently have 9 players divided into 2 separate parties that game on alternating Sunday evenings. The players have become embroiled in some large scheme designed to start a war and bring chaos and destruction to the world. Supposedly they are going to try to stop it.
We started characters at 125 points and think a few of them are at about 225 now or there abouts. Slow progression. We use the completely amazing MapTool for all of our gaming purposes. Its been good times! Other than that, I really would love to find the time to run another GURPS campaign. Im thinking of Old West, Weird West, Star Wars or maybe Firefly! But need to find the time for that... where did my time go? |
Re: GURPS Community Campaign & Adventure Repository
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I was just rereading GURPS Supers and I noticed that it is mentioned in a paragraph there. |
Re: GURPS Community Campaign & Adventure Repository
Updated my Campaigns—specifically, I've finally gotten off my duff and finished putting the last campaign on my website, here
Also:
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Re: GURPS Community Campaign & Adventure Repository
Current campaigns:
* Irresponsible and Right: GURPS Weird War II, started off quite close to being a British version of the "Detachment 23" campaign in that book (PCs are magicians working for Maxwell Knight within MI5), but has gone off somewhat in other directions. In particular, there seems to be an <i>odd</i> interaction between radioactivity and magic... * Reign of Steel: more or less as the book has it, with the robots converted to 4e and using the rules from GURPS Action! for a fast-moving cinematic campaign. Previous campaigns: * Crimson Skies - aeroplanes and zeppelins in an alternate 1937 * Dark Conspiracy - near-future horror, and Earth is the battleground * I-Cops! - Infinite Worlds meets the TV cop show * Last Days of Atlantis - Gothic decadent sword-and-sandal romanticism in a doomed empire * Transhuman Space, Standard of the Man debris collection campaign * Tempt Not the Stars - Travellereseque free trader game Game writeups, rules changes, and support material are all available at http://tekeli.li/. |
Re: GURPS Community Campaign & Adventure Repository
If anyone needs webspace for their campaigns, the Wikia GURPS Wiki is rather empty. I'm one of the admins, and I'd be glad to have people's campaign descriptions up there.
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4-Part Story - Fantasy Setting
My buddies and I had always enjoyed the leveling up process because it gave us something big to look forward to at a given point down the road. About 10 years back I devised the D&D level up system into GURPS rules. At each level the characters get a lump of points to spend as they see fit. I've created the classic fantasy races (and a couple of my own) into reasonable starting costs. As the various races level up, inherant abilities are acquired / expanded. Regardless of race, all characters are an equal point value at the same level.
I wasn't able to start and run a working / lasting campaign with these rules until June '07. I started with a table of 5 players + me and now there's 7 players + me + GM's assistant. Each player has one PC that'll be introduced during each story giving the overall group more versatility in the end. The four story parts are: Shooting Stars Character's introduction to the world and a small scope of the grand story to come. Status: Completed - Running Time: 18 months - Level Start/End: 0/6 Fugitives A second group of characters working to right the wrongs of a kingdom that's inadvertantly against them. Status: In Progress - Running Time: 10 months / estimated 20 - Level Start/End: 2/7 The Surface of Darkness Groups unite and recruit others in an attempt to build hope for their futures during a bleak chain of events. Status: Not Started - Estimated Time: 30 months - Level Start/End: 7/14 Return of the God-Kings Ancient rulers of the land return to reclaim their place above the societies that have been without them for many centuries now. Status: Planning Stage - Estimated Time: 24 months - Level Start/End 14/20 There's a lot of prestory and interstory twining involved. It would probably take me half a novel to set all of the story devices I have in place. I am in the process of posting the campaign info onto a website. It is mostly for convenience for tha players participating, but also to keep the story straight in my head after it comes out. |
Re: GURPS Community Campaign & Adventure Repository
Gurps Victorian Black Ops.
