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Old 02-14-2010, 08:51 PM   #17
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: GURPS 4th Campaign Types

Here are the GURPS campaigns I proposed the last time I circulated a list of possible new campaigns:

___Fixers: Player characters will be, not consulting detectives, but consulting criminals: highly skilled professionals for hire by organized crime groups that need their special skills. They can have professional standards but can’t have any objection to breaking the law. We might have each player running two characters, to increase the number of options for skill sets. Characters will have enough points to be good at a wide range of skills, but not at everything! Emphasis on skill use and problem solving.
___Heartland: During the era of Prohibition, the United States sees a secret war between two factions: the Mafia, covertly allied with the Roman Catholic Church, and the vampire-dominated nativists of the Ku Klux Klan. Player characters will be anti-vampire agents of the Mafia. High combat with lots of blood shed, in more senses than one.
___Lögreglusaga: A Viking police procedural, set in an alternate history where Viking raiders have conquered Constantinople and circumnavigated the world. Sworn men of a chieftain in the trading town of Vindaborg, located in the interior of Vinland, keep the peace and investigate crimes. Technology is comparatively low, about equal to the English Civil War, and forensics is limited to naked-eye observation; most criminal investigations depend mainly on asking the right questions. The main focus will be on legal conflicts and procedures, but this is a Viking campaign and there will be fighting as well. Rules system: GURPS.
___Mentat: Immediately after World War II, but with a historical divergence: effective mind-control drugs were developed before and during the war, making possible most of the effects attributed to hypnosis, telepathy, and brainwashing in popular fiction. Induced autism drugs made digital computers unnecessary for codebreaking and no one has them. Can the United States use this technology to preserve world freedom, or will it be corrupted by the use of these methods? And how long can they be kept secret, or is the secret already out? Agents of the United States’s most secret organization confront these issues.
–––Water Margin: An alternate history campaign set in a world ruled by the Ming Dynasty, in the Middle Kingdom’s English province. Swashbuckling adventurers deal with the problems of an empire losing the favor of Heaven, including scheming Chinese officials, ambitious English gentry, pirates, the Irish triads, and the threat of intervention by the elite Eyes of Heaven. Characters will be larger than life; action will be cinematic, with both Western and Asian martial arts available, but no overt supernatural elements.
___Xenophobia: Humanity has gone to the stars, encountered new life and new civilizations, and set up trade with some of them—but it’s neither easy nor safe. Aliens in this setting are really alien. At one of the main ports, the personnel of a special agency work to facilitate trade, resolve conflicts, and limit humanity’s exposure to unknown dangers, while trying to build up humanity’s credit as trustworthy business partners. Characters will be human but may have unusual abilities. Play will be realistic, with emphasis on mysteries and negotiations.

And, yes, I'm confident that GURPS really could handle all of those.

Bill Stoddard
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