Steampunk + Magic + Horror. Game that I have been running off and on for some time in my Black Op world. Other eras being in 1963 and 1999. GURPS StjarnaPortala. Stargate the Swedish way... basically a rip off of SG1 with Swedish army/air force as the gate controllers. Tha game ran for 2 years or so 2001+ First it was a 3e game but later turned into a 4e game. Also our Group has a ongoing fantasy game called... Griffin Keep. It has been running for almost 3 years with a 1 year break were we moved the story some years forward with new PC´s. |
Re: GURPS Community Campaign & Adventure Repository
Should the Queen of Ravens Return
I ran this for about two years, and had my playtest hard copy of Abydos to refer to. Basically, events in Tredroy kept coming across the PCs, who eventually discovered the plot of some Abyhdossian agents who were in fact heretics of the Lazarite church out to bring back Lady Ravenjoy as a Lich in a steel statue body. (Yeah take one of the most 'Mary Sue' type characters in existence and give her undead abilities and a magical version of a Terminator body. I posited that she'd gotten pregnant back in her adventuring days and had a stillbirth somewhere in Northern Cardiel. The heretics needed that baby's corpse as a ritual ingredient to summon her spirit back to be animated. Under Lazarite Theology, undeath is not necessarily unholy. Someone who willingly becomes an undead is damned. Someone unwillingly changed, such as a vampire's victim, is still a salvageable soul. The Heretics were willing to damn themselves for the good of Abydos and intended to force her soul into their statue, so that her salvation would not be imperiled. The Lazarite Church, pretty naturally, reacted in horror when they discovered the plan. Profaning the second most holy person in their Church's existence met with shall we say an extremely unpleasant reaction. So, you had the heretics vs real agents of the Lazarite Church working secretly in Cardiel, where being revealed as what they were was a death sentence. In the middle of that mess, stumble the PCs. ;) In actual practice things didn't quite go that way. When they first heard of Abydos, I mentioned that there was a Church up there that sanctioned Necromancy. I used 'Church' in a context of Catholic Church vs Orthodox Church vs Celtic Church. What I didn't realize until much later, one of the players heard 'Church' as 'Temple', a specific building or group of buildings at a specific place. He further translated Church/Temple to "Dungeon". He got it into his head that the mission of the group was to go to that Dungeon, destroy it and all problems down in Tredroy would vanish. They spent more than a year real time (at one session on alternating Sundays) going up there and coming back. |
Re: GURPS Community Campaign & Adventure Repository
Not so much a campaign, more a one-off dungeon bash. But it's a dungeon bash with a difference.
A little boy has been kidnapped by some kobolds. Not the dopy kobolds described in the GURPS rules but some nasty kobolds adapted from the first edition AD&D rules (http://www.michaelamos.net/gurps/ADandD_Kobolds.pdf). Unless some adventurers get a move on pretty quick, that little boy is going to be made into kebabs. The only way to save him is to run this adventure - http://www.michaelamos.net/gurps/Kobold_Caverns.pdf. It's not your standard dungeon bash either, it's a limestone cave system and that means a lot of crawling around on your belly while kobolds run around throwing spears at you. It's all self-contained, with maps and stats and so on. If you have a go at this one, please drop me a line to let me know how you got on. All the best, Michael Amos |
Re: GURPS Community Campaign & Adventure Repository
I am going to be running a game of:
Gurps Steampunk: Red Sands. I'll be using both the Gurps Steampunk books and the brand new Space: 1889 Red Sands full color hardbound book: http://www.stargazersworld.com/2010/...889-red-sands/ Actual characters will be generated using Gurps 4th Edition. "Red Sands pits a desperate band of heroes against the Inner Circle of the Brotherhood of Luxor. The Brotherhood, led by the mysterious Kronos, King of the Titans, plots to bring about the end of all worlds. From the mountains of Mars to the swamps of Venus, our intrepid explorers must stop the Brotherhood from plunging the entire solar system into a bloody war to end all wars!" |
Re: GURPS Community Campaign & Adventure Repository
Campaigns of the past few years:
The Varied Jobs of the Three Prawns Crew - d20, Iron Kingdoms, set in Five Fingers. The players were a small "crew" doing jobs of varying legality for the various High Captains against a backdrop of a Cryxian invasion of Five Fingers. The Three Prawns Crew provided body guard services, pick and delivery of illegal goods, infiltration--and an orphanage. Sessions written up here. Dark Imports - d20, Iron Kingdoms. The PC’s work for Glasneigh Exports. Glasneigh Exports operates a low-key, barely-profitable shipping business. The shipping business is only a cover, though. The real charter of Glasneigh Exports is twofold. First, to investigate rumors of infernals and infernalists operating within the Iron Kingdoms. Second, to retire with extreme prejudice any infernals discovered, to interfere with the operations of infernalists, and, if possible, rescue or free the souls of the Marked. And all of this must be handled behind a veil of secrecy. Sessions written up here. Empty Eye Sockets - d20, Iron Kingdoms. The PC's are elite-ish, mid-level spies from the various kingdoms sent on a mission to discover what kind of Orgothian horror Cryxian agents stole from Five Fingers--and destroy it. Sessions written up here. Normal Heroes - Hero, Modern. Inspired by the NBC show "Heroes", the PC's all start the game more or less normal, but having recently manifested powers of various sorts. The players described the general nature of the powers they wanted and I (as GM) created their powers. The players started play knowing only 1 or 2 of their powers. The rest had to be discovered during play, usually during stressful situations, with unexpected results. Then they had to learn how to control their powers while maintaining a facade of a normal life. The PC's became secret crime fighters, taking on the local crime syndicates, and then stumbling onto villians much like themselves. Sessions written up here. Edit: I'm currently working on campaigns for Iron Kingdoms using Gurps 4e. -David |
Re: GURPS Community Campaign & Adventure Repository
I'm planning to run a Stargate setting campaign, and am at current statting up the various pieces of gear needed for it in a friend's (who's house I'm running it at, since the books are also his) copy of character builder.
I'll post additional details once I've run a session or 2. |
Re: GURPS Community Campaign & Adventure Repository
The Shattered Shield - This is the overall premise for the fantasy campaign I'm running. The length to finish it is unknown as I just started it, but also variable. I'll try to keep the description as brief as possible, but I don't really have a blog to post it to, so all the write up info is going to be in this post. If anyone would like any more info about the campaign feel free to e-mail or pm me.
The basics are that an elven kingdom, through sneaky political machinations, was taken over by a necromancer that disguised himself as a noble of said kingdom, who is a minion of a much more powerful big baddie. The elven kingdom had for years been a beacon of freedom to the world at large, and stood firm against the big bad that the necromancer works for. The big bad makes his home very far away from this elven kingdom, on the other side of a vast mountain range that is home to the dwarves of the game world. The elves, in the past, had always offered assistance to the dwarves in turning back the forces of the big bad, and so the dwarves and elves were actually on good terms, with the dwarves sort of feeling like they had a debt to the elves for their assitance. The major threat to the necromancer taking over the elven kingdom was the general of it's armies, a very skilled mage and warrior, who happens to be an elven vampire. He's learned to control his vampiric nature, thanks in large part to a ritualistic spell that was cast on him by a group of elven mages that keeps his elven nature dominant over his vampiric one. As a result he can walk in daylight, but will suffer ill effects from too long an exposure to daylight. Anyway, the general is the head of a prominent elven noble house, only second in terms of the respect it is given in the kingdom to the royal house. He is in fact married to the daughter of the king. The necromancer manages to turn the elder against the general, making them fear the possiblity of his vampiric nature asserting itself, and him turning against the kingdom and killing everyone. He makes this fear very real to them, and they insist that the king banish the general or the will dethrone him. The kind not wanting to put the kingdom's fate in the hands of such fickle men, agrees and banishes the general, who understands the king's reasons for banishing him and accepts them. Under elven law, when banished the general is stripped of his name, identity and any titles. He cannot ever acknowledge to anyone who he once was, nor may any elf ever address him as who he had been. The general being a firm follower of the law accepts this, as takes a new name. Timantil, He Who Waits. So long as his banishment remains in effect, he will answer only to this name. There is one thing that the General didn't know before his banishment, his wife is pregnant with his child. After the General is banished, the necromancer manages to assume true control of the country and sows chaos around the world at large, calling on allies of the elven nation to act upon their debts. Using the armies of allies to attack targets which seem reasonable in the quest to stamp out the big baddie that the necromancer serves, but really further said big baddies interests. While the allies are away preforming these tasks, the necromancer has the elven armies attack said allied nations and ransack them. The elves are thus disgraced, and the power of the nation is effectively broken. Elves flee the nation and spread themselves throughout the world, gathering in small communities far from most civilized areas, as few people truly trust the elves now. The elves themselves feel a sense of guilt about the betrayal that occured, and a sense of duty to those who were betrayed by them. About the only elves who aren't immediately distrusted by most people are Timantil, and the small circle of generals he assembled around himself back when he was the General of the elven nation known as the World Guard, and neither of these took part in the attacks on the allied nations. There were originally twenty members of the World Guard. While the attacks were going on, the World Guard finally caught on to just what the necromancer was planning, and attempted to overthrow him with what loyal troops they could gather. They failed sixteen of them died in the attempt to reassume control of the elven nation. While this revolt was taking place, the elven princess gave birth to the general's son. Four members of the World Guard managed to get to her, and escaped with the child. The necromancer was led to believe the child was stillborn. The four members of the World Guard hid the child within the royal court of a human nation that had been an ally to the elven nation, and that owed the general a great debt. The members of the World Guard then dispersed hiding themselves around the world, and speaking to no one of the child. Timantil himself wanders the world doing what he can to subvert the schemes of the necromancer of the man he serves. However, he will not raise his family crest to summon an army to fight behind him and retake the elven nation as he is bound by his banishment to never acknowledge who he was. A banishment he honors as it was imposed by the rightful king. Of course, no one will flock to the banner of the royal family as they mistrust them due to all that occured under their watch either. There is a small group of resistance fighters that still fights within the borders of the elven nation, attempting to take back control of it. It is made up mostly of elves, though there are members of other races as well. It is led by the adopted son of the banished general. He will not raise the standard of the fallen house either, as he feels he has no right to it, being an adopted son. But he does want to see his nation returned to glory. The adopted son has no magical abilities but was trained in fighting by his adopted father, he is a skilled fighter. The best way to introduce the PCs, I think at least, as this is how I've done it, is to have at least one of them be a child of one of the surviving members of the World Guard. The parent dies, and upon his death bed, tells the child of the General's child. Explains that the child is the only one who can raise the standard of the General's fallen house, called the Thrice Struck Shield (Hence the campaign name, as this shield has been shattered), and the standard of the royal house. Timantil is likely to support the child and help him, he is a gifted general who will only rally to support someone who will fight under the banner of the royal house, as Timantil is still loyal to them despite the general opinion of them within the world. The parent will not reveal that Timantil is the banished General, saying only that he was another elf that was banished around the same time and a great friend of the general. The general unfortunately, according to the parent, is dead. The parent charges the child with finding the general's son, and bringing him to Timantil for training and support, as Timantil's aide will be invaluable to the child in his attempt to restore the elven nation to glory. Unfortunately, the parent dies before telling the child what kingdom the general's son was hidden in. What the child does know is that both the general and his son have very distinct features, unique throughout all the world. Both have silver hair and silver eyes, a mark of the unique magic they wield. Having been charged by the parent to search out the general's son, the child sets off into the world, looking for clues to the child's location. Perhaps if the child can find the remaining members of the World Guard then can learn the location of the General's son. Or if they find the General's adopted son, they might through him find the remaining member's of the World Guard, or he might have some ideas as to what human kingdom would be trusted with the guarding of the general's true son. You can probably run as many adventures as you like having the PCs run around the world looking for clues as to the location of the general's son. Possibly adventures in which they attempt to put a stop to the necromancer's plans or things like that, in the hopes they might run into Timantil, the remaining members of the World Guard, or the adopted son. Once the general's son is located, Timantil will need to be located, which may also be a series of adventures as they try to find this illusive man. Then there will be the gathering of allies to the banner of the Thrice Struck Shield, as Timantil trains his son, though he will never admit to being the boy's father, ever. The PCs may or may not travel with Timantil and the boy as this occurs. If they do, they're likely to get some training from Timantil, either by watching him train the boy, or directly, if they so choose to. Then eventually will come the assault upon the necromancer at the castle of the former elven kingdom. It should be noted that once they reach the border of the elven kingdom, Timantil will no longer accompany the party and his son. He was banished and may not return to the nation until his banishment is lifted, if it ever is. He will honor this aspect of his banishment as he has honored every other part. So while the party may have the help of a extremely powerful NPC for a time, when it comes time to confront the necromancer he will not be there. Sorry this was so long. But that's the basic outline of the campaign I'm currently running. At the moment, the adventure I'm running within the campaign is The Keep Upon the Shadowfell, the first level adventure for D&D 4e. |
Gurps Transhuman Space - Chthonian Stars
Mongoose Publishing a FULL COLOR HARDBOUND book for their Traveller line that looks like an excellent adventure for Gurps Transhuman Space:
Chthonian Stars Release: October 2010 Specs: 220 pages, Full Color, $44.95 Overview: It is a good time to be alive. The nations of the world still exist, but they have become more civilized. Countries resolve their disputes through the forum of the United World Council. Colonies of mutual cooperation exist throughout the solar system. We have stretched to the edge of our known world. But, alas, it is not to be our time. Something approaches, a thing on an orbit from far away. Seemingly a large shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is a thing that has been traveling through the universe on its oblique trajectory for millions, if not billions, of years. It is a part of the natural cycle of things, on its eon-long orbit. The Chthonian Star is the thing that caused the end of the dinosaurs, among other things. Now, again, it is awakening things long thought lost or dead, things that have slumbered awaiting its return. Chthnonian Stars brings a Lovecraftian flair to the Traveller family of products, in a near future setting where mankind has expanded out into our solar system, where old things are beginning to awaken. Sounds like a perfect match for Gurps Transhuman Space! http://www.mongoosepublishing.com/ho....php?qsID=1877 |
Re: GURPS Community Campaign & Adventure Repository
http://www.obsidianportal.com/campai...ikis/main-page
Non-Yrth fantasy. I stopped updating the site partially because it became obvious nobody in the group was reading it. The rest of the reason was a player going out of his way to sabotage another PC and the arc the campaign was on. <shrug> I couldn't have continued to write up the adventures without making this apparent. In retrospect, I should have called him out. Letting him get away with it and re-orienting the campaign so that his character got more facetime made him feel that I was "picking on him". Things wound up blowing up much more colorfully than if I'd just stopped the session and called him a <bleeping bleep> for screwing over another player. Items of special interest might be the Creation Myth, Orc Race, and Houserules. The Adventure Logs are good for many laughs. There are some meta-game "secrets" hinted at in various parts of the wiki for the observant to uncover. One of the most prominent is that the king's sword is an artifact from the gods. It is the customary accolade upon achieving a noble rank and pledging fealty to the king that bestows sorcerous (psi system) power to the recipient and his descendents. Another is that the gods of the primary pantheon are dead (and presumably, dreaming). Their power lingers on, but they are no longer directly affecting the world. (This is partially played out by priests of the Death god, Fertility goddess, and Trickster god having unusually close relations with religions that are officially suppressed. And with the reason they're suppressed in the first place.) Another are the mana sinks/black stones. (Did I steal the idea from REH? You bet your britches.) They anchor slightly-customized "in-betweeners" from GURPS:Voodoo. Basicly, minor gods created by humans (through blood magic and human sacrifice) in the forgotten past to protect them from the fey. At a cost. (Yes, the "murder addiction" disad is in full effect.) The one in the capital anchors a minimum-power Corrupter, instead. I believe it was the unfolding secret of the stones that caused the one player to actively rebel. (At least I did a good job of freaking him the frak out!) It *did* unfold a bit faster than I'd planned. One of the PCs challenged the godling of Eayrre to a duel. (I'd presented him as a professional duelist and confidant of the Duke. The depiction was largely inspired by the villianous fop in the "Rob Roy" movie. Somehow, the player of a generalist character translated that as "mook".) One feint, one called shot, one gout of blood, and one dead PC. (Followed by a round of Fright Checks as the duelist's true snake-man form briefly evidenced itself.) Which explains why he flipped about the arc, but not why he sabotaged the other player. (I speculate that it's because the other character had some plot coupons--in this case, unusual corroded brass coins--I'd included just in case they stalled out, and I needed a hook to hang something on. Besides, they were *really* cool props to drop on the table.) Feel free to rip off any bits that you find interesting. (But credit would be nice.) I can't really post the text of most of the handouts I gave. Copyright, and all that legalistic stuff. |
Re: GURPS Community Campaign & Adventure Repository
Here is a adventure with some assembly (customization) required:
Title: The Other Side Genre and Setting: An action-adventure fantasy that starts in Modern times. Description: Starts in the world we know as reality (but won’t stay there). Player Characters: The characters should all be one of: 1) stylized versions of the players (i.e., set a year or two in the future after they have acquired some adventuring skills: e.g., lost the extra weight they wanted from hiking, learned to drive motorcycles, trained to shoot big game on an Africa Safari, learned rock climbing, etc.), 2) Recent Modern Day high school / college grads who all know one another, Or 3) Modern Day Action Adventurer types (per GURPS Basic Templates: Investigator, Soldier of Fortune, etc.). Mission Statement: PCs are invited to dinner by either : 1) you (the GM) or 2) a friend/teacher/professor/war buddy/former colleague etc. and find a letter asking for help. Time and or Cross-Dimensional Travel may be involved. Play Style: Focus will be divided between mystery/problem solving and action/adventure, with opportunities for role-playing and realistic combat action. Rules System and Level: GURPS 4th Edition (link) with standard 150 point characters. Source Material: Some, or all of the following: GURPS Ice Age, GURPS Land Out of Time, Sir Arthur Conan Doyle The Lost World, “The Wild Side” GM Notes: For the adventure, you/ a friend/professor/war buddy/etc. have invited the characters to your/the friend’s/professor’s/war buddy’s house for dinner and to show them a wonderful discovery you/he/she has made. When the characters arrive, you/he/she is not there. There is a cryptic note saying that if you/he/she is not back by the time they arrive, then you/he/she needs the characters help. The note directs the characters to go to the old shed/garage in your back yard (or a property a short drive away that you have recently inherited), close the door, and then pull/push/twist something. If they do, it reveals a secret passage leading down. If they go down the passage it ends in a large room. The room is filled with ATVs (enough for everyone), camping gear, med kits, food, a hand written map sitting on a table, and a cabinet with weapons. At the end of the room is large ornate stone door, with strange symbols carved into it. Also on the table is a note in your/the friend’s/professor’s/war buddy’s hand writing that says: “I’ve gone to site A (see the map). I should have been back an hour before you arrive. If not, I’ve run into trouble and need your help. Load up the ATVs with fuel and supplies for a few days (time runs differently on the other side, 1 hour here is a day there), bring the map and weapons, and drive through the doorway. Once on the other side, go through the exit cave and follow the map. Good Luck. I’m counting on you.” “Site A” is clearly marked on the map, and from notes on the map, seems to be about a day’s drive away. If they do what the note asks, they will end up in “The Other Side”, which is: a) the world described in “GURPS Land out of Time” (available from e23), b) a prehistoric world like described in “GURPS Ice Age” (available from e23), c) a strange desert island (a.k.a., TV show “Lost”, D&D Module “Isle of Dread”), d) in the middle of a great desert (“GURPS Banestorm”, “GURPS Arabian Nights”), or e) any other place you think they might enjoy exploring. What ever place you decide, there should be a way to earn money (i.e., how you paid for the ATVs and other equipment), a stream with lots of gold that you panned, rare plants you sold, artifacts from the ancient city you sold, or what ever. The reason you didn’t make it back was: a) your ATV ran out of gas; b) your were trapped by a flooded river; c) your ATV was damaged and you injured (twisted ankle) in a rock slide; d) you were captured by cave men/lizard men/natives; e) a dinosaur/saber-tooth tiger/other creature has you cornered is a safe place, but away from the ATV and your weapons; f) you were caught in a trap in the ancient city at “Site A”; or g) anything else you like. As if driving out of a cave to a new world (in full daylight) wasn’t enough of a shock, give them a herd of dinosaurs/a mammoth/or other non-natural/native creature passing by scene to drive home that “we ain’t in Kansa any more” moment. |
Re: GURPS Community Campaign & Adventure Repository
Inspired by this thread I offer the following:
The Sickening of the savages. Odd diseases are showing up on a low tech planet. Investigation shows no outside source of pathogenic infection and over time given the natives' non-standard biochemistry, pathogens are ruled out. Turns out that they're being irradiated and explosed to advanced tech toxins. Someone is smuggling in metals and other materials the local smiths can use from a nearby nuked out world. Smuggled steel that's radioactive, materials used to extract gold from ore that itslef is laden with industrial waste and so on. the PCs have two problems if they are to put an end to this. 1) Figure out how the smugglers are getting past the mostly automated orbital defense grid that is supposed to keep the nuked planet quarantined and 2) Figure out how they're smuggling these 'goods' in through a patrolled system to the protectorate world. Two completely different types of protection. |
Re: GURPS Community Campaign & Adventure Repository
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Sounds like it should be fun. |
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I've posted a brief narrative of the Lord Beresford's Travellers campaign so far to the GURPS Wiki at http://gurps.wikia.com/wiki/Lord_Ber...27s_Travellers Even more briefly: an 1870 Steampunk/magic campaign about the exploration of the wild places of the world. So far they've been to South America in search of El Dorado (didn't find it, but found the Lost World as is de rigeur for pulp fiction adventurers in South America), to Africa with a psychic archaeologist in search of the Kingdom of Sheba (found it, but buried beneath the glaciers of Angola), and are now on the Orient Express, bound for Tibet. (Yes, they will need to change to reach their destination...) |
Re: GURPS Community Campaign & Adventure Repository
My current campaigns are both GURPS 4e.
Peribord & Hornsby: A Year of Wandering - A solo fantasy campaign. The PC is a recent graduate of the Golden Order Magical Society, a college of sorts. This is my first attempt at trying out fantasy tropes in a 4E game, as well as doing very in-depth session recaps. Basically, the game deals with questions of how government responds to a world where private citizens can learn to wield god-like power. The plot is evolving well. 150 pt characters. Ultimate Salty - Weird name, I know. This game is basically a paean to the hardcore survival genre. The players are in a Mad Max-style post-apocalyptic wasteland where things like guns and cars exist, but bullets and fuel are rare. Bandits are everywhere, water is always in short supply, armor is piecemeal, bullets are like fate points, encumbrance is ruthlessly audited, currencies are ad hoc and unstable, and towns are more like walled forts. The players only have one mandate--survive. They take bounties for local bandit groups, do odd jobs like motorcycle repair, and just generally try and figure out how to carry what they have and keep it safe from theft. Right now they're tracking down a fellow bounty hunter who shot their partner and made off with a captive bounty they had all taken down together. But along the way they unintentionally killed the leader of a powerful motorcycle gang. One of the players nearly lost a leg in the fight, and is now bedridden. Meantime, the rest of the group is running around the wasteland trying to avoid patrols and stay alive while keeping their horses fed and watered. 100 pt characters. |
Re: GURPS Community Campaign & Adventure Repository
The Heroes of Kalaman A pbp fantasy campaign that takes place in a slightly altered Dragonlance setting shortly after The War of the Lance. The city of Kalaman was destroyed during the war and all available resources are now being gathered in the rebuilding. The King has asked the PCs to help by donating as much as possible of what they find while they adventure and he has given them a mandate to arrange new or increased donations.
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Re: GURPS Community Campaign & Adventure Repository
The Crosstime Presidents' <insert verbiage here> Squad!!!
After the discovery of time travel, Washington, Lincoln, Jackson, Reagan, and Taft formed an elite <> squad to <> the <> of the <>. Franklin serves as the squad's inventor, since he can't actually be a field agent. Build Presidents on a cinematic 200a/70d point base. Washington might be a few more than that. Washington should have things like: Skills Making Cocaine IQ + 1 Innate Attack Gaze DX + 2 Rapier DX + 2 Axe DX + 3 Bear ****ing DX + 3 Advantages People are afraid of me +2 reaction bonus I invented cocaine + 2 reaction bonus from drug dealers/users The President + 2 reaction bonus from Americans Innate Attack LASER EYES 4d (2) burning Flight Nusiance Effect (Rainbows) Growth 4 Made of Radiation (only when at max size - 10%) Two brains (maybe compartmentalised mind and limited injury tolerance?) 30 dicks + 2 reaction from ladies? Disads Intolerant of British children Sense of Duty America Doesn't like cherry trees Build the others in a similar fashion and release the Presidents into the wild. The destruction shall be legendary. Some ideas for the <> include: Crime Fighting, Assassination, Hit, Science!, Time Travelling, Bear Hunting, World Saving, Ferret Breeding, Superhero, Political...and their opposites. |
Re: GURPS Community Campaign & Adventure Repository
This is an Infinite Worlds game I started running about 18 months ago. It is still going. The following is a report of the first few sessions. The report was written by the NPC leader of the party.
Mission Report Mission ID: 001FFQ37E Worldline: John Heston's empty Jump Status: Successful Mission: John Heston, head of Infinity R&D, has been on vacation for nine days. He was supposed to report in two days ago as a routine check-in. Go make sure he isn't dead and report back. Mission Status: Successful - Delayed Team Lead: Special Agent Alex Mack (Jumper) Other team members: Patrolman Nicholas DuClair (Nexer) Patrolman John Hightower (Spec Ops) Patrolman Nadine (Medic) Patrolman Max Power (Criminal Justice) Report: Day 1 Arrived on empty without issue. Patrolman Hightower and Patrolman Power found Mr. Heston in his mansion. He seemed in a good mood. He also decided to return to Homeline with team Charlie. The return jump was unsuccessful. There was a deviation in the quantum resonance that caused an off target jump. Quantum scans revealed that we had landed on a shiftrealm. The area contained in the shiftrealm was relatively small, only a small mountain and a mile or two of surrounding terrain. The conveyor's drive shaft was damaged during the jump, so I destroyed it after we took what supplies we could carry. We made camp in a nearby cave. Day 2 Patrolman DuClair, with some ingenious electrical engineering, managed to boost the gain on the parachronic detector. He was able to detect a disturbance somewhere in the mountain. We made plans to locate the disturbance on the following day, since most of day two was spent finding a place from which to scan and altering the scanning equipment. We made camp near a small stream near the base of the mountain. Second watch was interrupted by the approach of several scaled humanoids. They communicated psionically. They asked to be left alone. We assured them that we intended to leave the area as soon as possible. Day 3 After making sure that our only form of egress was in the center of the mountain, we made plans to ask the locals if they knew about a nexus within the mountain. They were aware of the nexus, and DuClair was able to convince them to let us pass through it, even with the added difficulty of Hightower being a little too ready for combat. We traversed the portal and arrived on an island. A brief recon of the island revealed a small grass hut and the remnants of boat construction. Someone left an axe behind. Hightower and DuClair grabbed some timber and used it to float them across the water to a nearby larger land mass. Once there, they encountered a local who offered them his boat and some freshly cooked fish. The team regrouped on the larger land mass and, after a bit of difficulty communicating to the local, we got him to show us to the nearest town. The journey would take 1.5 days. Day 4 During the hike toward the village, DuClair ran the chronolog and determined that the local year is 847. He also determined that we are most likely in or near the Philippines, where the local language is Tagalog, a language that died shortly after the turn of the millenium. Day 5 We arrived at a small fishing community. The people were friendly, even though we couldn't understand each other. They showed us to a vacant hut that we would be allowed to use. One of the locals brought some fish to the hut for us. We designated the hut as our rest area. Our base of operations was designated in an area out of sight from the village and in the direction of the island with the nexus. We heard the familiar sound of a parachronic jump. The sound came from above the town, suggesting that the jump was either an error, or made with an airborne conveyor. We sprang to action immediately. Hightower, Power, and Nadine were at the edge of town when they heard the noise. DuClair was in the hut. I was gathering intel on the locals. Shortly after, I heard a firearm discharge. I ran toward the hut to find DuClair dragging one of the locals into the hut. Patrolman DuClair reported that he discharged his ISP at the man (possibly a Centrum agent in disguise) who tried to stab him with an Eraser hypodermic. We didn't have time to consider the implications of this development as we regrouped and made plans to intercept the possible threat. Hightower's group saw the craft head in the direction of the nexus. We approached the craft. Hightower identified it as a Centrum conveyor. Once the team was in position, I gave Hightower the command to fire. He dropped the two guards with one shot. DuClair and Power advanced and neutralised the two remaining Centrum agents in the conveyor. We established a perimeter. DuClair inspected the conveyor and disabled its security measures. We found upon further inspection that this conveyor was self-propagating. We decided to make several jumps to throw off any pursuers. We jumped to a Q5 empty, then to another Q5 empty, then to Homeline. Additional Comments: Patrolman DuClair performed excellently as both a leader and a nexer. Patrolman Power doesn't play well with others. Seems to have a problem with Patrolman Nadine. Patrolman Hightower is an excellent marksman. Patrolman Nadine executed orders efficiently and without question. Report Concluded. |
Re: GURPS Community Campaign & Adventure Repository
Currently DM'ing
Time of the Gods: a mithical Greece campaign based on the old Cretan Chronicles gamebooks: the PC are powerful heroes born with a dooming prophecy describing the end of the World. They can call Gods intervention with the correct invocation and sufficent dedication... (SPOILER) The "End of the World prophecy" predicts the End of the Gods world and the start of the age of men. 10-12 sessions played, currently on hiatus until winter. Currently thinking about Weiss Cocoon: just for fun some years ago I re-wrote the Evangelion anime story with western topics (less teenagers and more Cold War, less robots and more tanks, less angels and more aliens). The thing went alive itself becoming a massive conspiracy story with ususpected Supers, superscience and a good apocaliptic ending. Now I'm thinking about merging these two campaign Inception style. |
Re: GURPS Community Campaign & Adventure Repository
I'm currently running "High School Hotties in High Heels" a Gurps Horror game.
This game is Based on the hit Show "Buffy the Vampire Slayer" - the title is for humour - like "Surf Nazis Must Die" kinda thing. The game is purely "Horror High School" - good vs evil. OOC: I will be using concepts from a Gurps module published on e23 that took place in a High School. |
Re: GURPS Community Campaign & Adventure Repository
Among Titans
Episodes in my long running Fantasy setting. Combines the world setting from White Wolfs Exalted with a lot of material coverted from Warmachine and Hordes by Privateer Press. Unusuall to the Exalted setting is the fact that all player characters are Non-Exalted. PC's struggle to build and support an independant kingdom as normal-ish people. The Exalted are more a background element similar to the gos and power of other settings. Morals only have a hope against the Exalted in large trained military groups that make use of powerful automatons and essence empowered warbeasts. Politics and realm building are a big part of creating and supporting those armies. Most recent campagin arch lasted around 8 months so about 32 sessions. |
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Index Recap 1-10World Orginizations Player Characters MushameeNPC's Items Rules |
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Also missing are all the recaps between Episode 222 (3 Desyat 1002 - Roman Hell) and the first recap on the blog (15 Odin 1002 - Assassin God's chamber).
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Re: GURPS Community Campaign & Adventure Repository
A GURPS: Space campaign set in the Star Trek universe, original series era, TL11^ safe tech. Significant differences between canon Trek and this campaign include the following:
A GURPS: Horror/Monster Hunters campaign set in the Renaissance Florence. It's a Monster Hunters campaign with 150 point characters with access to wheel-lock weapons. I welcome private messages with advice and/or criticism regarding these campaigns or their websites. |
Re: GURPS Community Campaign & Adventure Repository
My current game is called True Tales of the Ley Line Patrol, a cops game set in a fantasy world (PCs include two orcs, an elf, and a human) with modern-day magic-based technology (sort of; instead of computers, for instance, people use magical Tomes to which daemons have been bound, to write, store, and share information). Only one-and-two-thirds adventures in, but it seems to be going along OK.
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Re: GURPS Community Campaign & Adventure Repository
Here is a partially completed manuscript of something I was writing for GURPS Dungeon Fantasy:
http://home.comcast.net/~stefan_jones/free_villages.doc It's a village sourcebook. Maybe it will be of use to someone. EDIT: Here is an RTF version, http://home.comcast.net/~stefan_jones/free_villages.rtf |
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